Page 186 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 186

to normal size. The effects of the chamber aren't cumu-  The construct is made of recast bits of scrap iron
             lative- a reduced creature that is reduced again or an   plundered from Trobriand's Graveyard (level 13). When
             enlarged creature that is enlarged again doesn't change   complete, the construct will be the spitting image of
            size further.                                      Halaster Blackcloak himself- 100 feet tall and made
              Each time the alteration chamber's reduce effect or   of iron. When the time comes to conquer Waterdeep,
            enlarge effect is activated, roll a d6. On a 1, the chamber   the Mad Mage plans to use Mecha-Halaster to destroy
             malfunctions. Instead of the normal effect, all creatures   the city's walking statues. Without its head and the
             inside the chamber must make a DC 20 Constitution   immense magic needed to power it, the iron construct
            saving throw, taking 44 (8dl0) force damage on a failed   is nothing more than a giant boondoggle. In its current
            save, or half  as much damage on a successful one. You   state, it is considered an inanimate object, not a crea-
            can replace this damaging effect with a more benign   ture. Medium or smaller creatures that squeeze inside it
            one. For example, the chamber's magic might cause   can use the outer shell and inner mechanisms as cover.
            creatures' noses to elongate or turn their skin blue; an   Bigger creatures can't fit inside the construct.
            alteration of this sort can be undone with a greater res-
            toration spell or similar magic.                   PIT AND  SARCOPHAGUS
              Mithra/ Key. The flat, 6-inch-long mithral key is   A character needs climbing gear or magic to scale the
            shaped like a J with a loop at the top. This key is one of   walls of the pit, which are made of smooth stone.
            six needed to activate the weapon of mass disintegration   The sarcophagus at the bottom of the pit has a
            in area 37.                                        bas-relief of a laughing dwarf carved into its lid, the rim
                                                               of which bears the following inscription in Dwarvish:
            14. MORE SCRAP IRON                                "Here lies Luiz Klangphorn, trapsmith. He is survived
                                                               by his work." The lid can be pushed aside with a singu-
            Light. Mounted to the diagonal walls at this intersec-
                                                               lar or combined Strength of 18. The sarcophagus con-
              tion are four iron torch brackets with continual flame
                                                               tains nothing but dust, bones, and Lulz's bronzed skull.
              spells cast on them.
                                                                 Removing Lulz's skull from the sarcophagus causes
            Scrap Iron. Heaped in the middle of the intersection is
                                                               mechanisms in the surrounding walls to grind and
              a 9-foot-high pile of scrap iron.
                                                               clank loudly, as though a complex trap has been set
            Double Door. A 20-foot-tall double door blocks the
              hallway to the north. Leering skulls are carved   in motion. The effect, though harmless, is meant to
              around the door.                                 frighten tomb robbers. After 1 minute, the noise stops.
              The scrap metal came from level 13. Whenever the   16.  DEATH'S HEAD LOOTERS
            characters leave this area and return, there is a 20 per-
                                                               Sarcophagi. Three dusty stone sarcophagi lie in a row
            cent chance that Hrossk, the fire giant metalsmith in
                                                                 in the middle of the room. Their flat stone lids have
            area 11, is here to collect a choice piece of scrap iron
                                                                 been pried off and cast aside.
            and bring it to area 12 to be melted down and recast.
                                                               Hobgoblins. Unless they have been drawn else-
                                                                 where, six hobgoblins are rummaging through the
            15.  MECHA-HALASTER
                                                                 sarcophagi.
            Pillar Sconces. This hall has a 150-foot-high arched   Secret Door. A secret door in the north wall opens into
              ceiling buttressed by stone pillars that have sconces   area 17. (The hobgoblins are unaware of the door.)
              protruding from them at 10-foot intervals. Continual
                                                                 The hobgoblins, searching aimlessly for anything
              flame spells cast on the sconces illuminate the hall.
                                                               valuable, gang up on foes to quickly take them down.
            Giant Construct. In the middle of the room, lying on
                                                                 Each sarcophagus contains the desiccated corpses of
              its back on the stone-tiled floor, is a 100-foot-tall fig-
              ure made of molded iron, its feet pointing toward the   ld3 humanoids in scorched robes, lying atop the dust
              double door to the south. The construct is missing   of the ancient dead. The corpses are those of Arcturia's
                                                               past apprentices and assistants, each of whom dis-
              its head, and there are gaps in its outer shell through   pleased her in some way and paid the ultimate price.
              which the construct's inner supports and mechanisms
              can be glimpsed.
                                                               17.  HIDDEN STOREROOM
            Emberosa. This female fire giant has 221 hit points
              and the innate magical ability to hurl fire at will (as   This chamber is hidden behind secret doors and choked
              the fire giant's Rock attack option, except it deals fire   with dust and cobwebs. It has the following features:
              damage). She stands on the construct's chest, 20 feet   Casks. Five heavy carrying-casks (barrels 3 feet long
              above the floor. Flitting around her are her sidekicks,   and 2 feet in diameter with sturdy rope handles) are
              three smoke mephits.                              stacked in the middle of the room. The ale inside them
            Pit. At the north end of the room is a 20-foot-deep pit   turned to vinegar and evaporated long ago.
              with a dusty stone sarcophagus at the bottom.    Crate. Next to the casks is a brittle crate containing six-
              Emberosa is inspecting the work of her fellow fire   ty-six small brass oil lamps shaped like dragon heads
            giants and doesn't want to be disturbed. To say she has   with open, smiling jaws. Each lamp has a wick, but
            a temper would be an understatement. If intruders enter   there's no oil to be found.
            the hall, she tries to make quick work of them while her   Stool. A three-legged stool lies on its side in the north-
            mephits taunt the new arrivals mercilessly. A battle here   east corner. The bones of a dead stirge are nearby.
            brings reinforcements rapidly from areas 16 and 18.

                                                                                       LEVEL 14 I ARCTUR!ADOOM
   181   182   183   184   185   186   187   188   189   190   191