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26. VAMPIRE Boss 28c. SHADOW ASSASSINS
Three shadow assassins (see appendix A) lurk in the
If the characters haven't already encountered and de-
far corners of this 10-foot-high room. When the door
feated Keresta Delvingstone, she's here when they arrive
opens, they attack the first character to enter.
(see "Keresta Delvingstone," page 232). The vampire is
not alone. The room's features are as follows:
Ceiling. The 30-foot-high ceiling is supported by two The floor of this room is heavily obscured by a 2-foot-
thick stone columns that have rusty iron torch brack-
high blanket of thick fog. It swirls lazily around the base
ets mounted to them.
of a 20-foot-diameter, cylindrical stone column that sup-
Vampires in the Fog. The floor is heavily obscured by a
ports the 20-foot-high ceiling. Rusty iron torch sconces
2-foot-deep blanket of fog. Nine vampire spawn crawl
mounted to this central column stand empty.
under the fog and try to remain hidden until Keresta
commands them to attack.
30. PATH TO THE TOMB
Keresta Delvingstone. Keresta looks like a pale woman
with a large dragon tattoo imprinted on her pale skin. Keresta uses this hallway to reach her tomb.
She stands in the middle of the room, studying a large
30A. SECRET DOOR
piece of parchment spread across a wooden table in
A bas-relief mural covers the-southwest wall of this
front of her. Looming behind her is Thagor, an 18-foot-
20-foot-high room. The mural depicts Shar in the form
tall abominable yeti that serves as her protector.
of a young woman, her billowing cloak becoming one
The haughty Keresta welcomes the characters to their with the night sky as she descends upon unsuspecting
doom and promises them a swift death. If asked about human mourners in a graveyard. In each hand, she
Lord Vanrak Moonstar or Umbraxakar, Keresta laughs clutches a dagger. Characters who examine the mural
and says that Shar's darkness consumes all things closely and succeed on a DC 15 Wisdom (Perception)
in the end. check notice four 1-inch-diameter holes bored into the
If reduced to 0 hit points, Keresta turns to mist and gravestones. Keresta uses these holes to pass through
retreats to her resting place in area 31 (via area 30). In the wall in mist form.
mist form, she can pass through the cracks under doors Secret Door. The entire southwest wall is a stone se-
and blend in with the fog to become effectively invisible. cret door that pivots on a central axis. The secret door is
The abominable yeti and the vampire spawn fight to locked but can be opened with a knock spell or similar
the death to protect Keresta, as does Portia Dzuth (see magic. It can also be forced open with a successful DC
area 25b) if she is present and still charmed by Keresta. 30 Strength (Athletics) check.
The squad of vampire spawn is composed of adventur-
ers and cultists who have been turned into undead by 30B. HIDDEN HALLWAY
Keresta. Their names are Aryk, Bartho, Callia, Gaston, This dusty, 20-foot-high corridor is hidden behind two
Hector, Ilsuban, Nath, Rhylzar, and Rose. large secret doors. Rusty chains and manacles hang on
The parchment on the table is a map ofWaterdeep, the walls at 10-foot intervals.
drained of color like everything else in this part of Van-
rakdoom. A quill pen and several ink pots rest nearby.
Two daggers stuck in the map mark the Spires of the
Sarcophagus. A lidless amethyst sarcophagus stands
Morning (the temple of Lathander in the Castle Ward)
atop a 1-foot-high stone bier near the south wall of this
and the House of the Moon (the temple of SelO.ne in the 30-foot-high, vaulted chamber. An antipathy/sympathy
Sea Ward). Written around them are the names of vari- spell protects the sarcophagus and tries to repel hu-
ous clerics and paladins of Lathander and Selfine whom
manoids with its antipathy effect.
Keresta plans to assassinate. Mural. A 20-foot-square bas-relief mural dominates the
east wall and covers a secret door.
27. ALTARS OF Loss
~~~~~~~~~~~~
This chamber contains two identical altars in alcoves. AMETHYST SARCOPHAGUS
Each altar is sculpted from a single chunk of obsidian The sarcophagus is a Large object weighing 1,100
and inscribed with the following words in Common: pounds. It has AC 17, 80 hit points, and immunity to poi-
"Memories are the shackles that bind us to the lost." son and psychic damage. It contains a bed of grave dirt
upon which Keresta sleeps. If reduced to 0 hit points
28. FORGOTTEN CHAMBERS and allowed to retreat here in mist form, Keresta re-
~~~~~~~~~~
turns to this sarcophagus and remains here, paralyzed
Each of these rooms is heavily obscured by fog and has
in vampire form for 1 hour. At the end of the hour, she
low piles of dusty gray rubble along the walls.
regains 1 hit point and is no longer paralyzed. She waits
here until her Regeneration trait returns her to full hit
28A. HALL OF CENTIPEDES
points, then gathers her forces (including Umbraxakar)
The walls and floor of this 20-foot-high room bear carv-
and sets out to destroy any enemies still in Vanrakdoom.
ings of centipedes. The room is otherwise empty.
Treasure. For every point of damage the sarcophagus
28B. EMPTY ROOM takes, a piece of it breaks off. Each piece weighs 13
This 10-foot-high room is vacant. pounds and is worth 100 gp. Eighty pieces can be gath-
ered if the sarcophagus is destroyed.
LEV.EL 18 I VANRAKDOOM

