Page 301 - Waterdeep - Dungeon of the Mad Mage_Neat
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STATUE OF HALASTER                                 repaired using a mending cantrip or similar magic, the
           A character who examines the statue and succeeds on   image appears to come alive momentarily. Within the
           a DC 15 Wisdom (Perception) check notices that the   portrait,Jhesiyra removes the ring from her finger, caus-
           dragon heads on the ends of the staff can be pushed   ing the actual ring to tumble out of the painting onto the
           toward each other with a click. When this is done, the   floor, from where it can be claimed. This horned ring is
           secret trapdoor in the middle of the pentagram unlocks   a very rare magic item that allows an attuned wearer to
           and pops open.                                    ignore Undermountain's magical restrictions (see "Alter-
            When he is not incapacitated, Halaster can touch the   ations to Magic," page 10).
           statue to teleport himself and anything he is wearing or
           carrying to a space within 5 feet of the statue in area 22   30. SCRYING ROOM
           or the statue in area 37 (no action required).    Hanging on the wall are what appear to be realistic
                                                             paintings of cityscapes in gilded wooden frames. In
           29. APPRENTICE PORTRAITS
                                       ~~~~~~~~              truth, these "paintings" are magical scrying sensors that
           Seven tall, framed portraits hang on the walls of this   are fixed on the following locations in Waterdeep:
           room. Embedded in the wall beneath each portrait is a
                                                             •  The city's north gate, as seen from inside the city
           small bronze plaque bearing a name. A character who
                                                             •  The city's south gate, as seen from inside the city
           examines the portraits and plaques can, with a success-  •  The Sword maiden, one of the walking statues of Wa-
           ful DC 20 Intelligence (History) check, confirm that   terdeep, in the North Ward
           these are paintings of Halaster's original seven appren-  •  Heroes' Garden, a park in the Sea Ward
           tices, showing them as they were before they descended
                                                             •  The exterior of the House of Wonder (temple of
           into Undermountain and were overcome by madness.
                                                               Mystra) in the Sea Ward
            Each apprentice is shown wearing a horned ring on
                                                             • The exterior of the Font of Knowledge (temple of
           one finger; these rings are identical and resemble the   Oghma) in the Castle Ward
           horned ring worn by Halaster. The other features of   •  The exterior of Ahghairon's Tower in the Castle Ward
           each portrait are as follows:                     •  The exterior of Blackstaff Tower in the Castle Ward
           Rantantar is a fat, frowning man scarred by fire. He   •  The Market in the Castle Ward
            wears ornate purple robes and grasps what looks like   •  The interior of the Yawning Portal's taproom and the
            a wand of wonder in his burned right hand.         entrance to Undermountain
           Nester is a handsome, slender man with thinning hair
                                                               Characters acquainted with Waterdeep can easily rec-
            and a penetrating stare. He wears a plain black robe   ognize the locations being scried upon, since they are
            and many rings on his steepled fingers. Tattooed on   all prominent landmarks. Breaking a scrying device's
            his forehead is a tiny black rune. A successful DC 10   frame or removing it from the wall destroys its magic.
            Intelligence (Arcana) check confirms that the rune
            represents the School of Necromancy.
          Trobriand the Metal Mage is a stoic, bearded man with
            black hair, black robes, and tinker's goggles. Perched   Eight living unseen servants (see appendix A) are
                                                             painting four new portraits of Halaster and carving a
            on his shoulder is a tiny iron scorpion.
                                                             statue of him in this room. Characters who enter the
          Muiral the Misshapen is an ugly, powerfully built man
                                                             room see the following features:
            with messy brown hair and a cruel sneer. He wears
            battered plate armor and has a steel helm with a scor-  Painters. Brushes held by invisible hands are dabbing
            pion motif tucked under his right arm. Clutched in his   paint onto rectangles of canvas propped up on four
            left hand is a longsword that drips blood.         wooden easels. At the same time, floating hammers
          Arcturia has straw-like hair, bony features, blue-tinged   and chisels are nibbling away at a large block of stone.
            skin, and an exasperated expression. She wears a   Subject. Posing next to the stone block is a silent, illu-
            wide-brimmed conical hat and a robe of butterflies.   sory image of Halaster Blackcloak in a seductive pose.
            She holds up a finger, above which floats a tiny, glow-  The illusion of Halaster has no substance and changes
            ing sigil. A successful DC 10 Intelligence (Arcana)   its pose every minute. A successful dispel magic spell
            check confirms that the sigil represents the School of   cast on the illusion (DC 16) ends it.
            Transmutation.
                                                               The unseen servants ignore visitors, but they attack if
          Marambra Nyghtsteel is a striking woman with long   their work is interrupted or if the illusion of Halaster is
            auburn hair and an empty, distant gaze. She wears a
                                                             dispelled.
            black robe and holds a staff topped with a rune. A suc-
            cessful DC 10 Intelligence (Arcana) check confirms   ~HESIYRA's WARNI_NG ____
                                                                                                       _
                                                                                         _
            that the rune represents the School of Evocation.
          Jhesiyra Kestellharp is a young, plain-looking woman   This room is furnished identically to area 27 (ex-
            dressed in yellow and blue robes. Her face betrays   cept for the presence of Rantantar's wand), perhaps
            the subtlest hint of a smile. Her portrait has been   causing characters to think they have reentered that
            slashed in half.                                 room somehow.
                                                               As one or more characters cross this room and head
            The first character who steps within 5 feet of the torn
                                                             toward the door to area 33,jhesiyra (see ''Jhesiyra
          portrait of Jhesiyra Kestellharp hears a woman's voice
                                                             Kestellharp," page 10) sends each of them the follow-
          whisper in their head: "So close ... " If the portrait is
          LEVEL 23 I MAD WIZARD'S LATR
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