Waterdeep - Dungeon of the Mad Mage

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the scaladar. He has put the constructs to work building
a device he calls the Simulacrux. This device will, in
theory, create a simulacrum of any scaladar that passes
through it. Zox's intentions are not malevolent; he sim-
ply needs more scaladar in order to build all the things
he has it in his head to build.

HOBGOBLIN RAIDERS
The bounty of salvage on this level has not gone unno-
ticed by the fire giants on level 14. They send hobgoblin
minions to steal scrap metal, which the giants are using
to build a great construct of their own. The hobgoblins
raid in small bands, using trained rust monsters to dis-
tract Zox's constructs. These raiders are naturally vio-
lent but can be parlayed with by clever adventurers.
The hobgoblins recently figured out how Zox controls
the scaladar, and now they aim to kill the gnome and
take his control ring. So far, Zox has managed to elude
all the hobgoblins sent to murder him.

Exploring This Level

All location descriptions for this level are keyed to map


  1. Unless otherwise noted, tunnels connecting the vari-
    ous caverns have 30-foot ceilings.

  2. TUNNELS AND TRENCHES
    Trobriand's bore worm created the tunnels that con-
    nect this level to levels 12 and 14. The worm also dug
    20-foot-deep trenches through areas 2 and 11 on this
    level. These tunnels and trenches have been worn
    smooth by the worm's repeated passage. Scaling a
    tunnel or a trench wall without magic or climbing gear
    requires a successful DC 20 Strength (Athletics) check.
    Arching bridges of stone span the trenches at three
    points. A character can try to leap off a bridge onto
    the bore worm's back as it passes underneath. Any
    character trying to do so must make a DC 15 Dexterity
    (Acrobatics) check. On a successful check, the character
    lands on the worm's back without taking damage or
    falling prone. On a failed check, the character slips and
    falls off the worm, landing prone in the trench and tak-
    ing 10 (3d6) bludgeoning damage from the fall.

  3. VAST CAVERN
    This 120-foot-high cavern is abuzz with activity.


2A. SIMULACRUX
Simulacrux. A 20-foot-deep trench surrounds a
100-foot-tall, half-completed metal archway that rises
from a bed of scrap metal.
Builders. Four scaladar (see appendix A) are hauling
new pieces of metal to the arch and attaching them
to it. The cavern is dark aside from the intermittent
light of welding sparks coming from the constructs'
tail stingers.
Arbalests. A dozen arbalests (use quadrone statistics)
flit around the arch. Each arbalest resembles an over-
sized repeating crossbow with mechanical wings and
four articulated metal legs.


LEVEL 13 I TROBRIAND'S GRAVEYARD

Zox Clammersham is using the scaladar under his
control to build the Simulacrux and to defend it, should
it come under attack. The Simulacrux is designed to
replicate scaladar through a variation of the simulacrum
spell that uses rust as a component instead of snow. The
arch is still months away from completion, and there's a
good chance it won't function as intended. A character
can ascertain the arch's purpose with a successful DC
30 Intelligence (Arcana) check.
The Simulacrux is a Gargantuan object with AC 19,
400 hit points, immunity to poison and psychic damage,
and immunity to bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren't made of
adamantine. Destroying the arch all but dooms the proj-
ect, since Zox lacks the resolve to start over.
The Simulacrux warps magic in its proximity. Any
spell cast within 30 feet of the arch automatically trig-
gers a wild magic surge, the effect of which is deter-
mined by rolling percentile dice and consulting the Wild
Magic Surge table in the "Sorcerer" section in chapter 3
of the Player's Handbook.
The scrap metal around the arch is difficult terrain for
creatures other than scaladar.

2B. HOBGOBLIN VANGUARD
A hobgoblin captain named Kurlog has led a force of
seven hobgoblins to this location. They are hunkered
down behind scrap metal barricades sloppily arranged
along the northwest ledge overlooking the trench.
The hobgoblins aim to draw out Zox Clammersham,
defeat him, seize the ring he uses to control the scala-
dar, and return the ring to Doomcrown, the hobgoblin
warlord on level 14. Kurlog will accept reasonable aid to
complete this mission. In particular, he could use help
taking down the arbalests that guard the Simulacrux.

2C. DETRITUS
Wreckage. This section of cavern is dotted with the re-
mains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among
the metal detritus, their flesh pierced by dozens of
metal crossbow bolts.
The ogres served the hobgoblins until they were shot
dead by Zox's arbalests a few days ago.

3.JUNKYARD
Metal Wasps. Buzzing about the 50-foot-high cavern are
five giant wasps made of metal (see "Metal Wasps").
Discardedjunk. Half-completed and destroyed metal
contraptions, most rusted beyond repair, lay strewn
across the floor. Hidden amidthe wreckage are a cou-
ple discarded magic items (see "Treasure" below).
Rust Monsters. T hree rust monsters gorge on the
piles of scrap and are too distracted by the abundance
of food to pose much of a threat. They fight only in
self-defense.

METAL WASPS
The metal wasps are programmed to attack Medium hu-
manoids; they ignore other creatures unless attacked by
them. They are giant wasps, with these changes:
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