Page 234 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 234

perience such visions within an antimagic field or while   2.  D USTY EMPT INESS
              under the protection of  a dispel evil or  good spell.                      ~~~ ~~~~~~
               Characters also encounter magical projections of   This room and its connected corridors have 10-foot-high
             Umbraxakar. These shadowy images take the form of   ceilings and floors covered with dust.
              harmless, dragon-shaped clouds of black fog. A projec-
              tion that is targeted by a dispel magic spell or touched   3. STATUE OF  SHAR
              by an antimagic field is destroyed instantly. It otherwise   Fog. The room is lightly obscured by fog.
             cannot be harmed.                                  Statue. The east corner holds a black marble statue of a
                                                                  cloaked woman wielding two daggers. Three dust-cov-
              CULT  OF SHAR                                       ered human skeletons lie at the statue's feet
                                                                Robed Figure. Kneeling before the statue is a human-
             The cult of  Shar in Vanrakdoom consists mainly of
             vampire spawn under the command of Keresta Delving-  oid figure in a purple and black robe.
             stone. Living cultists also find their way here from time   The kneeling figure is an empty robe that collapses
              to time, guided through Undermountain by the dark   into a pile on the floor if it is disturbed or targeted by a
              grace of  Shar herself. Keresta turns the most promising   dispel magic spell.
              acolytes into vampire spawn. Those deemed unworthy   The skeletons lying at the statue's feet are the remains
              of  Shar's blessing nourish Keresta and her spawn with   of long-dead adventurers placed here as a warning
              their blood, after which Umbraxakar devours the exsan-  not to disturb the 7-foot-tall statue. A character who
              guinated corpses.                                 succeeds on a DC 15 Intelligence (Religion) check can
               Cultists are neutral evil humans who wear dusty gray   ascertain that the statue depicts Shar.
              robes over their armor. These robes bear the symbol of
              Shar: a black circle bordered in dark purple.     4. O LD  FRIENDS
                                                                Fog. The room is lightly obscured by fog.
              I NTO THE SHADOWFELL                              Tapestries. Shredded tapestries that once depicted
              Areas 19 through 33 ofVanrakdoom are ensconced in   coastal scenes lie in heaps near the walls. Disturbing
              the Shadowfell and remain there as long as Umbraxa-  the tapestries causes a harmless, smoky projection of
              kar is alive. In these areas, bright light is reduced to dim   Umbraxakar to appear in the middle of the room. It
              light, and dim light to darkness. In addition, all color   rushes toward intruders, hoping to scare them away.
              has been drained from these areas, and a deathly stench   Vision. Any character who moves more than halfway
              hangs in the air. The walls are severely cracked, the   into the room experiences one of the shadow dragon's
              floor tiles are buckled and broken in numerous places,   fleeting visions.
              and the ceilings have begun to sag as though they won't   DRAGON'S VISION
              remain in place much longer.
               Areas within the Shadowfell are no longer part ofUn-  In this vision, the character is standing before a cloaked
              dermountain and therefore aren't subject to its magical   nobleman (Lord Vanrak Moonstar) on a windy cliff over-
              restrictions (see "Alterations to Magic," page 10).   looking the sea. The noble asks the character to join
               The shadow dragon's despair can cause other areas   him on a dangerous quest into the BlackJungles. Put-
              of Vanrakdoom to slide in and out of the Shadowfell   ting a hand on the character's shoulder, the man asks,
              at irregular intervals- sometimes for a few seconds or   "We are the best of  friends, Glyster, are we not?" With
              minutes, sometimes for hours. Any such shift happens   that, the vision ends.
              at your discretion and lasts as long as you want. When   5. U MBRAXAKAR'S  GIFT
              an area slides into the Shadowfell, all colors and lights                   ~~~ ~~~~~~
              within the area become muted as described above.   Fog. The room is lightly obscured by fog.
                                                                Bas-Reliefs. The walls are covered with bas-relief carv-
              SHADOWFELL D ESPAIR                                 ings of  jumbled human skeletons.
                                       ~~ ~~~~~~
              Characters who linger in the Shadowfell might become   Vision. Any character who moves more than halfway
              fraught with despair (see "Optional Rule: Shadowfell   into the room experiences one of the shadow dragon's
              Despair" in chapter 2 of the Dungeon Master's Guide).   fleeting visions.
                                                                DRAGON'S VISION
              EXPLORING IBIS LEVEL                              In this vision, the character is camped in a jungle with
              All location descriptions for this level are keyed to   a handsome nobleman (Lord Vanrak Moonstar). The
              map 18. Areas ofVanrakdoom that have shifted into   character hands the knight a polished coral ring as a
              the Shadowfell have darker shading around them    token of their enduring friendship. Putting the ring on
              on the map.                                       his hand, the nobleman smiles and says, "I will treasure
                                                                this gift forever." With that, the vision ends.
              1.  ENTRANCE                                        Treasure. The first character to receive this vision
                                                                steps on a ring lying on the floor. Close examination
              Characters who descend the tunnel from level 17 come
              to a series of rough-hewn tunnels that open into a   reveals that the ring is the one from the dragon's vision:
              10-foot-high corridor of  smooth worked stone.    a polished coral band that glimmers with a rainbow of
                                                                color. The ring is nonmagical and worth 250 gp.


                                                                                          LEVEL 18 I VANRAKDOOM
   229   230   231   232   233   234   235   236   237   238   239