Page 288 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 288

The charred skuli is all that remains of Dezmyr's
             mother, Yarlithra Shadowdusk, who perished in the
            blaze that destroyed the original Shadowdusk Hold in
            Waterdeep. Dezmyr keeps her mother's skull as a me-
             mento to remind her of her ambitions and purpose.
              Treasure. Examination of the tapestry reveals that all
            the flags flapping above the city bear the upright Sha-
            dowdusk family crest. The tapestry is worth 250 gp and
            weighs 50 pounds.
            38B. STORAGE
            This room contains unused furniture draped in cob-
            webs, including a canopied bed and a claw-footed ar-
            moire. A headless wooden mannequin in the southwest
            corner wears a dusty yellow ball gown more than a cen-
            tury out of fashion.
             38C.DEZMY~SSANCTUM
            Dezmyr. Dezmyr Shadowdusk (see below) stands in the
              middle of the room, clad in ancient armor and joined
              by six wraiths (her counselors).
            Portraits. Dozens of framed portraits hang from hooks
              on the south and west walls. (The portraits represent
              various members of the Shadowdusk family. All the
              depictions are warped in subtle ways. Some of the
              family members have starry eyes, while others have
              melted flesh or tentacles sprouting from their faces.)
            Fresco. A 10-foot-square, tiled fresco on the middle of
              the east wall depicts Dezmyr and Zalthar Shadow-
              dusk as heavily armored human paladins of Torm,
              riding on armored horses and brandishing shields.
              Zalthar's shield is mostly hidden behind his body and
              horse, but displayed prominently on Dezmyr's shield is                  OElMVR 5,.,AOOWOUSK
              the Shadowdusk family crest (a lit, upright torch with
              three embers trailing off it, set against a purple disk).
              Dezmyr is so touched by the Far Realm that she   Undulations. The walls and pillars undulate and bulge,
            speaks in riddles. As soon as one or more characters   as though the stone were amorphous. (The effect is
            enter the room, she says, "The stars turn, and a time   unnerving but harmless.)
            presents itself." She then draws her sword and attacks,   Statue. A deep alcove in the north wall contains a life.
            aided by the wraiths. Dezmyr is a death knight, with   size statue whose human features seems to change
            these changes:                                       every few seconds (see "Morphing Statue" below).
                                                               Cassiok and Pet. Facing the statue with its back to the
            •  As a bonus action on her turn, Dezmyr can warp
                                                                 rest of the room is a black-robed creature (Cassiok
              reality, undoing damage dealt to herself or another
                                                                 Shadowdusk) leaning heavily on a staff. Next to Cas-
              creature that she can see within 20 feet of her. The
                                                                 siok is his loyal pet, a grick alpha, and an invisible
              beneficiary of this warped reality instantly regains 10
                                                                 gray slaad that serves as his valet.
              hit points.
            •  She has the locate creature spell prepared instead of   Cassiok Shadowdusk is a middle-aged man trans-
              banishment.                                      formed by prolonged exposure to the Far Realm. Al-
            •  She speaks Abyssal, Common, and Deep Speech.    though his head remains human, his body is that of a
                                                               giant beetle that walks on its hind legs.
              Secret Door. Set into the east wall, north of the fresco
                                                                 Cassiok is an archmage, with these changes:
            of Dezmyr on horseback, is a locked secret door. Any
            character who studies the fresco and succeeds on a DC   •  He is a chaotic evil aberration who speaks Common,
            20 Wisdom (Perception) check can tell that the family   Deep Speech, Infernal, and Undercommon.
            crest on Dezmyr's shield can be rotated. Turning it so   •  He has the phantasmal killer spell prepared instead of
            that the torch is upside down instead of upright unlocks   banishment.
            the secret door and causes it to swing open into area 37.   •  He wears the gray slaad's control gem (a fist-sized gray
                                                                gem) on a chain around his neck.
            39.  DRACOLICH'S PHYLACTERY                        •  He wields a staff of power that grants him a +2 bonus
      a
      0                                                          to Armor Class, spell attack rolls, and saving throws.
      g     The Far Realm has warped the fabric of this chamber
      z     and its current occupant. The contents of this 20-foot-  His insectoid physiology prevents him from making
      i     high room are as follows:                            melee attacks with the staff.

                                                                                    LEVEL 22 I SHADOWOUSK HOLD
   283   284   285   286   287   288   289   290   291   292   293