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8. SMITHY Those who know how can draw metal from the pools
in cube form. A creature might learn the method by cast-
Zox has convinced the creatures Jiving in this cavern ing identify on a pool or by asking Zox. A creature must
that he is Trobriand's apprentice and thus deserves their place one or more of its hands within 1 foot of the pool's
cooperation. The 90-foot-high, soot-stained cavern con- surface and recite the following in Terran: agrach taar
tains the following: azlach (which, loosely translated to Common, means
Forges. Intense heat and thick smoke billow from "shape to shapelessness"). This causes a cubic foot of
five forges protruding from the cavern walls, their liquid metal to rise out of the pool, harden into a solid
fires illuminating the cave. An azer smith stands at 1-foot cube, and hang weightless in the air at the edge of
each forge. the pool, where anyone can grab it. The act of bringing
Scrap Pile. A 20-foot-high pile of scrap metal dominates forth one of these cubes is magically tiring, and a crea-
the middle of the cavern. Hiding in it are nine lava ture that does so gains one level of exhaustion.
children (see appendix A). One minute after it hardens, the cube loses its
weightlessness. A 1-foot cube of iron or steel weighs
Runes carved on the inside walls of the forge chan-
nel magical energy from the Elemental Plane of Fire. 500 pounds.
Destroying a forge causes it to stop generating fire and 10. RESTING CAVE
heat. Each forge has AC 17, 80 hit points, and immunity
to poison and psychic damage. This 30-foot-high cave has the remains of an adven-
turing party's campfire in the middle of it and no other
AZERS features of note.
The azers were brought here from the Elemental Plane
of Fire by Trobriand to sculpt metal into desired shapes. 11. HOBGOBLIN BASE CAMP
Posing as Trobriand's apprentice, Zox orders the azers Hobgoblins have turned this 60-foot-high cavern into a
to craft parts for the Simulacrux (see area 2a) and his base camp. The camp's leader, the ruthless hobgoblin
other pet projects. The azers understand the purpose of warlord Yargoth the Breaker, answers to a more power-
the Simulacrux (to replicate scaladar) but are under the ful warlord named Doomcrown (see level 14).
false impression that Zox is building it at Trobriand's
behest, not for his own ends. The azers are frustrated by llA. STALACTITES AND STALAGMITES
Zox because the gnome is scatterbrained and has them Rock Formations. Stalactites ranging in height from 10
working on multiple projects at once. They strongly dis- to 20 feet cling to the cave roof, while stalagmites of
like the hobgoblins, who rob them of metal. similar size thrust up from the floor.
A character can convince an azer to undertake a new Monsters. Lurking behind the cluster of stalagmites
project with a successful DC 19 Charisma (Persuasion) to the north are five domesticated death dogs, four
check. The azer works for free and can craft a functional hobgoblins, and the hobgoblin warlord Yargoth
metal weapon or a metal shield in ld6 days, or a func- the Breaker.
tional suit of metal armor in 3d6 days.
The azers are nonthreatening. If the lava children at- When Yargoth gives the order, she and the death dogs
tack the party, the azers don't join the fight, preferring to spring into melee combat while the other hobgoblins
observe from the periphery. take cover behind the rock formations and shoot ar-
rows. The hobgoblins in area llb also join the battle
LAVA CHILDREN by loading, aiming, and firing the flame cannons in
Lava children can pass through metal as though it that location.
doesn't exist. Those here lurk in the pile of scrap metal, If the characters choose to parley with Yargoth, she
emerging to attack any creature, other than Zox or the suggests they combine forces and storm Zox's fortress.
azers, that comes within 5 feet of their scrap heap. Yargoth knows that the fortress doors are locked and
magically trapped, and that Zox is protected by a tall,
9. METAL POOLS golem-like construct (Rex the shield guardian). Yargoth
wants Zox's scaladar control ring for her efforts; if the
This cave has a 30-foot-high ceiling and contains two
10-foot-deep pools of shiny liquid metal drawn from the characters agree to help her, they are free to claim any-
Elemental Plane of Earth. The western pool holds liquid thing else they find in the fortress. Yargoth keeps her
iron, the eastern pool liquid steel. Despite being lique- end of the deal, provided the characters do the same.
fied, the metal is cool to the touch. A detect magic spell llB. FIRE AND RUST
reveals a strong aura of transmutation magic emanating
from each pool. No matter how much metal is removed Defenses. Six hobgoblins stand guard near a pair of
from a pool, its depth never changes. flame cannons aimed at a natural stone bridge.
Metal removed from the pool solidifies instantly, be- Lit Enclosure. Seven-foot-high stone walls form an
coming as strong and immutable as wrought iron or enclosure that abuts the west wall. Inside are trapped
cold steel. The metal instantly hardens upon leaving the four rust monsters. Tied to a rope and strung across
pool and forms a hard coating around anything dipped the top of the enclosure like ornaments are glowing
in it. Prying off the hardened metal coating requires a sacs (giant fire beetle glands) that shed orange light as
successful DC 23 Strength (Athletics) check. brightly as torches.
LEVEL 13 I TROBRIAND'S GRAVEYARD
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