Page 132 - Waterdeep - Dungeon of the Mad Mage_Neat
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Circle. A 20-foot-diameter magic circle inscribed on   37. PROFESSOR BRING
              the floor has glyphs that shed dim purple Hght. Seven
                                                               Desks. In the northwest half of the room, ten stone
              human corpses cocooned in burlap are piled in the
               middle of the circle.                             desks are arranged in a semicircle facing inward.
             Nester. Floating next to the circle is a skull with pin-  Orb in Hand. In the middle of the room, a spectral hand
               pricks of purple light in its eye sockets and two skel-  holds aloft a gray crystal orb.
              etal arms hanging below it, one of  which clutches a   TREASURE
               bone dagger. (This is all that remains of Nester, one of
                                                               The orb is a rare wondrous item called a professor  orb.
               Halaster's oldest apprentices.)
                                                                Each professor orb takes the form of  a smooth, solid,
               The seven human bodies were obtained from a source   5-pound sphere of  smoky gray quartz about the size of  a
             in Skullport and are waiting to be turned into zombies.   grapefruit. Close examination reveals two or more pin-
             They are presently inanimate and harmless.         pricks of silver light deep inside the sphere.
                                                                 A professor orb is sentient and has the personality of
             NECROMANTIC  CIRCLE                                a scholar. Its alignment is determined by rolling on the
             A detect magic spell reveals a strong aura of necro-  alignment table in the "Sentient Magic Items" section
             mancy magic around the circle. A character who studies   in chapter 7 of the Dungeon Master's Guide. Regardless
             the circle and succeeds on a DC 20 Intelligence (Ar-  of its disposition, the orb has an Intelligence of 18, and
             cana) check can ascertain its properties. The check is   Wisdom and Charisma scores determined by rolling
             made with advantage if the character is a wizard whose   3d6 for each ability. The orb speaks, reads, and under-
             arcane tradition is the School of Necromancy.      stands four languages, and can see and hear normally
               Any skeleton or corpse animated inside the circle   out to a range of  60 feet. Unlike most sentient items,
             becomes an undead with hit points equal to its hit point   the orb has no will of  its own and can't initiate a conflict
             maximum. In addition, the undead gains advantage on   with the creature in possession of it.
             saving throws against any effect that turns undead.   A professor  orb has extensive knowledge of four nar-
                                                                row academic subjects. When making an Intelligence
             NESTER                                             check to recall lore from any of its areas of  expertise, the
             Nester's efforts to transform into a lich met with limited   orb has a +9 bonus to its roll (including its Intelligence
             success. Rather than follow the prescribed method, he   modifier).
             devised his own technique and botched the ritual spells.   In addition to the knowledge it possesses, a professor
             Consequently, his phylactery was shattered, and his   orb can cast the mage hand cantrip at will. It uses the
             body and mind have slowly crumbled away. The floating   spell only to transport itself. Its spellcasting ability is
             skull and hanging skeletal arms are all that remain of   Intelligence.
             him; they move like they're attached to an invisible body.   Prof essor  Bring. The orb found in this room is lawful
               Nester educates Dweomercore's pupils in the art   neutral and introduces itself as Professor Bring. It has a
             of necromancy, but his knowledge has become frag-  Wisdom of 11  and a Charisma of  6. It  speaks, reads, and
             mented, and his mind tends to wander. He assumes the   understands Abyssal, Common, Dwarvish, and Terran.
             adventurers are students sent to learn the darkest of the   It  strings its words together into long, seemingly endless
             magical arts and begins telepathically lecturing them
                                                                sentences and speaks in a drearily monotonous tone. It
             about zombies, often repeating himself. He attacks any-  has the following four areas of expertise:
             one who tries to leave the lecture before its conclusion.
               Nester is an archmage, with these changes:       •  The history of Undermountain (see "Dungeon His-
                                                                 tory," page 6)
             •  Nester is undead and chaotic evil.              •  The grooming habits of shield dwarves
             •  He understands Auran, Common, Draconic,         •  Gemstone identification
               Dwarvish, Giant, and Terran, but can't speak. (He   •  Xorn (as described in the Monster  Manual)
               uses Rary's telepathic bond to communicate.)
             •  He has the animate dead spell prepared instead of  fly,   38. "!JUST MET A  GIRL NAMED
               the blight spell prepared instead of banishment, and
               the Rary's telepathic bond spell prepared instead of   SKRIANNA"
               scrying. He doesn't need material components to cast   Carvings. The walls of this hall are carved to look like
               any of his prepared spells.                       tree trunks. The arched, 10-foot-high ceiling resem-
             •  He has darkvision out to a range of 60 feet.     bles a canopy of  dead boughs and branches.
                                                                Skrianna Shadowdusk. The first time the characters
             36. WIZARDS'  LIBRARY                               enter this hall, they encounter Skrianna Shadowdusk,
                                                                 a female human mage (see "Skrianna Shadowdusk,"
             This 10-foot-high chamber contains rows of  8-foot-tall
             wooden bookshelves packed with hundreds of arcane    page 118). She is leaving the study hall (area 39)
             textbooks and dusty spellbooks. The spellbooks contain   and heading to her quarters (area llb), or vice versa.
             virtually all known wizard spells of  4th level and lower.   A light can  trip cast on the top of her staff lights her
             A character who pores over the books for 1 hour can   path. Skrianna's shield guardian marches a few steps
             find a particular spell by succeeding on an Intelligence   behind her. Floating nearby is a grell valet that has
             (Investigation) check with a DC of 10 + the spell's level.   Skrianna's spellbook wrapped in its tentacles.




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