Page 243 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 243
OUT OF THE SHADOWFELL STATUES AND TREASURE
If Umbraxakar dies or turns back into a bronze dragon, The statues and their treasures are as follows:
all areas ofVanrakdoom currently in the Shadowfell North Statue. This painted wooden statue, 8 feet
immediately return to the Material Plane and become tall, depicts Keresta Delvingstone with her claws out-
subject to Undermountain's magic-altering effects (see stretched and her fangs bared. Around its neck, the
"Alterations to Magic," page 10). The light-dimming statue wears a large ruby pendant on a gold chain (750
effect of the Shadowfell is also lifted, and natural colors gp), and draped over its shoulders is a cloak of the bat.
are restored, but the stench of death lingers (see "Into Piled around the base are 13,700 sp.
the Shadowfell," page 233). The fog encountered South Statue. This wooden statue, 10 feet tall, de-
throughout Vanrakdoom is not a byproduct of Umbraxa- picts Umbraxakar in humanoid form, appearing as a
kar's despair and remains until Keresta is destroyed. muscular man with charcoal-colored skin, bronze-col-
ored eyes, and dragon wings. Piled around the statue
33. DRAGON'S HOARD are 9,300 gp.
Altar and Rift. Above an altar of black stone in the mid· West Statue. This stone statue stands 9 feet tall and
die of this 30-foot-high vault floats a 10-foot-tall, dag- is painted jet black. It depicts Shar as a cloaked woman
ger-shaped rift of wispy shadow that moans. with a dagger in each hand. A character who searches
the statue and succeeds on a DC 15 Wisdom (Percep-
Statues. Steps climb to alcoves in the north, west, and
tion) check discovers that one of its daggers is a lever
south walls. At the back of each alcove is a wooden
that opens a compartment at the base of the statue. The
statue with coins piled around its base.
compartment contains a rolled-up painting of Shar (250
ALTAR AND EXTRADIMENSIONAL RIFT gp) and a vial containing 2 doses of midnight tears (see
A detect magic spell reveals auras of conjuration magic "Poisons" in chapter 8 of the Dungeon Master's Guide).
around the altar and the moaning rift above it. If the Piled around the statue's base are 22,150 ep.
altar comes in contact with bright light, four cloakers fly
out of the rift and attack all other creatures in the room. AFTERMATH
Once the cloakers emerge, the rift stops moaning.
Destroying Keresta Delvingstone puts one last nail in
Altar. Inscriptions carved into the altar are written
the coffin of the cult of Shar. Any remaining cultists and
in a secret language known only to Shar's faithful. A
vampire spawn disperse like rats fleeing a sinking ship.
comprehend languages spell or similar magic reveals
Several months later, the characters (if they're still alive)
that these inscriptions spell out the core tenets of
receive the deed to a run-down estate in Waterdeep
Shar's faith:
worth 15,000 gp along with an official property transfer
• In darkness, act. Never wait for the darkness to pass notice signed by a magistrate and authorized by the
before making your move. Lords of Waterdeep.
• Quench the light of the moon when you can. Hide Accompanying the deed is a brief letter written in
from it when you can't. human blood that thanks the characters for destroying
• Keep secrets from all except Shar's faithful. Keresta Delviogstone, whom the letter's writer de-
• Only a fool believes in hope. scribes as a "thorn in my side for more than a century."
The letter is signed with the initials "A.M."
The altar is a Large object with AC 17, 50 hit points,
Several Masked Lords of Waterdeep use every re-
vulnerability to radiant damage, and immunity to poison
source at their disposal to discourage and thwart inves-
and psychic damage. If the altar is destroyed, the shad-
tigations into the letter writer's identity. With enough
owy rift collapses, and any creatures trapped in the ex-
luck and patience, however, characters might come to
tradimensional prison beyond are released. They appear
learn that "A.M." stands for Artor Mortin, the Baron of
in random unoccupied spaces throughout the room.
Blood, a powerful vampire who dwells in a dungeon
Extradimensional Prison. Any creature that enters
complex under Waterdeep and can't abide other vam·
the rift's space is transported to an unoccupied space
pires preying on his city. The baron's presence is one of
in an extradimensional prison that takes the form of a
Waterdeep's most closely guarded secrets.
30-foot-diameter cave with no light sources and no exits.
Freeing Umbraxakar from his curse completes a
If the cloakers haven't been released, they attack any
quest (see "Save the Dragon," page 9) and earns the
creature that appears in their prison.
characters the friendship of a powerful bronze dragon
Characters can escape the prison with a plane shift
eager to leave Undermountain and return to his coastal
spell or similar magic. Destroying the altar also releases
lair, helping the characters as he goes.
any trapped creatures, as described above.
Ha laster doesn't mourn the loss of the shadow dragon
or the cult of Shar. He simply cordons off large sections
of Vanrakdoom until he can restock them with new
monsters and traps.
LEVEL 18 I VANRAKDOOM

