Page 300 - Waterdeep - Dungeon of the Mad Mage_Neat
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dead beetles into ink, and wooden frames and stone   save, the wand becomes inanimate until the creature
               scrapers to stretch and scrape leather to create sheets   lets go of  it. If  a spellcaster holds the wand long enough
               of parchment. The servants ignore visitors.      to become attuned to it, that act banishes Rantantar's
             Shelves. Standing against the walls are wooden shelves   evil spirit from the wand forever.
               lined with jars of ink and rolled sheets of blank
               parchment.                                       28. HIDDEN T REASURE
                                                                Pentagram. A large pentagram is inscribed on the floor.
             26.  GATE TO lCEWIND DALE                          Statue. A life-size stone statue of Halaster wearing a
             The room contains a pair of lS·foot-tall standing stones.   blindfold stands in an alcove. The statue holds a stout
             Carved into each stone are pictographs of primitive hu-  staff that has a red dragon's head at each end of it and
             mans using spears to hunt reindeer and fend off yetis.   is pointing the staff toward the pentagram.
               If  a creature uses a finger or a staff to trace Halaster's   Secret Door. A secret door in the northern alcove con-
             rune on the surface of either of the standing stones,   ceals a staircase that leads up to area 32.
             a gate forms between them and lasts for 1 minute. A   The pentagram and the space above it (a cylinder 20
             legend lore spell or similar magic reveals the way to   feet high and 40 feet in diameter) are contained within a
             activate the gate, its destination, and the fact that it's   permanent antimagic field (see the antimagic field spell
             one-way only. Any creature that steps through this gate   description in the Player's Handbook for effects). This
             appears, along with any objects it is wearing or carry-  field prevents spells from detecting a magic item that is
             ing, in Icewind Dale, a mile north of the town of Bryn   hidden beneath a secret trapdoor in the middle of the
             Shander. (More information on Bryn Shander and Ice-  pentagram (see "Shield of the Uven Rune" below). A
             wind Dale can be found in Storm King's Thunder.)   character who examines the floor inside the pentagram
                                                                and succeeds on a DC 15 Wisdom (Perception) check
             27.  RANTANTAR'S WAND                              finds the trapdoor, which is locked. A character can use
             This room serves as a parlor where Halaster entertains   thieves' tools to try to unlock the trapdoor, doing so with
             guests (infrequent though they may be).            a successful DC 20 Dexterity check.
             Furnishings. Ornate wooden chairs with padded seats   SHIELD OF THE UVEN RUNE
               and backrests line the walls. Between the chairs stand   Wondrous item, very rare (requires attunement)
               alabaster busts of Ha  laster atop wooden pedestals.
             Wand. Lying on the floor in the middle of the room is   This shield is made from the scale of  an ancient white
               a 20-foot-diameter, frayed circular rug adorned with   dragon. It has a rune burned into its outward-facing
               Halaster's personal rune. Floating 10 feet above the   side. A character who examines the rune and succeeds
               rug is a golden wand with spinning orbs of colored   on a DC 20 Intelligence (History) check recognizes
               glass at one end (see "Treasure" below). It attacks   it as an uven ("enemy" in Giant) rune that confers
               any creature that enters the room unaccompanied   great power.
               by Halaster.                                       While holding the shield, you benefit from the follow-
                                                                ing properties.
             TREASURE                                             Winter~  Fr iend. You are immune to cold damage.
              Following the destruction of Rantantar, one of his oldest   Deadly Rebuke. Immediately after a creature hits you
              apprentices, Halaster recovered the dead archmage's   with a melee attack, you can use your reaction to deal
              wand of  wonder- only to discover that Rantantar had   3d6 necrotic damage to that creature.
              somehow bound his evil spirit inside it. The spirit can   Bane. You can cast the bane spell from the shield
              do nothing other than animate and discharge the wand,   (save DC 17). The spell does not require concentration
              which currently has 7 charges.                    and lasts for 1 minute. Once you cast the spell from the
               The animated wand has the statistics of a Tiny ani-  shield, you can't do so again until you finish a short or
              mated object (see the animate objects spell description   long rest.
              in the Player's Handbook). As an action, the animated   Gif t of Vengeance. You can transfer the shield's magic
              wand can expend 1 of its charges and target a random   to a nonmagical weapon by tracing the uven rune on
              creature with one of its randomly determined effects.   the weapon with one finger. The transfer takes 8 hours
              Any such effect that would target the wand's user targets   of work that requires the two items to be within 5 feet
              the wand instead. If  reduced to 0 hit points, the wand   of  each other. At the end, the shield is destroyed, and
              crumbles into dust and is destroyed.              the rune is etched or burned into the chosen weapon.
               A dispel evil or  good spell cast on the wand rids it of   This weapon becomes a rare magic item that requires
              Rantantar's evil spirit, whereupon the wand clatters to   attunement. It has the properties of a +l  weapon. The
              the floor and becomes an inanimate wand of  wonder. An   bonus increases to +3 when the weapon is used against
              antimagic field spell suppresses the wand's magic but   one of the following creature types, chosen by you at the
              doesn't oust the spirit lodged inside it.         time of the magic weapon's creation: aberrations, celes-
               If  the animated wand is grabbed while Rantantar's   tials, constructs, dragons, elementals, fey, fiends, giants,
              spirit is lodged inside it, a contest of wills ensues. The   or undead.
              creature grabbing the wand must immediately make
              a DC 20 Charisma saving throw. On a failed save, the
              creature is forced to release the wand. On a successful


                                                                                      LEVEL 23 I MAO WIZARD'S LAIR
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