Page 286 - Waterdeep - Dungeon of the Mad Mage_Neat
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29. LANDING                                       31. APPROACH TO MADNESS
            Statue. To the north is a 10-foot-tall statue of a grimac-  The Far Realm has twisted these rooms, causing the
              ing man being crushed to death by stony tentacles   lines where floor, walls, ceiling, and pillars meet to ap-
              erupting from the floor.                         pear warped.
            Stairs. To the south, a spiral staircase descends 50 feet
              to area 30a.                                     31A. WARPED FOYER
                                                               This chamber is lined with twisted columns that seem
            TIER 3                                             to change shape slightly every few minutes.

            The unnatural corruption of the Far Realm pervades   31B. THRESHOLD OF INSANITY
             the deepest level of Shadowdusk Hold. Any creature
                                                               Far Realm Proximity. A strange energy can be felt em-
            other than a denizen of the hold that finishes a long rest
                                                                 anating from the double door to the west. The closer a
            in this tier must make a DC 15 Wisdom saving throw.   creature comes to the doors, the more uneasy it feels.
            On a failed save, the creature gains no benefit from the   Slaadi. Four invisible death slaadi stand in front of the
            rest and is afflicted with a random form of long-term
                                                                 double door leading to area 32. The slaadi serve at
            madness (see "Madness" in chapter 8 of the Dungeon   the pleasure of Dezmyr and Zalthar, and they attack
            Master's Guide).
                                                                 intruders on sight.
                                                               Tapestry. A tapestry on the east wall depicts a group of
            30. LOWER HALLS
                                                                 humans twisting, warping, and melting into one amor-
            The staircase from tier 2 ends before these halls, which   phous, blasphemous entity.
            look older than the rest of Shadowdusk Hold.
                                                                 Treasure. The tapestry weighs 50 pounds and is
                                                               worth 750 gp to one who appreciates such horrid decor.
            30A.  SHADOWDUSK HALL
            House Crest. Set into the middle of the floor is a   32. FAR AND  GONE
              20-foot-diameter disk of purple stone, inscribed upon
                                                               The curving west wall of this room is a seething mass of
              which is the Shadowdusk crest: a lit torch with three
                                                               color and sickly light-a partially breached portal to the
              trailing embers, its orange flame pointed toward the
                                                               Far Realm. Creatures can't physically pass through the
              double door to the west.
            Mosaics. The 40-foot-high, vaulted ceiling bears peeling   portal, but the Far Realm's influence bleeds out into the
              mosaics of cloudy, dramatically lit skies.       Material Plane from this place. A character can ascer-
                                                               tain the true nature of the portal with a successful DC
            Scorch Marks. The walls and pillars have numerous
                                                               20 Intelligence (Arcana) check.
              scorch marks.
                                                                 Any creature that comes into contact with the back
            Statues. Four 8-foot-tall statues of human nobles stand
                                                               wall must succeed on a DC 20 Wisdom saving throw
              in wide alcoves to the north and south.
                                                               or become charmed by the wall for 1 minute. While
              A character who succeeds on a DC 20 Intelligence (In-  charmed in this way, the creature is stunned and stares
            vestigation) check can ascertain that the scorch marks   at the wall, absorbing the power and madness of the Far
            on the walls and pillars were made by a blue dragon's   Realm. The effect ends if the creature takes damage,
            breath weapon. Years ago, Halaster lured a dracol-  or if another creature uses an action to shake or slap it.
            ich named Lynnorax to Shadowdusk Hold. Dezmyr      When the effect ends, the creature that was charmed
            and Zalthar pressed the dracolich into service. The
                                                               gains a random form of indefinite madness (see "Mad-
            dracolich waits for intruders in area 40 and guards the
                                                               ness" in chapter 8 of the Dungeon Master's Guide).
            death knights' vault (area 41).
              The statues in the northern alcoves depict Arandraya   33.  SHRINE
            and Maelweene Shadowdusk. The statues to the south
                                                               Zalthar maintains this area as a shrine to his sister
            depict their brother, Xerrion, and their other sister, Yarli-
            thra. Each statue stands atop a 2-foot-high block of stone   Dezmyr. Her painted likenesses- both as she was in life
            that bears an inscription of the noble's name.     and as a death knight-hang in frames on every wall.
              Secret Door. A locked secret door is hidden in the
                                                               34. ZALTHAR'S  CHAMBERS
            wall next to the statue of Xerrion in the southwest
            alcove. A character who examines the statue and suc-  Zalthar languishes in these chambers, shunning all
            ceeds on a DC 20 Wisdom (Perception) check notices   other creatures except his sister.
            that one of the rings on Xerrion's left hand can be
            twisted around his finger. Turning the ring unlocks the   34A.  ZALTHAR SHADOWDUSK
            secret door and causes it to swing open into area 37.   Furnishings. This room is furnished with several chairs
                                                                 and sofas, all covered in dust and cobwebs.
            30B. FAMILY CRYPTS                                 Easel. A wooden easel stands in the northeast corner,
            This arched, 15-foot-high hall is lined with alcoves.   draped in a black cloth. (Under the cloth, resting on
            Each alcove contains a dusty stone casket holding the   the easel, is a half-finished portrait of Dezmyr as she
            remains of a dead Shadowdusk family member, but      was in life, lying nude on a bed of tentacles.)
            no treasure.                                       Zalthar. Seated in a chair, facing the northern and west-
                                                                 ern doors, is Zalthar Shadowdusk- a death knight in


                                                                                    LEVEL 22 I SHADOWDUSK HOLD
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