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22.  GUARD POST                                     creatures within 120 feet of  the planetar have disad-
                                                                 vantage on saving throws until the effect ends.
             Walls. Interlocking stone tiles cover the floor and walls   •  Blinding magical light springs from Fazrian's eyes un-
              of this 10-foot-high room.                         til initiative count 20 on the next round. If  a creature
             Portcullis. An iron portcullis blocks the tunnel to the   starts its turn within 120 feet of the planetar and the
              south. The portcullis can be forcibly lifted by crea-  two of them can see each other, Fazrian can force the
               tures who have a combined Strength of 50 or higher.   creature to make a DC 20 Constitution saving throw.
              The bars of  the portcullis are spaced 3 inches apart.   On a failed save, the creature is blinded. The blind-
             Lever. A stone lever in the down position juts from the   ness lasts until the creature receives a lesser  resto-
               angled wall east of the portcullis. (Moving this lever to   ration spell or similar magic.
               the up position raises the portcullis.)
                                                                 Once an exemplar of  courage and good judgment, Faz-
                                                                rian now seeks to destroy any creature it believes is un-
                                                               deserving of continued existence. Fazrian's views are a
             Time and neglect have diminished the grandeur of  these   mockery of what they once were. Every creature is guilty
             vaulted halls, wherein the fallen angel awaits.    of "deformity" in the planetar's eyes. Unless someone
                                                                can swiftly prove their innocence, Fazrian sentences
             23A.  GRAND FOYER                                  that individual to an immediate death.
             The 18-foot-high double doors to the west swing inward,   Persuading the planetar to render a verdict of not
             revealing a stone-tiled foyer with a 40-foot-high ceiling.
                                                                guilty requires at least one party member to submit to
             The area contains the following features:
                                                                Fazrian's judgment. That character must then offer to
             Braziers. The foyer is heated and dimly lit by two 6-foot-  surrender their own life to spare the lives of the others.
               tall, 6-foot-wide stone braziers filled with burning   Any character who stands before Fazrian and shows
               coals. Smoke and embers rise from each.          both courage and self-sacrifice is found innocent of  the
             Statues. Extending eastward from the foyer is a 20-foot-  crime of deformity. Denials, protests, and challenges to
               wide, 30-foot-high arched hall lined with 15-foot-tall   Fazrian's authority are met with stern pronouncements
               iron statues of  armored dwarves draped in cobwebs.   of guilt. The planetar can tell when it is being lied to
               Continual flame spells flicker behind the eye holes of   (thanks to its Divine Awareness trait), and characters
               their helms, and their iron greataxes are raised high.   who lie to Fazrian are immediately judged guilty.
                                                                 The planetar has delusions of  raising an army to
             23B.  HALL OF FINALjUDGMENT                        sweep through Undermountain and purge it of  those
             The floor of this 40-foot-high chamber is shaped like the   it deems abhorrent. Before letting innocents off the
             head of a double-bladed axe. The room, which smells of   hook, Fazrian demands that they each swear an oath
             roses and sulfur, contains the following:          to serve it henceforth. Those who refuse to take the
             Fazrian and Fiend. A hairless, green-skinned planetar   oath are found guilty of the crime of cowardice and sen-
               with white-feathered wings and eyes of molten silver   tenced to death.
               sits on a bone throne in a raised alcove. Lurking in   Once judgment is rendered, Fazrian orders Raxxus to
               the shadows behind the throne is Raxxus, a nycaloth.   step forth, slay the guilty party or parties, and cast their
               (The yugoloth passively guards the wall behind it,   bodies into the pit (see area 23c). After the guilty have
               which contains a secret door to area 24.)        been punished, those found innocent are escorted by
             Braziers. The chamber is dimly lit by four 6-foot-tall,   Raxxus to the arcanaloths in area 14 for indoctrination.
               6-foot-wide stone braziers filled with burning coals   If  the nycaloth is killed, the planetar takes up its sword
               that produce smoke and embers.                   and attacks the guilty.
             Standing Gate. To the north stands a pair of  crystal   Only a character judged innocent by Fazrian can alter
               menhirs, each imprisoning a marilith.            the planetar's disposition enough to make it realize how
             Open Pit. A gaping pit lies to the south, its rectangular   corrupt it has become. Such a character can use an
               mouth measuring 10 feet wide by 20 feet long by 30   action to call on the planetar to look inward and judge
               feet deep, with a 20-foot-high, 20-foot-wide passage at   itself, making a DC 26 Charisma (Persuasion) check as
               the bottom leading south. Characters near the lip of   part of that action. If  the player roleplays well, grant the
               the pit can hear large creatures (the otyughs in area   character advantage on the check. A character who gets
               23c) shuffling in the darkness below.            a failure on the check can't try again, but they can still
                                                                help another character who then tries to convince the
               Fazrian is a lawful evil planetar that lacks the Heal-  planetar of its own guilt. On a successful check of  this
             ing Touch action option. Unless he is incapacitated,   sort, a lingering shred of goodness in Fazrian is awak-
             Fazrian can take one of the following lair actions on
                                                                ened. The planetar weeps as it begs Torm for forgive-
             initiative count 20 (losing initiative ties) while on the   ness. Then, in a final act of atonement and self-sacrifice,
             Terminus Level:
                                                                it impales itself on its sword and dies  .
             •  Blood flows from Fazrian's eyes until initiative count   If  the planetar dies by its own hand or at the hands
               20 on the next round. No creature within 120 feet of   of  the characters, Torm bestows on each character a
               the planetar can regain hit points until the effect ends.   blessing of  protection (see "Supernatural Gifts" in chap-
             •  Fazrian's eyes become smoldering black voids un-  ter 7 of the Dungeon Master's Guide). This blessing is
               til initiative count 20 on the next round. All other   permanent if its receiver is a worshiper of Torm; other-
                                                                wise, the blessing lasts for 10 days. Torm's blessing is


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