MIRROR GATE TO LEVEL^10
Etched into the bottom of the mirror's stone frame are
the letters T-U-0-Y-A-W (a reflection of W-A-Y-0-U-T).
The mirror is one of Ha laster's magic gates (see "Gates,"
page 12). Its rules are as follows:
- If a creature speaks the words "Way out!" while point-
ing at the mirror, the gate opens for I minute. - Characters must be 11th level or higher to pass
through this gate (see "Jhesiyra Kestellharp," page
10). The first creature to pass through the gate trig-
gers an elder rune (see "Elder Runes," page 12). - A creature that passes through the gate appears in
area 14d on level^10 , in the closest unoccupied space
next to the identical gate located there.
SHAPECHANGED ROPER
Halaster melded a roper and a mimic to create this crea-
ture with the statis tics of a roper a nd the ability to shape
itself into objects like a mimic. While immobile in object
form, it is indistinguishable from a normal object. Only
when the roper reverts to its true form do its monstrous
features become apparent.
The roper has the following additional trait:
Shapechanger. The roper can use its action to polymorph into
a stone object or back to its t rue form. Its statistics are th e
same in each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.
The roper answers to the name Miguel. It has in-
structions to attack any creature that enters the room
through the mirror gate. It a lso attacks any creature that
threatens to do it harm. Halaster feeds the roper regu-
larly so that it doesn't have to attack out of hunger. Nei-
ther Otto the faerie dragon nor Maddgoth's homunculus
is aware that the statue is really a creature in disguise.
TREASURE
If the characters kill and cuts open the roper, they find
five misshapen diamonds (100 gp each) in its gizzard.
- SOUTHEAST CHAMBER
The door to this room is missing its stained glass win-
dow panes. Tiny shard of glass stuck in the iron frame
suggest that the glass was smashed. (Maddgoth's un-
seen servants cleaned up the mess.) The room beyond is
dusty and empty but for a few cobwebs in the corners.
43. OTTO'S DEN
Maddgoth crafted and tested magic items here. The area
contains several lingering magical effects that prompted
the faerie dragon to turn these chambers into its private
den. Whenever Otto leaves to torment the stone giants
or wander the castle, Maddgoth's homunculus sneaks in
here to trash the place.
43A. "HOMUNCULI UNWELCOME"
The characters hear crashing sounds as they approach
thjs room. Hanging on the handle of each door to this
room is a crude wood-and-rope sign bearing the chalk
words "HOMUNCULI UNWELCOME" in Draconic.
The western door is closed and has a gold coin wedged
in its frame (see area 19).
The eastern door is ajar. A gold coin lies on the floor
just inside the room, which contains the following:
Homunculus. Unless it has been encountered and de-
tained elsewhere, Maddgoth's oversized homunculus
is flipping tables, knocking over bookshelves, throw-
ing chairs, kicking chests, and tearing rugs into strips
with its teeth.
Junk. Stuff that the faerie dragon has accumulated lit-
ters the floor, as well as many items that are broken
beyond repair.
Secret Door. A secret door in the north corner of the
east wall opens into area 43b. (The homunculus is
unaware of it.)
Maddgoth's homunculus knows it can't be killed and
attacks the characters unless they withdraw imme-
diately. If it is destroyed, it melts away and re-forms
in area 25a.
Otto's spoils include candles and candle snuffers,
potted mushrooms, mortars and pestles, lamps, belts,
pentacle pendants, recipe books, sticks of colored chalk,
kettles, cauldrons, spoons, stuffed animals, spools of
wire, glass beads, wigs, walking sticks, bars of soap,
balls of yarn, cracked mirrors and prisms, quills, smok-
ing pipes, empty scroll tubes, and torn sheaves of parch-
ment. Though some of the collection's pieces might be
useful and many are colorful or whimsical in design ,
nothing here holds any special value.
43B. OTTO'S SECRET STASH
Otto's most prized possessions fill this cluttered space.
These treasures are spread across tables that have
been stacked atop one another, forming makeshift
shelves that scrape the^20 -foot-hi gh ceiling and threaten
to topple at any moment. Any character who tries to
get at a hard-to-reach item has a^50 percent chance of
setting into motion a Rube Goldberg-esque cascade of
tables and baubles. When everything comes tumbling
down, every creature in the room must make a DC^15
Dexterity saving throw, taking^10 (3d6) bludgeoning
damage on a failed save, or half as much damage on a
successful one.
Treasure. The items gathered here include dozens
of porcelain and ceramic dragon statuettes, old story-
books, worthless but shiny costume jewelry, a pair of
jade bookends carved to resemble yuan-ti abominations
( 250 gp for the pair), two random trinkets (roll twice
on the Trinkets table in chapter 5 of the Player's Hand-
book), and coffers stuffed with a total of^30 pp,^150 gp,
300 ep, 1,500 sp, and 5,000 cp. Perched atop a high ta-
ble is a potion of fire breath in a small crystal flask that
breaks if the tables fall.
- WIZARD'S ARMORY
This room is locked, its key lost. Otto punched a hole
through one of the door's glass panes to get a look inside
but didn't see anything of interest. Characters who peer
inside see the following:
Bats. Two ordinary bats flap around the room. Each
bat transforms into a nycaloth if it is reduced to^0 hit
points or if the door to the room is opened.
LEVEL 7 J MADDCOTH'S CASTLE