Page 239 - Waterdeep - Dungeon of the Mad Mage_Neat
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DRAGON'S VISION                                   six wraiths emerge from the curtain and attack, pursu-
          In this vision, the character is in a great hall buttressed   ing creatures that flee. A wraith that has nothing to at·
          by six columns (area 32), looming above six blindfolded   tack on its turn enters the shadow curtain and vanishes.
          adventurers bound to the columns with rope. A hollow   The wraiths don't appear once the curtain disappears.
          voice (that of Lord Vanrak Moonstar) issues a terrible
          command: "Umbraxakar, give these fools the death   LOCKED DOUBLE DOOR
          they deserve!" A cone of  necrotic energy erupts from   The Draconic inscription on the floor in front of the
          the character as the shadow dragon engulfs the nearest   double door reads, "The shadow is the key." Carved into
          prisoner, a male dwarf  stripped of  gear, with its breath   the floor above the inscription is a small, 3-inch-deep
          weapon. As the dwarf  shrivels and dies, an undead   keyhole that contains no locking mechanism. A silver
          shadow rises from his corpse, and the vision ends.   rod with a key-shaped end, which can be found in areas
                                                             10 and 13b, fits into this keyhole perfectly. Using a light
          'TREASURE                                          source.to cast the shadow of a rod-key onto the doors
          A character who studies the gem-encrusted gold horn   causes them to swing open, allowing access to area
          and succeeds on a DC 25 Intelligence (History) check   19. It is this shadow, not the key itself, that unlocks the
          recognizes it as a one-of-a-kind warning horn entrusted   doors. Unless they are held open, the doors close and
          to the royal heir of the Thurumbra clan, a family of   lock on their own after being open for 1 minute. The
          shield dwarves thought to have been wiped out by ores   doors are not locked from the other side and can be
          more than a century ago in the distant Sunset Moun-  opened from area 19 without a rod-key.
          tains. Dwarf characters have advantage on the check.   The locked doors can also be opened with a knock
          The horn is worth 2,500 gp as an art object but can be   spell or similar magic, or forced open with a successful
          sold for 7,500 gp to a buyer who appreciates its status as   DC 28 Strength (Athletics) check.
          a historical relic.
                                                             19.  HALL OF D EATH
          18.  SHADOW'S EDGE                                 Characters entering this hall for the first time feel as
          Two tunnels converge on a 20-foot-high chamber that   though they've crossed a planar threshold of  some kind,
          contains the following features:                   but a successful DC 20 Intelligence (Arcana) check is
                                                             needed to confirm that this part of the dungeon resides
          Statues. Two 12-foot-tall obsidian statues stand   in the Shadowfell. All color has been drained from this
            atop 5-foot-high blocks of stone in alcoves, facing   hall, which greets visitors with the stench of death (see
            one another. Each statue depicts a faceless robed   "Into the Shadowfell," page 233). The hall's other fea-
            woman holding a silver thread taut between her out-  tures are as follows:
            stretched hands.
          Shadow Curtain. A thin, translucent curtain of  shadow   Ceiling. The ceiling is arched and 30 feet high.
            stretches between the statues, rippling like black cloth   Skulls and Bones. Old skulls and bones (the remains of
            in a light breeze.                                dead adventurers and monsters) have been swept into
          Locked Double Door. Beyond the shadowy curtain is a   alcoves along the hall's southern stretch.
            12-foot-tall arched double door with an ornate carving   Vision. Any character who opens a door leading west or
            of a bronze dragon above it, its wings forming the door   east experiences one of the shadow dragon's visions.
            frame. Draconic letters are carved into the floor in   If  the bones are disturbed, a giant spectral mouth with
            front of the double door.                        fangs appears, floating 10 feet in front of the double door
            A detect magic spell reveals an aura of  conjuration   to the south. It recites the following verse in Common
          magic around each strand of silver thread. The threads   before disappearing:
          can be cut only by a magic sword. Cutting a thread   Welcome to Umbraxakar's lair.
          causes it to disappear but also causes an elder rune   A dragon held in the grip of  despair
          (see "Elder Runes," page 12) to momentarily appear   Conjures memories of his departed friend:
          between the statue's hands. This elder rune specifically   Upon sunlight's blade, he met his end.
          targets the creature that cut the thread. To determine
          which rune appears, draw a card from the Elder Runes   DRAGON'S V ISION
          Deck (see appendix B). The shadow curtain disappears   In this vision, the character is engaged in hand-to-hand
          when both silver threads are cut.                  combat with a man wearing a mithral chain shirt (Lord
            The rippling curtain of  shadow that stretches between   Vanrak Moonstar). The brawl ends when the man is
          the two statues extends from fioor to ceiling and radi-  knocked to the floor, stumbles to his feet, draws the
          ates a strong aura of  necromantic magic under the scru-  bronzed hilt of a sun blade that suddenly burns with
          tiny of  a detect magic spell. The statues are flush with   radiance, and says, "Remember this? Your gift to me?
          the walls behind them, so circumventing the curtain is   Challenge me again, and I'll carve out that big heart of
          not possible.                                      yours and eat it!" The viewer's perspective changes as
            Any creature that moves through the curtain must   the character transforms into a bronze dragon and says
          make a DC 17 Constitution saving throw, taking 22   in Common, "Vanrak! I am your friend. Listen to me.
          (4dl0) necrotic damage on a failed save, or half as much   She's using the pain of  your father's death to lead you
          damage on a successful one. The greater danger of the   down the darkest of  all paths. For the love of  SeJUne, do
          curtain is less obvious: if the double door is forced open,   not follow her!" With that, the vision ends.


          LEVEL 18 I VANRAKDOOM
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