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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
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