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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

