Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. SMITHY


Zox has convinced the creatures Jiving in this cavern
that he is Trobriand's apprentice and thus deserves their
cooperation. The 90-foot-high, soot-stained cavern con-
tains the following:


Forges. Intense heat and thick smoke billow from
five forges protruding from the cavern walls, their
fires illuminating the cave. An azer smith stands at
each forge.
S crap Pile. A 20-foot-high pile of scrap metal dominates
the middle of the cavern. Hiding in it are nine lava
children (see appendix A).
Runes carved on the inside walls of the forge chan-
nel magical energy from the Elemental Plane of Fire.
Destroying a forge causes it to stop generating fire and
heat. Each forge has AC 17,^80 hit points, and immunity
to poison and psychic damage.


AZERS
The azers were brought here from the Elemental Plane
of Fire by Trobriand to sculpt metal into desired shapes.
Posing as Trobriand's apprentice, Zox orders the azers
to craft parts for the Simulacrux (see area 2a) and his
other pet projects. The azers understand the purpose of
the S imulacrux (to replicate scaladar) but are under the
false impression that Zox is building it at Trobriand's
behest, not for his own ends. The azers are frustrated by
Zox because the gnome is scatterbrained and has them
working on multiple projects at once. They strongly dis-
like the hobgoblins, who rob them of metal.
A character can convince an azer to undertake a new
project with a successful DC^19 Charisma (Persuasion)
check. The azer works for free and can craft a functional
metal weapon or a metal shield in ld6 days, or a func-
tional suit of metal armor in 3d6 days.
The azers are nonthreatening. If the lava children at-
tack the party, the azers don't join the fight, preferring to
observe from the periphery.


LAVA CHILDREN
Lava children can pass through metal as though it
doesn't exist. Those here lurk in the pile of scrap metal,
emerging to attack any creature, other than Zox or the
azers, that comes within 5 feet of their scrap heap.


  1. METAL POOLS
    This cave has a 30-foot-high ceiling and contains two
    10-foot-deep pools of shiny liquid metal drawn from the
    Elemental Plane of Earth. The western pool holds liquid
    iron, the eastern pool liquid steel. Despite being lique-
    fied, the metal is cool to the touch. A detect magic spell
    reveals a strong aura of transmutation magic emanating
    from each pool. No matter how much metal is removed
    from a pool, its depth never changes.
    Metal removed from the pool solidifies instantly, be-
    coming as strong and immutable as wrought iron or
    cold steel. The metal instantly hardens upon leaving the
    pool and forms a hard coating around anything dipped
    in it. Prying off the hardened metal coating requires a
    successful DC 23 Strength (Athletics) check.


Those who know how can draw metal from the pools
in cube form. A creature might learn the method by cast-
ing identify on a pool or by asking Zox. A creature must
place one or more of its hands within 1 foot of the pool's
surface and recite the following in Terran: agrach taar
azlach (which, loosely translated to Common, means
"shape to shapelessness"). This causes a cubic foot of
liquid metal to rise out of the pool, harden into a solid
1-foot cube, and hang weightless in the air at the edge of
the pool, where anyone can grab it. The act of bringing
forth one of these cubes is magically tiring, and a crea-
ture that does so gains one level of exhaustion.
One minute after it hardens, the cube loses its
weightlessness. A 1-foot cube of iron or steel weighs
500 pounds.


  1. RESTING CAVE
    This 30-foot-high cave has the remains of an adven-
    turing party's campfire in the middle of it and no other
    features of note.

  2. HOBGOBLIN BASE CAMP
    Hobgoblins have turned this 60-foot-high cavern into a
    base camp. The camp's leader, the ruthless hobgoblin
    warlord Yargoth the Breaker, answers to a more power-
    ful warlord named Doomcrown (see level 14).


llA. STALACTITES AND STALAGMITES
Rock Formations. Stalactites ranging in height from^10
to 20 feet cling to the cave roof, while stalagmites of
similar size thrust up from the floor.
Monsters. Lurking behind the cluster of stalagmites
to the north are five domesticated death dogs, four
hobgoblins, and the hobgoblin warlord Yargoth
the Breaker.
When Yargoth gives the order, she and the death dogs
spring into melee combat while the other hobgoblins
take cover behind the rock formations and shoot ar-
rows. The hobgoblins in area llb also join the battle
by loading, aiming, and firing the flame cannons in
that location.
If the characters choose to parley with Yargoth, she
suggests they combine forces and storm Zox's fortress.
Yargoth knows that the fortress doors are locked and
magically trapped, and that Zox is protected by a tall,
golem-like construct (Rex the shield guardian). Yargoth
wants Zox's scaladar control ring for her efforts; if the
characters agree to help her, they are free to claim any-
thing else they find in the fortress. Yargoth keeps her
end of the deal, provided the characters do the same.

llB. FIRE AND RUST
Defenses. Six hobgoblins stand guard near a pair of
flame cannons aimed at a natural stone bridge.
Lit Enclosure. Seven-foot-high stone walls form an
enclosure that abuts the west wall. Inside are trapped
four rust monsters. Tied to a rope and strung across
the top of the enclosure like ornaments are glowing
sacs (giant fire beetle glands) that shed orange light as
brightly as torches.

LEVEL 13 I TROBRIAND'S GRAVEYARD 177
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