Waterdeep: Dungeon of the Mad Mage

AdventureWDMM2014

Level 14: Arcturiadoom

Arcturiadoom is designed for four 13th-level characters, and adventurers who defeat the monsters on this level should gain enough XP to advance halfway to 14th level. The lich Arcturia, who dwells on level 23 of Undermountain, is one of Halaster's most accomplished apprentices, arguably the most powerful of the Seven, and a master of transmutation magic. Arcturiadoom is her personal retreat ("doom" being an archaic term for a lord's domain). Hidden on this level is Arcturia's phylactery, and adventurers would be wise to find and destroy it before facing the lich in battle on level 23.

What Dwells Here?

Arcturiadoom has been taken over by fire giants in the service of Halaster. The fire giants are accompanied by a large force of hobgoblins. Drow have also infiltrated this level of the dungeon, though they have no quarrel with adventurers.

Fire Giants

Emberosa, a fire giant, has come to Undermountain with six of her kin on a mission to raise fire giants to the top of the giant ordning, dethroning the mighty storm giants.

Emberosa hopes to obtain a lost rune of power created by the giants more than forty thousand years ago. She believes dwarves stole the rune from the giants and hid it under Mount Waterdeep. Halaster found the rune and hid it in on level 23, but he has agreed to part with it if the fire giants use their exceptional metal-forging abilities to build a giant construct for him. Work is under way, with the construct being assembled in x.

For more information on the giant ordning, see the "Giants" entry in the Monster Manual.

Death's Head Phalanx

The Death's Head Phalanx is a force of hobgoblins that came to Undermountain along with Emberosa and her fire giants. This force is commanded by a hobgoblin warlord named Doomcrown, who is the estranged son of Warlord Azrok (see level 3).

A devout follower of the godslayer Maglubiyet, Doomcrown wants fire giants to ascend to the top of the giant ordning, envisioning their brutal tyranny sweeping across Faerûn. He expects to play an important role in Emberosa's ascension and conquest, and he dreams of ruling what remains of the High Forest once the elves and other forest denizens are purged and the trees are reduced to ashen spines.

Since arriving in Arcturiadoom, however, Doomcrown has developed strange habits. He spends more and more time locked away in his quarters, chasing some strange new obsession. His followers remain loyal, but they worry about the mental state of their warlord.

Hobgoblin Patrols

Hobgoblins of Doomcrown's phalanx have secured most of the halls and chambers in Arcturiadoom. Consequently, the only wandering monsters of consequence are hobgoblin patrols. A typical patrol consists of four hobgoblins. Their marching footsteps and clanking armor can be heard well in advance of their arrival, and characters can't be surprised by them. Combat with a patrol is sure to alert other creatures in the vicinity.

If any hobgoblins are defeated while on patrol, subtract their numbers from the guards in x.

House Freth

Three drow mages have infiltrated Arcturiadoom in the hope of securing powerful magic to conquer other levels of Undermountain. These drow belong to House Freth (see level 12). They avoid violent confrontations with adventurers and instead try to turn them against the fire giants and the hobgoblins.

Exploring This Level

All location descriptions for this level are keyed to map 14.

1. Entrance to Arcturiadoom

These caverns lie at the end of the worm-bored tunnel leading down from level 13.

1a. Worm Tunnel

The bore worm on level 13 wanders down here occasionally, looping around a central column of rock before traveling back up. This column supports the cavern's 30-foot-high roof. The cavern also has these features:

The two drow mages are males named Hulziin and Yrrprek. Each wears a cloak pin bearing the insignia of House Freth. They arrived here shortly before the adventurers and have greater invisibility spells cast on them. The drow and their two quasit companions try to remain hidden, allowing adventurers to move into Arcturiadoom ahead of them. Once the path is clear, they pass through x and 76b on their way to x.

One of their kin, Vanar, arrived early to scout and has already slipped inside. The characters might encounter him and his shadow demon in x.

1b. Stalactites and Stalagmites

This damp, dripping cave contains a veritable forest of stalagmites and stalactites.

1c. Claw-Shaped Cave

The drow have hidden supplies in the deepest arm of this otherwise empty cave. A search reveals three backpacks made of woven spiderwebs. Each pack contains a mess kit, 10 days of rations (dried mushrooms, moss, and boiled cockatrice eggs), 50 feet of spider silk rope, and a full water skin made from a lizard's bladder.

2. Natural Caves

This small network of caves lies outside the dungeon proper and serves as home to one of Arcturia's monstrous experiments.

2a. Deformed Duergar

Characters who enter this cave are soon attacked by a hideously deformed duergar. The creature has enlarged itself to a height of 9 feet.

This creature used to be two separate duergar, a male named Blork and a female named Muatha. Arcturia fused them together into a single creature by using magic that only a wish spell can undo. Both skulls merged into one bulbous head that has three ears, three eyes, two noses, and two mouths. It has a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as threats that must be destroyed.

The creature is a duergar, with these changes:

2b. Duergar's Crib

The deformed creature in x sleeps here on a bed of spongy black mold that grows at the back of the cave.

2c. Fungus Gardens

The creature in x comes here to feed, as do other creatures dwelling in the caverns. The cave has the following features:

The crawlers are natural enemies of the creature in x, which recently killed one of them with a blow from its war pick. They ignore characters who keep a respectful distance.

A character who studies the fungus and succeeds on a DC 10 Intelligence (Nature) check can distinguish edible varieties from poisonous ones, and also ascertains that the spore clouds are harmless. A character unaware of this information who eats fungus has a 50 chance of consuming a poisonous variety and must succeed on a DC 10 Constitution saving throw or be poisoned for 1d4 hours.

2d. Standing Gate to Level 12

This cave contains a pair of standing stones with an inanimate minotaur skeleton embedded in each one, facing each other. These standing stones form one of Halaster's magic gates (see "x"). The rules of the gate are as follows:

  • Any creature that touches one of the standing stones is targeted by a maze spell (save DC 22).
  • To open the gate, a creature must escape the labyrinth created by the maze spell. When it returns, the gate opens for 1 minute.
  • Characters must be 12th level or higher to pass through this gate (see "x"). The first creature to pass through the gate triggers an elder rune (see "x").
  • A creature that passes through the gate appears in x, in the closest unoccupied space next to the identical gate located there.

3. Foyer

Arcturia used stone shape spells to mutilate the statues, which once depicted proud dwarf warriors. The statue to the west has stony pseudopods sprouting from it, while the statue to the south appears half-melted.

The giants and the hobgoblins aren't happy with drudge work and eagerly hurl themselves into combat if the chance presents itself. The scrap iron was brought down from level 13 and will later be transported to x to be eventually melted down and recast.

4. Prison

Arcturia confines living subjects here until she finds time to experiment on them. The 15-foot-high room is engulfed in a permanent antimagic field (see the antimagic field spell for effects). The room has the following additional features:

The remains in the southwest cell are those of a female orog who was captured by Arcturia and stripped of her weapons. The hobgoblins found her, shot her full of arrows through the bars, and left her corpse to rot.

The iron lever operates the mechanism that raises and lowers the portcullises by sliding it along the comb-shaped hole in the floor plate. Depending on how the lever is positioned, it can be used to raise any of the portcullises one at a time, or to lower all the portcullises into place.

The portcullises are impervious to weapon damage. The gaps between the bars are 4 inches wide. Closed portcullises are locked in place; forcing one upward requires a successful DC 26 Strength (Athletics) check.

5. Side Chambers

Other than a polymorph trap (see "x"), these conjoined rooms contain little of note.

5a. Domed Chamber

This room has a domed ceiling 20 feet high. It is otherwise empty.

5b. Teleport Destination

This chamber has a flat ceiling 15 feet high. Creatures teleported from x arrive here. The room is otherwise empty.

6. Statue of Arcturia

Here marks the perpendicular intersection of two corridors, one cut short by dead ends. Beyond an archway to the southwest is a stone statue of a 6-foot-tall skeletal figure with butterfly wings sprouting from its back and sharp bone spurs on its forearms and elbows. The statue stands atop a 3-foot-high stone base. The statue clutches a stone wand and points it toward the floor.

The statue represents Arcturia and is neither magical nor animate. The statue's wand points in the direction of the polymorph trap that is set before it (see "x"). Characters who search the floor for traps have advantage on checks made to detect the polymorph trap.

7. Statue of Halaster

Set into an alcove at the back of this dusty side chamber is a nonmagical, life-size statue of Halaster Blackcloak carved from granite. The statue is thrusting its stone staff outward in a threatening manner, its visage sculpted with a look of wild abandon. Its robe is engraved with hundreds of lidless eyes. The statue stands atop a 1-foot-thick granite disk.

Mithral Keys

A character who inspects the statue and succeeds on a DC 15 Wisdom (Perception) check discovers that one of the eyes carved into Halaster's robe is a button. Pressing this button causes two keys tucked under Halaster's robes to clatter onto the floor around the statue's base. Each key is a flat, 6-inch-long piece of mithral worked into a curious shape.

The first key is shaped like an F, the second like a V with a small loop at the bottom. These are two of the six keys required to activate the weapon of mass disintegration in x.

8. Dwarven Crypt

This room is a dusty crypt with an arched ceiling 20 feet high. It has the following features:

9. Death's Head Watch Post

The hobgoblins of the Death's Head Phalanx have set up an outpost here to guard the foundry (x). Characters approaching this part of the dungeon hear the war chants of the hobgoblin phalanx in x.

9a. Training Room

Characters who listen at the door hear guttural cheers coming from within. The room contains six hobgoblins. Two are engaged in mock swordplay with dulled blades in the middle of the room while the other four cheer them on. The room is otherwise empty.

9b. Crypt

A granite sarcophagus against the north wall has been opened, its lid dumped onto the floor. Dust and cobwebs cling to its sides, obscuring ancient inscriptions.

The sarcophagus contains the dusty remains of a Melairkyn dwarf entombed here thousands of years ago. The inscriptions on the sarcophagus, written in Dwarvish, translate as follows: "Thou hast found the final resting place of Harlsnod Darkshine—architect, trap builder, and drinker of fine ales."

9c. Hobgoblin Phalanx

Here, a hobgoblin captain has marshaled a phalanx of twenty hobgoblins. The captain faces east and recites a liturgy in Goblin to the dread god Maglubiyet while the soldiers stand at attention in two rows of ten, facing west. As she reaches dramatic peaks in the liturgy, the hobgoblins grunt and nod approvingly, banging their fists on their armor.

The hobgoblins attack intruders on sight. A battle here pulls reinforcements from x, 733, and 737. It also attracts the attention of the fire giant metalsmith in x.

10. Dwarves' Den

This cast-iron tankard once hung from the ceiling by iron chains and is big enough for four dwarves to crawl inside. It weighs 1,500 pounds and makes a satisfying, bell-like clanging sound when struck—and the noise draws hobgoblins from area 9c.

Statues and Mithral Key

The north statue depicts a smiling female dwarf raising a stone tankard. Hidden in the tankard is a flat, 6-inch-long mithral key shaped like an H missing its top left stem. This key is one of six required to activate the weapon of mass disintegration in x.

The south statue depicts a headless male dwarf resting a large pair of stone tongs on one shoulder; its head cracked when it hit the floor, and it falls apart into two halves if disturbed.

11. Smithy

Characters who listen at the doors to this room hear loud hammering from beyond. The 30-foot-high room is warm and contains the following features:

The giant, Hrossk, is hostile toward adventurers. He keeps his greatsword close at hand and hurls large metal cogs instead of rocks. Combat in this room can be heard by the fire giants in x, who investigate at once if a fight breaks out.

Hrossk's job is to recast hot iron into body parts for the giant construct in x. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha-Halaster. Hrossk is currently crafting a piece of what will become one of the construct's eyes.

The fire beetles can't harm anyone while confined to their cage. Unlatching the cage door requires an action. If released, the beetles attack indiscriminately.

The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in x.

12. Melairkyn Foundry

The foundry is unbearably hot. Characters who linger here for 1 hour or more while the forges are operating are subject to the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide).

12a. Hell Hounds

The pits are 70 feet deep but partially filled with scrap metal that reduces their effective depth. The western pit is 20 feet deep, the central pit is 50 feet deep, and the eastern pit is 10 feet deep. Any creature that falls into the pit lands on jagged shards of metal and takes slashing damage instead of bludgeoning damage from the fall.

12b–12d. Elemental Forges

These three identical chambers have stone stairs that climb 10 feet to each platform, at the back of which is a raging hot forge of blackened stone. The curved ceilings in these chambers are 20 feet high.

Three fire giants (two females named Dralkana and Ingritt and a male named Yarshoss) are stationed here, one at each forge. Their job is to melt down fragments of scrap iron so that Hrossk, the fire giant metalsmith in x, can reshape them for the construct in x. It's tedious work, and the fire giants are restless and spoiling for a fight.

The fires in the forges are conjured from the Elemental Plane of Fire. A stone lever built into each forge closes a valve in the back of it, extinguishing the flames. Any creature that enters a lit forge or starts its turn in one takes 55 (10d10) fire damage.

13. Transmutorium

Arcturia keeps some of her horrific handiwork here.

13a. Woven Eyes

All three pillars and their silver knobs radiate auras of transmutation magic under the scrutiny of a detect magic spell. Any creature that touches a pillar's silver knob is teleported to x. Once a silver knob has teleported a creature, it disappears. Eight hours after the last knob vanishes, all three reappear.

Tapestry of Eyes

The fleshy tapestry is Xebekal, a beholder that invaded Arcturia's dungeon years ago. The lich snared the eye tyrant and used a wish spell to transform it. In the form of a tapestry, the beholder retains its darkvision and can see whatever is in front of it, but nothing behind it. It can't speak, and its movement is limited to harmless flapping. It can't use its Antimagic Cone trait or take any actions or reactions.

Xebekal can be contacted with telepathy. It promises wealth and power to anyone who restores it, but has no intention of honoring its promises. Only a wish spell can turn the tapestry back into the beholder it once was.

The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP for killing the beholder in this form, given its present helplessness.

13b. Alteration Chamber

The buttons on each brass panel and their effects are as follows:

The top button is engraved with an arrow pointing up. Pressing it opens the crystal door, which retracts into the ceiling. This button is locked and cannot be pressed if the door is already up.

The bottom button is engraved with an arrow pointing down. Pressing it shuts the crystal door by lowering it back into place. This button is locked and cannot be pressed if the door is already down.

The left button is engraved with a tiny human stick figure. The button is locked and cannot be pressed while the crystal door is open. If the button is pressed while the door is closed, the light emanating from the crystal dome on the ceiling flickers, and all creatures in the chamber behind the door magically shrink as though affected by the reduce effect of the enlarge/reduce spell (no saving throw allowed). The effect lasts for 24 hours.

The right button is engraved with a larger human stick figure and functions like the left button, except the creatures in the alteration chamber are enlarged instead of reduced.

If a magically reduced creature is subjected to the chamber's enlarge effect, or a magically enlarged creature is subjected to the reduce effect, the two alterations cancel each other out, and the creature reverts to normal size. The effects of the chamber aren't cumulative—a reduced creature that is reduced again or an enlarged creature that is enlarged again doesn't change size further.

Each time the alteration chamber's reduce effect or enlarge effect is activated, roll a d6. On a 1, the chamber malfunctions. Instead of the normal effect, all creatures inside the chamber must make a DC 20 Constitution saving throw, taking 44 (8d10) force damage on a failed save, or half as much damage on a successful one. You can replace this damaging effect with a more benign one. For example, the chamber's magic might cause creatures' noses to elongate or turn their skin blue; an alteration of this sort can be undone with a greater restoration spell or similar magic.

Mithral Key

The flat, 6-inch-long mithral key is shaped like a J with a loop at the top. This key is one of six needed to activate the weapon of mass disintegration in x.

14. More Scrap Iron

The scrap metal came from level 13. Whenever the characters leave this area and return, there is a 20 chance that Hrossk, the fire giant metalsmith in x, is here to collect a choice piece of scrap iron and bring it to area 12 to be melted down and recast.

15. Mecha-Halaster

Emberosa is inspecting the work of her fellow fire giants and doesn't want to be disturbed. To say she has a temper would be an understatement. If intruders enter the hall, she tries to make quick work of them while her mephits taunt the new arrivals mercilessly. A battle here brings reinforcements rapidly from x and 18.

The construct is made of recast bits of scrap iron plundered from Trobriand's Graveyard (level 13). When complete, the construct will be the spitting image of Halaster Blackcloak himself—100 feet tall and made of iron. When the time comes to conquer Waterdeep, the Mad Mage plans to use Mecha-Halaster to destroy the city's walking statues. Without its head and the immense magic needed to power it, the iron construct is nothing more than a giant boondoggle. In its current state, it is considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can't fit inside the construct.

Pit and Sarcophagus

A character needs climbing gear or magic to scale the walls of the pit, which are made of smooth stone.

The sarcophagus at the bottom of the pit has a bas-relief of a laughing dwarf carved into its lid, the rim of which bears the following inscription in Dwarvish: "Here lies Lulz Klangphorn, trapsmith. He is survived by his work." The lid can be pushed aside with a singular or combined Strength of 18. The sarcophagus contains nothing but dust, bones, and Lulz's bronzed skull.

Removing Lulz's skull from the sarcophagus causes mechanisms in the surrounding walls to grind and clank loudly, as though a complex trap has been set in motion. The effect, though harmless, is meant to frighten tomb robbers. After 1 minute, the noise stops.

16. Death's Head Looters

The hobgoblins, searching aimlessly for anything valuable, gang up on foes to quickly take them down.

Each sarcophagus contains the desiccated corpses of 1d3 humanoids in scorched robes, lying atop the dust of the ancient dead. The corpses are those of Arcturia's past apprentices and assistants, each of whom displeased her in some way and paid the ultimate price.

17. Hidden Storeroom

This chamber is hidden behind secret doors and choked with dust and cobwebs. It has the following features:

18. Death's Head Guard Post

19. Storerooms

Hanging from the handles of the doors to these rooms are wooden signs that read "KEEP OUT!" in Common.

19a. Spell Component Storage

The stove was given a semblance of life through an animate objects spell made permanent by a wish spell. It tears free of its stovepipe and charges forward on clawed feet to attack intruders.

The stove is a Large construct with a challenge rating of 3 (700 XP). It has AC 17, 50 hit points, a walking speed of 30 feet, and the following ability scores: Strength 14, Dexterity 10, Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. It has blindsight out to a range of 30 feet and is blind beyond this distance. It has the following action options:

Slam

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.

Belch Fire 4

The stove belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Treasure

There are twenty-four wooden coffers in all, each one labeled in Common with the name of a spell and containing all the material components for one or more castings of that spell. The following table summarizes the coffers' contents:

CofferContents
1Three vials of human blood, three strips of flesh, and a pouch of bone dust (animate dead)
2Iron filings (antimagic field)
3Three patches of bat fur (arcane eye)
4A cockatrice eggshell and a snakeskin glove (Bigby's hand)
5A tuft of quaggoth fur, a piece of amber, and three silver pins (chain lightning)
6A pouch containing the powder of a crushed black pearl worth 500 gp (circle of death)
7A pouch of soot and a pouch of salt (comprehend languages)
8Three shards of pale white crystal (cone of cold)
9A small clay pot filled with grave dirt, a small clay pot filled with brackish water, and a black onyx stone worth 150 gp (create undead)
10Three lodestones and a pouch of dust (disintegrate)
11A pouch of sand, a jar of ink, and a writing quill (dream)
12Eight squid tentacles (Evard's black tentacles)
13Ten feathers (feather fall or fly)
14Nine tiny balls of bat guano and sulfur (fireball)
15A block of incense worth 250 gp and four ivory strips worth 50 gp each (legend lore)
16A black crystal dodecahedron worth 500 gp (magic jar)
17Three adder stomachs and a pouch containing powdered rhubarb leaves (Melf's acid arrow)
18A vial holding ten pinches of diamond dust worth 25 gp per pinch (nondetection)
19A spool of copper wire (sending)
20A pouch of fine sand (sleep)
21Eight tiny jars of ointment for the eyes worth 25 gp each, made from mushroom powder, saffron, and fat (true seeing)
22A ball of string with toothpicks stuck in it (unseen servant)
23Two pieces of phosphorus (wall of fire)
24Ten small pieces of straw (water breathing)

19b. Inanimate Objects

Scattered about this room are inanimate objects that Arcturia animates using the animate objects spell:

  • A brass brazier set atop a 3-foot-high tripod and a wooden broom (Small objects)
  • A wooden coat rack; an iron torture chair festooned with spikes; a 10-foot-long, 250-pound chain; and a fat iron cauldron (Medium objects)
  • A stone mine cart and a life-size, hollow bronze statue of a bull (Large objects)

20. Supplies

Two hobgoblins are stationed outside this room, one in front of each door. Their orders are to guard the food supplies. A battle here alerts the hobgoblins in x, who arrive quickly to aid their allies.

The room is packed with crates of rations and barrels of fresh water, with narrow aisles meandering between the containers. The giants and the hobgoblins rely on this supply, and there's enough food and water to last for weeks.

21. Night and Day

This room is one large timekeeping device. Every day at dawn and at dusk, the wizard statues exert invisible magical force upon the suspended iron disk, causing it to flip over within its circular frame like a coin. During the day, the sun symbol is visible on the disk's underside; at night, the disk displays the moon symbol on its underside. When the disk rotates, half of it swings up into the dome-shaped concavity in the ceiling. The lower half swings downward, with 10 feet of clearance between its outer edge and the floor.

A detect magic spell reveals auras of evocation magic and transmutation magic around the statues, which defy all attempts to move or break them. If a creature attempts to turn the disk manually, the statues discharge lightning that fills the room. All creatures in the room at that moment must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures in direct contact with the iron ring or the disk, as well as creatures clad in metal armor, have disadvantage on the saving throw.

22. Arcane Scribblings

The chalk scribblings were left by one of Arcturia's failed apprentices. Any character who studies the markings and succeeds on a DC 16 Intelligence (Arcana) check can tell that they are attempts by one individual to unravel the secrets of spells beyond their comprehension. Spellcasters who have the disintegrate and flesh to stone spells on their spell lists can tell that those are the spells being researched, though neither spell can be learned from these incomplete scribblings.

Sounds of battle in this room can be heard by the hobgoblin guards in x, who investigate if alerted. (They approach from the east.)

23. Experiments

The doors to these rooms have arcane lock spells cast on them that allow Arcturia alone to pass. A door can be forced open with a successful DC 25 Strength (Athletics) check.

23a. Shoe Hulk

Lying in the middle of this room is an old shoe with a scorpion hiding in it. If the shoe is disturbed, the scorpion scuttles out and attacks the nearest creature.

The scorpion is, in fact, an umber hulk under the effect of a polymorph spell made permanent with a wish spell. The umber hulk reverts to its true form and attacks when its scorpion form is reduced to 0 hit points.

23b. Bad Blades

A corroded steel helm rests atop a pile of rusty swords in the middle of the room. When another creature enters the room, the pile of swords gathers into a vaguely humanoid form with the helm surmounting it and attacks. This assemblage of rusty steel has the statistics of animated armor, except that its attacks deal piercing damage instead of bludgeoning damage.

23c. Rodent of Unusual Size

Every few hours, a brick of rotting meat slides down the chute from a hidden chamber above. The meat hits the floor with a wet smack and is promptly eaten by the monstrous rodent. A Tiny or gaseous creature can access this small, hidden chamber by climbing up the chute. There are no exits from the upper room, which contains only hundreds of bricks of pink, rotting meat and a magical mechanism that pushes them down the chute at random intervals. It's impossible to discern what sort of creature the meat has been harvested from.

23d. Guffaw the Stone Eater

This room contains the smashed remains of a dwarf statue and a plump deep gnome (svirfneblin) named Guffaw Gravelstock, who was plucked from his Underdark gem mine by Arcturia. He is unfamiliar with Undermountain.

Arcturia's magic has given the gnome an insatiable appetite for carved stone. He uses his war pick to break up the statue and is devouring it slowly, one piece at a time. He can't keep himself from stopping to eat any carved stone he sees—and there's no end to how much he can consume. He begs to be left alone so he can finish his meal in peace. A successful dispel magic spell (DC 19) cast on Guffaw rids him of his unique magical malady.

Treasure

The instant he is cured of his malady, Guffaw coughs up two diamonds (5,000 gp each). He is just as surprised to see the gemstones as anyone else, and he offers them to the characters as a reward for "saving" him. He then seeks out a way back to the Underdark, wanting nothing more to do with Undermountain.

24. Empty Classroom

25. Hobgoblin Guards

Arch Gate to Level 9

The arch is one of Halaster's magic gates (see "Gates"). Its rules are as follows:

  • Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The book turns to dust as the gate opens, even if it is a spellbook.
  • Characters must be 10th level or higher to pass through this gate (see "x"). The first creature to pass through the gate triggers an elder rune (see "x").
  • A creature that passes through the gate appears in x, in the closest unoccupied space next to the identical gate located there.

26. Apprentice's Quarters

Like her former master Halaster, Arcturia takes on apprentices of her own from time to time, but they seldom survive for long. This room contains a moldy quilt draped over a stone bier against the north wall and a wooden desk with a high-backed chair in the southeast corner. On one corner of the desk rests a yellowed human skull topped with a half-melted wax candle.

27. Dead Apprentice

The inanimate skeleton belongs to a human apprentice named Kazvark, whom Arcturia killed with a barrage of magic missiles for failing to complete a simple homework assignment. Arcturia destroyed Kazvark's spellbook but didn't check his pockets for valuables.

Mithral Key

Characters who search the apprentice's robes find a 6-inch-long, flat piece of mithral shaped like a U in one pocket. This key is one of six required to activate the weapon of mass disintegration in x.

28. Specimens

Characters who listen at either door to this room hear strange clicking noises from beyond.

A hobgoblin accidentally set off a polymorph trap and was transformed into this hook horror. The other hobgoblins decided to trap it in this room as a joke. Lacking hands, the hook horror couldn't open the doors to escape, and it swept the bottles off the shelves in a rage, spilling their contents.

When the hook horror drops to 0 hit points, it turns back into an unconscious hobgoblin named Jarrk. Despite his recent misadventure, Jarrk is fanatically loyal to Doomcrown and would never willingly betray him.

Arcturia collected body parts from all sorts of Underdark specimens. Characters who search through the detritus find moth wings, beetle shells, darkmantle eyes, stirge hooks, flumph tendrils, troglodyte claws, demon ichor, gelatinous residue, and other worthless creepy bits. At your discretion, some useful spell components might lie amid the refuse.

29. Laboratory

The drow mage has managed to get this far without being detected. Left to his own devices, he eventually finds the treasure hidden under the table (see "Treasure" below). The shadow demon watches for trouble while the drow busies himself with the search.

Vanar fights to keep any treasure he has found but otherwise avoids hostilities. Once his search of Arcturiadoom is complete, he plans to return to the House Freth fortress on level 12 and report to his master, Drivvin Freth.

Table

Until recently, Arcturia had a mind flayer assistant. She tore off its head to study the psychic energy stored in its brain. Next to the head is a long pair of steel tweezers and a ladle.

The 1-foot black cube is an ebony-framed box fitted with panes of black glass. The box has a hinged lid and radiates an aura of transmutation magic under the scrutiny of a detect magic spell. When a Tiny beast small enough to fit in the box (such as a rat or a lizard) is placed inside and the lid is closed tightly, the box magically transforms it into some other Tiny beast (your choice) unless it succeeds on a DC 15 Wisdom saving throw. The box can do this eight more times before its magic is fully spent, whereupon it crumbles to sand.

The folded gray blanket upon which the box rests is, in fact, the carefully removed skin of a doppelganger. Other items on the table include a jar of cockatrice tongues, a block of soft clay (the material component for the stone shape spell) wrapped in moist cloth, and a wooden coffer labeled "Polymorph" containing a dozen caterpillar cocoons (material components for the polymorph spell).

Treasure

Hidden in the floor under the table is a small secret compartment that can be discovered with a successful DC 20 Wisdom (Perception) check. It contains a jade circlet worth 1,500 gp (the material component for a shapechange spell) and a spell scroll of polymorph.

30. Hideous Transmutation

The creature chained to the floor is alive, having survived a ghastly magical ritual that can't be reversed or undone. It is malnourished and must feed on carrion to survive. The chains around it are looped through iron rings bolted to the floor and secured with three heavy padlocks, which can be unlocked with the keys hanging on the wall. If released, the creature rushes over to the rotting remains of its former bodies and begins devouring them.

The creature is an ogre, with these changes:

  • While lashed to the floor, the creature is prone and restrained. It also suffers from two levels of exhaustion.
  • It has an Intelligence of 1, and it can't speak or understand any language.
  • Replace the ogre's action options with the following action options.

Multiattack

The creature makes two attacks: one with its tentacles and one with its bite.

Tentacles

Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

31. Illithid's Assistant

This room was reserved for Arcturia's mind flayer assistant, which met a grisly end in x. It has the following features:

The harness-wearing human is Ellix Gaspar (NE male Tethyrian human mage with no spells prepared). He holds a half-eaten loaf of bread. Arcturia pulled him out of Dweomercore (level 9) a few months ago to serve as her assistant, only to find him too obnoxious to bear. She cast a feeblemind spell on him and gave him to her mind flayer assistant, who promptly forced him to don new apparel befitting his station.

In his current state, Ellix is vacant-eyed and barely responsive, with a tendency to trip over his own feet and drool uncontrollably. He has a tenday left before he can attempt another saving throw to end the feeblemind effect. If he regains his senses, he smartly tries to flee Undermountain with the last shreds of his sanity and dignity. He doesn't know what happened to his spellbook (Arcturia hid it in x), but once his faculties return, he recalls the layout of this level and how to return to the surface.

32. Death's Head Barracks

Hobgoblin forces are quartered in these rooms, which are engulfed in a permanent antimagic field similar to that created by an antimagic field spell (the result of a magical experiment gone awry).

32a. Soldiers' Quarters

Thirty hobgoblins rest in wooden bunk beds stacked three tiers high. There are enough beds to accommodate sixty guards. The hobgoblins sleep in their armor; their weapons and shields hang from hooks on the corners of their bunks.

32b. Guard Post

Four hobgoblins stand guard here—two flanking the door to x, and two flanking the door to area 32c. Any battle here brings reinforcements from those areas, as well as from x.

32c. Captains' Quarters

Two hobgoblin captains converse quietly in this room, which contains three beds. Other furnishings include a stone table surrounded by six wooden stools, with an unlit iron chandelier suspended above it.

The captains are worried about the recent abnormal behavior of their warlord commander (see area 33) and contemplating what to do about it. So far, the captains have hidden Doomcrown's bizarre preoccupations from the rest of the hobgoblin legion and remain, for the time being, loyal subordinates.

33. Doomcrown's Quarters

Monsters. If he hasn't been drawn elsewhere, Doomcrown the hobgoblin warlord is here, attended by a flumph that speaks to him telepathically.

A few days after settling in Arcturiadoom, the hobgoblin warlord commanded his underlings to bring him a set of mason's tools. Some old tools were gathered and promptly delivered to him. In the days since, Doomcrown has been carving rectangular blocks of stone (each 2 inches wide, 4 inches long, and 1 inch thick) and using them to build odd, tower-like structures resembling stalagmites. The endeavor has helped alleviate his boredom, even if he doesn't know exactly why he's building them. The answer lies with his strange companion.

Until recently, this flumph surreptitiously fed on the mental energy of Arcturia's mind flayer assistant. The illithid's sudden death (see x) cut off the flumph's food supply. Fortunately, it can get by for some time without needing to feed on more psionic energy. It shacked up with Doomcrown and has been trying to convince him to reform. The hobgoblin has proven to be stubbornly, irredeemably evil, but their lengthy telepathic contact has caused Doomcrown to exhibit odd traits, including a subconscious need to recreate the flumph's home—the Underdark—out of building blocks. The flumph knows that its longing to return home is affecting the hobgoblin's behavior, but it relies on Doomcrown for protection. If the two become separated, the flumph opts to return to the Underdark.

The characters can befriend the flumph and coax it into joining the party for a while. It has encountered adventurers in Undermountain before and is generally quite fond of them and their tales of the surface world.

Treasure

The wooden trunk contains the hobgoblins' loot: 2,500 gp, an electrum pepper shaker (25 gp), a pewter candlestick (25 gp), a red velvet cape (50 gp), an ornate coral statuette of a ship cresting a wave (250 gp), a dwarven beard comb made of lapis lazuli and set with gemstones (750 gp), a platinum crown with black pearl inlay (2,500 gp), and an elven helm made of leafed gold with a spiral horn of amethyst protruding from its brow (7,500 gp).

34. Shrieking Gas Spore

Floating in the middle of this otherwise empty room is a gas spore that has the added defense of a shrieker. When bright light or a creature comes within 30 feet of the gas spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward.

The shrieking of the gas spore alerts the hobgoblins in x and 767, who come to investigate.

35. Rallying Hall

This wide hall has a 50-foot-high ceiling that angles down to 20 feet high as it travels north and east. Shouts echo from area 36, the door to which is slightly open.

36. Death's Head Training

The door to this room hangs ajar, and shouts in Goblin come from within. The room contains the following features:

37. Weapon of Mass Disintegration

In the event that her experiments got out of hand or her enemies tracked her down, Arcturia built this chamber to purge them all at once while protecting herself and her apprentices (of which she currently has none). The chamber has the following features:

Each alcove is 8 feet tall and 4 feet deep, and narrows in width from 3 feet to 1 foot. A detect magic spell reveals a strong aura of abjuration magic engulfing each alcove, which is just spacious enough to accommodate a single Medium creature. The crystal dome in the ceiling is the source of the alcove's magic, and destroying its globe renders an alcove dark and powerless. Each dome has AC 11, a damage threshold of 10, 1 hit point, and immunity to acid, fire, poison, and psychic damage.

Using the Mithral Keys

Six mithral keys are required to activate the chamber. Each conforms in shape to one of the six indentations in the walls, which are (from left to right, going clockwise around the room): an upside-down Y, a backward J with a small loop at the top, an upside-down F, an upside-down U, a V with a small loop at the bottom, and an H missing its top left stem. When the six keys (located in x, 71e, 72b, 752, and 776) are placed in their corresponding indentations, a magic mouth spell counts down from 20 seconds (in Common). At the end of the countdown, there is an ear-splitting whine, and a powerful spell deals 150 force damage to every creature on level 14 of Undermountain (no saving throw allowed). Any creature reduced to 0 hit points by this effect is immediately disintegrated and reduced to a pile of dust. The spell also disintegrates the six mithral keys.

Creatures that are standing in the lit alcoves when the spell goes off are unharmed, as are creatures inside an antimagic field. (The antimagic fields in x and 763 protect the creatures there.)

38. Guest Quarters

Arcturia keeps this room for special guests, such as Halaster or visiting wizards who have magic to trade. Its features are as follows:

The alcove contains a stone statue that lacks fine features, resembling a blank-faced humanoid. A detect magic spell reveals an aura of transmutation magic around the statue, which alters its form to mimic the appearance of any Small or Medium humanoid that touches it. The statue has no other properties.

Trapped Chest

The chest has an iron key in its lock, and turning the key unlocks it. A detect magic spell reveals an aura of transmutation magic emanating from inside the chest.

The chest is empty except for a magic mirror fastened to the inside of its lid. Any creature that sees its reflection in the mirror is targeted by a flesh to stone spell (save DC 20). Once the spell has been triggered, the mirror ceases to be magical.

Treasure

The crystal decanter is worth 250 gp but is fragile. It contains cheap wine. The owlbear rug is worth 75 gp.

39. Arcturia's Boudoirs

Mounted above the double door to these chambers is a 4-foot-diameter, 2-inch-thick disk of black stone upon which is engraved a white symbol depicting a bony human hand. A detect magic spell reveals a powerful aura of abjuration magic around the seal.

The seal has AC 17, 30 hit points, and immunity to poison and psychic damage. If the seal is destroyed, the rakshasa bound to these chambers can escape.

39a. Gold and Black Boudoir

The rakshasa is bound to these boudoirs and can't travel beyond x, even through the use of spells, as long as the circular seal above the doors remains in place. (Spells that would transport the rakshasa away from the area simply fail.) Arcturia trapped the rakshasa here years ago and draws blood from the fiend to fuel her terrible transmutation rituals.

Alussiarr has no beef with the adventurers and doesn't want to distress them by revealing its true form. It does, however, ask them to set it free by breaking the seal outside the room. If the characters do so, the rakshasa turns invisible and makes its way out of Undermountain with the goal of working all manner of evil in Waterdeep—but not before telling the heroes where they can find Arcturia's spellbook (x) and phylactery (x), as well as the command word to reveal the bookshelves in x. It also gives them a flat, 6-inch-long mithral key shaped like a Y, and tells them it's one of six keys required to activate the weapon of mass disintegration in x. Alussiarr doesn't know where the other five keys are kept.

If the characters haggle with the rakshasa, it also vows to provide up to three additional pieces of useful information in exchange for its freedom, such as the way to level 15. If the characters refuse to help Alussiarr, the rakshasa shrugs its shoulders, returns to its nap, and gives them nothing in return. It has waited years to escape—it can wait a few more.

39b. Skull and Bone Boudoir

Arch Gate to Level 17

The arch is one of Halaster's magic gates (see "x"). Its rules are as follows:

  • If three humanoids hold hands while standing within 5 feet of the gate, it opens for 1 minute.
  • Characters must be 14th level or higher to pass through this gate (see "x"). The first creature to pass through the gate triggers an elder rune (see "x").
  • A creature that passes through the gate appears in x, in the closest unoccupied space next to the identical gate located there.

39c. Crystalight Boudoir

The living unseen servant plays the harpsichord tirelessly and fights only in self-defense.

A detect magic spell reveals auras of transmutation magic around the dancers who, in truth, are a mated pair of young blue dragons. The dragons are Arcturia's guests, and their names are Nystalancer and Venasorrn. With the help of Arcturia's magic, they are experiencing what it's like to be human and pay no attention to new arrivals. If the music stops or either of them is touched or harmed by another creature, the dragons revert to their true forms simultaneously and attack. Their clothing and jewelry merge into their new forms. Arcturiadoom is not their lair, and they keep no treasure here.

40. Arcturia's Chambers

Arcturia has cleared out an old dwarven crypt and turned it into her private sanctum.

40a. Sentinel Statue

The dwarf statue is inseparable from its base, and its base is inseparable from the floor. If anyone other than Arcturia opens the secret door, the statue transforms into a 6-inch-thick wall of stone that bisects the room from east to west, creating separate chambers to the north and south. The wall is permanent. Each 10-foot-square section of it has AC 15, 180 hit points, and immunity to poison and psychic damage.

40b. Arcturia's Library

A detect magic spell reveals auras of transmutation magic around the pedestal and rectangular sections of the north wall where hidden bookshelves magically emerge (see "Treasure" below).

The pedestal is a Small object with AC 15, 20 hit points, and immunity to poison and psychic damage. Under certain conditions, it transforms into a nalfeshnee (see area 40c). The pedestal also transforms if it takes damage. With Halaster's help, Arcturia pressed the demon into service. Its primary task is to guard the lich's phylactery. While in pedestal form, the demon is unaffected by the weapon of mass disintegration in x.

Treasure

When the proper command word is spoken ("palimpsest"), tall stone bookshelves magically protrude from the north wall. The shelves are inaccessible otherwise. Packed into these shelves are dozens of spellbooks that Arcturia has accumulated over the years. They contain most of the wizard spells in the Player's Handbook, plus any others of your choosing.

All the 8th-level and 9th-level spells that can be found are contained in Arcturia's personal spellbook, which magically changes its appearance each dawn. When first discovered, it has black crystal covers and gold-leaf pages engraved with arcane runes and phrases. The book is titled Arcturia's Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary cloud, power word kill, power word stun, shapechange, telepathy, true polymorph, and wish.

40c. Arcturia's Phylactery

A niche in the north wall holds a small box made of purple crystal—Arcturia's phylactery. The phylactery does not detect as magical. If the characters remove the phylactery from this room, the demonic pedestal in x transforms into a nalfeshnee and attacks them.

Destroying this phylactery leaves Arcturia with no means to rejuvenate once her physical form is destroyed. The object can be destroyed only after being digested in the stomach of a mimic for three days. A legend lore spell or similar magic reveals the exact method of the phylactery's destruction.

41. Watchful Pillars

Two stone pillars, each carved with dozens of lidless eyes facing in all directions, flank a double door.

The doors swing inward, revealing a 10-foot-wide landing at the top of a staircase that descends hundreds of feet to x.

Aftermath

Arcturia returns to her home periodically to peruse her spellbooks, place new polymorph traps throughout the level, and alter the conditions that trigger existing ones, as needed. If intruders have laid waste to her defenses, she might forge an alliance with the mind flayers on x, intending to secure an illithid security force to further strengthen her hold on this level. If the dragons in x are still alive, Arcturia bribes them into guarding the tunnels leading to levels 13 and 15.

Defeating Emberosa and her giants stalls the progress on Mecha-Halaster, but only until Halaster finds new metalsmiths (perhaps a band of azers) to continue the work. The Mad Mage considers the hobgoblins expendable.