Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  • The wasps are constructs with AC 16 (natural armor),
    24 hit points each, and darkvision out to a range
    of 60 feet.

  • They have immunity to poison and psychic damage,
    as well as immunity to the charmed, frightened, para-
    lyzed, petrified, and poisoned conditions.


TREASURE
Scattered among the discarded machinery are a couple
of salvageable inventions. You can add other inventions
of your own design.
D odecahedron of Doom. A rare wondrous item, this
twelve-sided metal die is 12 inches across and bears the
numbers 1through12 engraved on its pentagonal sides.
The dodecahedron contains arcane clockwork mecha-
nisms that whir and click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an
action. A random magical effect occurs when the die
comes to rest after rolling across the ground for at least
10 feet. If an effect requires a target and no eligible tar-
get is within range, nothing happens. Spells cast by the
dodecahedron require no components. Roll a d12 and
consult the following table to determine the effect:
d l 2 Effect
1-2 The dodecahedron explodes and is destroyed.
Each creature within 20 feet of the exploding die
must make a DC 13 Dexterity saving throw, taking
40 (9d8) force damage on a failed save, or half as
much damage on a successful one.
3-4 The dodecahedron casts light on itself. The effect
lasts until a creature touches the die.
5-6 The dodecahedron casts ray of frost (+S to hit),
targeting a random creature within 60 feet of it that
doesn't have total cover against the attack.
7-8 The dodecahedron casts shocking grasp (+5 to hit)
on the next creature that touches it.
9- 10 The dodecahedron casts darkness on itself. The
effect has a duration of 10 minutes.
11-12 The next creature to touch the dodecahedron gains
ldlO temporary hit points that last for 1 hour.

Orb of Gonging. This common wondrous item is a
hollow, 5-inch-diameter orb that weighs 5 pounds. Its
outer shell is composed of notched bronze rings, which
can be turned so that the notches line up. Aligning the
notches requires an action, and doing so causes the orb
to gong loudly until the notches are no longer aligned.
The sounds are spaced 6 seconds apart and can be
heard out to a range of 600 feet.



  1. PRETTY BIG HATE MACHINE


Trobriand uses this SO-foot-high cavern as a testing area
for his most dangerous projects.


Wreckage. The cavern is charred from numerous fires
and explosions. The broken remains of a scaladar and
smaller, unidentifiable constructs litter the floor.
Shockerstomper. Not visible from the cavern entrance
is a Gargantuan contraption made of wood, metal, and
stone. It looms in the northeastern alcove.


LEVEL 13 I TROllRTANO'S GRAVEYARD

Shockerstomper consists of a 30-foot-diameter, sau-
cer-shaped platform mounted atop seven mechanical
legs. Crowning the platform are three spherical turrets,
each with a brass nozzle. The entire construction stands
20 feet tall. The control module is a chamber obscured
from view in the center of the contraption, nestled be-
tween the three turrets.
Shockerstomper has blindsight out to a range of 60
feet and is blind beyond this radius. It activates when a
creature comes within 60 feet of it. Once it is activated,
Shockerstomper attempts to destroy all creatures in the
cavern. It can't pursue creatures beyond the cavern, be-
cause it's too big to fit through the exit. The characters
earn 11,500 XP for disabling or defeating it.
Shockerstomper is a Gargantuan construct with im-
munity to poison and psychic damage, as well as the
blinded, deafened, charmed, frightened, paralyzed, and
poisoned conditions. It has a walking speed of 40 feet.
Its main body (saucer and turrets) has AC 18 and 300
hit points. Its legs can be attacked separately; each leg
has AC 20 and 50 hit points. When a leg drops to 0 hit
points, it is disabled, and Shockerstomper can use a re-
action to detach it from its main body. Whenever one of
its legs is disabled, Shockerstomper's walking speed is
reduced by 10 feet. The whole contraption topples over
and shuts down if four of its seven legs are disabled.
Shockerstomper's ability scores are as follows:
Strength 23, Dexterity 10, Constitution 20, Intelligence
1, Wisdom l, Charisma 1.

SHOCKERSTOMPER'S TRAITS
Electrified Surface. A creature that ends its turn in contact with
Shockerstomper's body {saucer or turrets) must make a DC 15
Constitution saving throw, taking 22 (4d10) lightning damage
on a failed save, or half as much damage on a successful one.

Immutable Form. Shockerstomper is immune to any spell or
effect that would alter its form.

SHOCKERSTOMPER'S ACTIONS
Multiattack. Shockerstomper makes three Lightning Turret
attacks and two Stomp attacks.
Lightning Turret. The turret shoots a magical lightning bolt
at one creature within 60 feet of Shockerstomper. The target
must make a DC 15 Dexterity saving throw, taking 44 (8d10)
lightning damage on a failed save, or half as much damage on
a successful one.
Stomp. Melee Weapon Attack: +8 to hit, reach 10 ft., one crea-
ture. Hit: 22 (3d10 + 6) bludgeoning damage.

COUNTERMEASURES
Shockerstomper and its elements can be disabled or de-
stroyed in the following ways.
Con tr ol Module. A creature atop or above Shocker-
stomper's platform can locate its control module
with a successful DC 15 Intelligence (investigation)
check or Wisdom (Perception) check. As an action,
a character can try to open the control module's ac-
cess panel, either by tearing it off with a successful
DC 25 Strength (Athletics) check or by dislodging it
with thieves' tools and a successful DC 25 Dexterity
check. Behind the panel, embedded in the floor of the
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