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• Trobriand has an Intelligence of 20. ligence (Arcana) check can confirm that it exhibits the
• He has the Spellcasting trait described below. traits of a rabbit that has been given humanoid form by a
true polymorph spell rendered permanent.
Spellcasting. Trobriand is an 18th-level spellcaster. His spell- Rabbithead retreated here to escape Arcturia's pres-
casting ability is Intelligence (spell save DC 20, +12 to hit with ence and latches onto the adventurers, hoping they'll
spell attacks). He has the following wizard spells prepared:
protect him from her wrath. Characters who succeed
Cantrips (at will): fire bolt, mage hand, prestidigitation on a DC 12 Wisdom (Insight) check can glean that the
1st level (4 slots): detect magic, magic missile, shield source of his fear is somewhere to the south, and indeed
2nd level (3 slots): blur, detect thoughts, misty step, shatter he grows more nervous the closer he gets to area 17.
3rd level (3 slots): counterspell, dispel magic, fireball, haste If Rabbithead is shown the yellow sapphires from area
4th level (3 slots): blight, greater invisibility 8, he indicates through gestures and furtive glances that
5th level (3 slots): animate objects, Bigby's hand, scrying
6th level (1 slot): chain lightning, globe of invulnerability the missing ones are kept in area 17.
7th level (1 slot): finger of death.forcecage
8th level (1 slot): incendiary cloud, power word stun 15. G ATE T O NEVERLIGHT GROVE
9th level (1 slot): power word kill A pair of 15-foot-tall standing stones dominates this
Deactivating or destroying one or more of the pillars, room, the ceiling of which rises 30 feet high. The stones
destroying the golem, or forcing the golem out of the are covered with moss and have clumps of colorful
room causes Trobriand's spirit to vacate the golem and mushrooms growing on them.
attempt to reunite with his normal body, which is hidden If a creature uses a finger or a staff to trace Halaster's
in area 1 lc. If the characters have not destroyed his rune on the surface of either of the standing stones,
body, Trobriand's spirit returns to it immediately, and a gate forms between them and lasts for 1 minute. A
he awakens in area 1 lc as an archmage with the same legend lore spell or similar magic reveals the way to
spell list as in his golem form and the same spell slots activate the gate, its destination, and the fact that it's
remaining as he had when he left his golem body. His one-way only. Any creature that steps through this gate
primary goal thereafter is to destroy the characters for appears, along with any objects it is wearing or carry·
meddling in his affairs. ing, in Neverlight Grove, a fungus-filled cavern deep in
If the golem in this room has not been destroyed when the Underdark. (More information on Neverlight Grove
Trobriand's spirit leaves it, the golem becomes an ordi- can be found in Out of the Abyss.)
nary iron golem under the Metal Mage's command and
attacks intruders on sight. 16. BROOM ROOM
If the characters have already destroyed Trobriand's This room is empty except for a dusty wooden broom
body in area llc, and then they deactivate or destroy at that leans against the far wall.
least one of the pillars in this room, Trobriand's spirit is
forced to leave the golem but has nowhere to go, effec- 17. ARCTURIA'S COU RT
tively killing him.
Characters who listen at the doors to this room hear
harp music beyond. The room has a vaulted ceiling 20
!RON-PLATED PILLARS
A detect magic spell reveals an aura of transmutation feet high and contains the following:
magic radiating from each humming pillar. A character Arcturia. Arcturia- a gaunt figure with blue scales,
who examines the pillars notices tiny runes etched into bone spurs on her forearms and elbows, gossamer
them. With a successful DC 20 Intelligence (Arcana) wings, and a flowing gown- dances to music atop a
check, a character can ascertain that the pillars are stepped dais 5 feet higher than the rest of the room.
empowering the golem in some way. A successful dispel Butterfly Swarm. Next to Arcturia, a harmless swarm
magic cast on a pillar (DC 19) deactivates it for 1 minute. of yellow butterflies has assumed a vaguely humanoid
Each pillar is a Huge object with AC 17, a damage shape and is playing an elegant harp (see "Treasure"
threshold of 10, 80 hit points, and immunity to poison below). The harp rests on a stout wooden table. The
and psychic damage. swarm is under Arcturia's control and disperses when
Arcturia isn't around.
14. MAN WITH THE RABBIT'S HEA D Dais Doors. Set into the back wall of the dais are two
A short, plump, rabbit-headed man wearing a dirty ser- identical doors. The southeast door is trapped (see
vant's uniform cowers in the square marked X on map "Southeast Door" below).
23. "Rabbithead" is a commoner, with these changes: Furnishings. Arranged throughout the hall are four
stuffed chairs, four padded footstools, two divans, and
• Rabbithead is unaligned and unarmed (0 XP). two large coffee tables. (These furnishings are twelve
• He has the head of a rabbit. He can't speak and knows mimics in disguise. Arcturia considers them her most
no languages. trusted friends. If the lich comes under attack or takes
This poor fellow is a rabbit transformed by Arcturia's umbrage with visitors, the mimics are quick to reveal
magic into a unique humanoid. The transformation is their true forms and fight alongside her.)
permanent and can't be undone except with a wish spell. Animal-Headed People. Standing between eight pil·
Because he's no longer a beast, speak with animals can't lars are six humanoids that have the heads of beasts.
be used to communicate with him. A character who Three wear servants' uniforms and carry feather dust·
examines the creature and succeeds on a DC 19 Intel- ers, and three wear heavy armor and carry swords.
LE\ l'I. 23 I MAD WIZARD'S l ·\lR

