Page 283 - Waterdeep - Dungeon of the Mad Mage_Neat
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13. WALKING DEAD                                   16A. BURNED LIBRARY
                                                              Berlain (see area 18b) lost her temper here a tenday
           Zombie. A human zombie in rotting, soiled robes    ago and used multiple fireball spells to destroy the
             shuffles back and forth through the room. A powerful
                                                              room's contents.
             stench of decay accompanies it.
           Furnishings. Moldy furnishings include a bed, a desk   Burned Shelves and Racks. The walls are lined with
             strewn with yellowed papers, and a barren bookshelf.   burned bookshelves and scroll racks.
                                                              Charred Furnishings. The charred remains of three
             The zombie is what remains of Zail Ephram, a human
                                                                padded chairs and three coffee tables lie atop badly
           wizard and adventurer who was killed in Shadowdusk   burned rugs in the middle of the floor.
           Hold. Melissara Shadowdusk (see area lOa) used an
           animate dead spell to animate the wizard's corpse. The   16B. LABORATORY
           zombie has nothing of value and attacks any creature   A workbench along the west wall of this area is covered
           that disturbs it other than its creator.           with tools, components, and magical apparatus.
             The papers on the desk are architectural drawings.   Treasure. The bench holds a set of alchemist's sup-
           Characters who spend 1 hour studying the drawings   plies, a poisoner's kit, a healer's kit, and an unlit lantern
           can piece together accurate maps of tiers 1 and 2 of Sha-  filled with oil. A recently brewed potion of invisibility
           dowdusk Hold, except for secret doors and areas hidden   rests among other vials that contain mundane liquids.
           behind them.
                                                              16c. CLEAN ROOM
           14. TRAINING ROOM
                                                              Antimagic. All magic is suppressed here, as if by an an-
           Mannequins. Two wooden practice dummies stand        timagic field spell.
             near the east and west walls.                    Tapestry. A tapestry on the south wall depicts a land-
           Racks. A weapon rack and an armor rack hang on the   scape of trees made of tentacles, and floating islands
             north wall, one to each side of the doorway.       of rock covered with drooling mouths and bloodshot
           Mats. Canvas mats stuffed with straw are spread out to   eyeballs (see "Treasure" below).
             create a sparring area in the middle of the room.
                                                                This room is used to rid objects and creatures of unde-
             The armor rack contains two shields and two suits   sirable magical energy that might destabilize a sensitive
           each of leather, studded leather, chain shirt, and plate   experiment. In addition to the antimagic effect always
           armor. The weapon rack contains one matched pair   active in the room, any creature that passes through
           each of longswords, daggers, battleaxes, quarterstaffs,   this area has any magic items it carries and any magical
           warhammers, and spears.                            effects active on it suppressed for ld4 minutes after it
                                                              exits. Detect magic cast from outside the room does not
           15.  FOUNTAIN                                      detect the antimagic field.
                                                                Treasure. The tapestry weighs 30 pounds and is
           A low-walled marble fountain with a statue of an aboleth
                                                              worth 250 gp (assuming the characters can find a buyer
           as its centerpiece dominates the room. Water spills from
           the aboleth's mouth and splashes noisily into the stone   who appreciates its disturbing, otherworldly imagery).
           basin. Drain holes in the basin's rim prevent overflow.
                                                              17.  VERTRAND'S ROOM
           TREASURE                                           Vertrand. A bald, elderly man (Vertrand Shadow-
           A detect magic spell cast on the fountain reveals an   dusk) sits at a writing desk to the north, his back to
           aura of conjuration around the aboleth statue, contained   the doorway.
           within which is the source of the water: a decanter of   Bed. A simple bed stands against the south wall.
           endless water. The decanter can be obtained only by de-  Tapestry. A tapestry hanging on the east wall depicts
           stroying the statue, which has AC  17, 60 hit points, and   noble members of the Shadowdusk family, their fea-
           immunity to poison and psychic damage.               tures distorted in unnatural and frightening ways.
                                                                (Close examination reveals that the tapestry has been
           TIER 2                                               damaged by mold, rendering it worthless.)
           Stairs from areas 3 and 9 lead down 50 feet to tier 2.   Vertrand has smooth flesh where his eyes should be,
           Vertrand and Berlain, two thoroughly corrupt and evil   for he surrendered his ocular orbits to a Far Realm
           members of the Shadowdusk family, inhabit this tier.   entity in exchange for blindsight. Having foreseen the
             Barely perceptible whispers can be heard throughout   arrival of intruders, Vertrand has elected to face them
           the tier, and shadowy forms constantly writhe and recoil   alone. "Death owns us all," he says, before rising to his
           at the corner of each character's eye.             feet and unleashing his destructive spells.
                                                                Vertrand is a human archmage, with these changes:
           16. ARCANE SANCTUM
                                                                Vertrand is chaotic evil and speaks Abyssal, Common,
           Three invisible will-o'-wisps linger in this area in case   Deep Speech, and Undercommon.
           Vertrand or Berlain require their services.        •  He has blindsight out to a range of 60 feet, but is blind
                                                                beyond this radius.
                                                              •  He has the confusion spell prepared instead of
                                                                banishment.


            LEVEL. 22 I SHADOWDUSK HOLD
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