Page 185 - Waterdeep - Dungeon of the Mad Mage_Neat
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The fire beetles can!t harm anyone while confined to All three pillars and their silver knobs radiate auras
their cage. Unlatching the cage door requires an action. of transmutation magic under the scrutiny of a detect
If released, the beetles attack indiscriminately. magic spell. Any creature that touches a pillar's silver
The iron fragments littering the floor include curved knob is teleported to area Sb. Once a silver knob has
sheets of outer plating, as well as internal gears, cogs, teleported a creature, it disappears. Eight hours after
spindles, bars, and pipes. These pieces are waiting to be the last knob vanishes, all three reappear.
attached to the construct in area lS. Tapestry of Eyes. The fleshy tapestry is Xebekal, a
beholder that invaded Arcturia's dungeon years ago. The
12. MELAIRKYN FOUNDRY lich snared the eye tyrant and used a wish spell to trans-
form it. In the form of a tapestry, the beholder retains
The foundry is unbearably hot. Characters who linger
here for 1 hour or more while the forges are operating its darkvision and can see whatever is in front of it, but
nothing behind it. It can't speak, and its movement is
are subject to the effects of extreme heat (see chapter S
limited to harmless flapping. It can't use its Antimagic
of the Dungeon Master's Guide).
Cone trait or take any actions or reactions.
12A. HELL HOUNDS Xebekal can be contacted with telepathy. It promises
wealth and power to anyone who restores it, but has no
Ceiling. This hall has an arched, 30-foot-high ceiling.
intention of honoring its promises. Only a wish spell can
Hounds. Five hell hounds patrol the hall. They obey the
turn the tapestry back into the beholder it once was.
commands of fire giants and attack intruders on sight.
The tapestry has AC 5, 33 hit points, immunity to
Open Pits. Three 10-foot-square pits in the floor contain
discarded scraps of metal. poison damage, and vulnerability to fire damage. If it is
reduced to 0 hit points, the tapestry is destroyed. The
The pits are 70 feet deep but partially filled with scrap characters gain no XP for killing the beholder in this
metal that reduces their effective depth. The western form, given its present helplessness.
pit is 20 feet deep, the central pit is SO feet deep, and
the eastern pit is 10 feet deep. Any creature that falls 13B. ALTERATION CHAMBER
into the pit lands on jagged shards of metal and takes Crystal Door. The door to this chamber is made of
slashing damage instead of bludgeoning damage 3-inch-thick transparent crystal.
from the fall. Brass Panels. Embedded in the wall next to the door
is a brass panel with four brass buttons arranged in
12B-12D. ELEMENTAL FORGES
a diamond formation. (A similar panel appears inside
These three identical chambers have stone stairs that the chamber.)
climb 10 feet to each platform, at the back of which is a Light. A crystal dome in the ceiling sheds pale white
raging hot forge of blackened stone. The curved ceilings
light, illuminating the whole chamber.
in these chambers are 20 feet high.
Key. Lying on the chamber floor is a flat mithral key.
Three fire giants (two females named Dralkana and
Ingritt and a male named Yarshoss) are stationed here, The buttons on each brass panel and their effects are
one at each forge. Their job is to melt down fragments as follows:
of scrap iron so that Hrossk, the fire giant metalsmith The top button is engraved with an arrow pointing up.
in area 11, can reshape them for the construct in area Pressing it opens the crystal door, which retracts
lS. It's tedious work, and the fire giants are restless and into the ceiling. This button is locked and cannot be
spoiling for a fight. pressed if the door is already up.
The fires in the forges are conjured from the Ele- The bottom button is engraved with an arrow pointing
mental Plane of Fire. A stone lever built into each forge down. Pressing it shuts the crystal door by lowering
closes a valve in the back of it, extinguishing the flames. it back into place. This button is locked and cannot be
Any creature that enters a lit forge or starts its turn in pressed if the door is already down.
one takes 55 (lOdlO) fire damage. The left button is engraved with a tiny human stick
figure. The button is locked and cannot be pressed
13. TRANSMUTORIUM while the crystal door is open. If the button is pressed
Arcturia keeps some of her horrific handiwork here. while the door is closed, the light emanating from the
crystal dome on the ceiling flickers, and all creatures
13A. WOVEN EYES in the chamber behind the door magically shrink as
Pillars. Three pillars of polished black stone stand in though affected by the reduce effect of the enlarge/re-
the corners of the room. Attached to each pillar at duce spell (no saving throw allowed). The effect lasts
waist height is a tarnished silver knob. for 24 hours.
Tapestry. A huge, sickly purple tapestry hanging on The right button is engraved with a larger human stick
the west wall undulates as though alive. Its surface is figure and functions like the left button, except the
covered with eleven unblinking eyes: one large central creatures in the alteration chamber are enlarged in-
eye and ten small peripheral eyes. (Hidden behind the stead of reduced.
tapestry is a secret door.) If a magically reduced creature is subjected to the
Crystal Door. A crystal door in one corner of the room chamber's enlarge effect, or a magically enlarged
stands closed. Beyond the door is a small, magically lit creature is subjected to the reduce effect, the two alter-
chamber. (See area 13b for details.) ations cancel each other out, and the creature reverts
LEVEL 14 I ARCTURlADOOM

