waterdeep dragon heist

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doubles, and Victoro dispenses with all human guards
inside the house. Whenever a guard is mentioned in
an interior area, that guard is now a bearded devil dis-
guised as a human. A disguised devil looks like a mus-
cular, bearded male human in house livery. A creature
that observes one closely can, with a successful DC 15
Wisdom (Perception) check, notice its "beard" writhing.

DENIZENS OF CASSALANTER VILLA
Cassalanter Villa is home to no one but Lord and Lady
Cassalanter, their children, their personal attendants,
and their guards. All the other servants who work at the
villa live in dingy homes in the Dock Ward or the Field
Ward and travel across the city in the wee hours of the
morning to arrive before the Cassalanters awake.
With the exception of their personal attendants, the
Cassalanters replenish their servants regularly. Most
move on to other jobs, but occasionally a servant discov-
ers the secret vault (area C29), visits the forbidden attic
(area C24), or otherwise learns too much. S uch folk are
fated to become sacrifices to Asmodeus.

VILLA FEATURES
The following features are found throughout the villa:
Ceilings in rooms are 25 feet high, with 7-foot-high
corridors and doorways connecting them.
Doors are made of exotic hardwood. If a door is
locked, the Jock can be picked by a character who
makes a successful DC 15 Dexterity check using
thieves' tools, or the door can be forced open by a
character who makes a successful DC 20 Strength
(Athletics) check. Victoro, Ammalia, and the head but-
ler, Willifort, bold keys to every room in the house.


  • Floors are made of wood and covered with soft
    woolen carpets. Creatures walking in carpeted rooms
    have advantage on Dexterity (Stealth) checks.
    All areas are well lit by oil lamps, lanterns, or
    chandeliers.

  • The Cassalanters keep no silver objects (with the ex-
    ception of coins) in their house, s ince s ilver is harmful
    to devils.


AREAS OF THE VILLA


The following areas correspond to the labels on map
6.1. The villa connects to the temple of Asmodeus
through a secret door in area C28.
If the occupants or features of a location change
during the Founders' Day party, the text includes a
"Founders' Day" section describing those changes.

GuEsTHousE
The Cassalanters host guests in th is stately guest house.
CGJ. Mud Room. Guests can remove and store dirty
cloaks and boots here.
CG2. Storage. Guests can store their traveling
gear here.
CG3. Dining Room. This room is furnished with two
dining tables, each surrounded by six chairs.
CG4. Kitchen. Guests are expected to dine with the
Cassalanters in the manor but can prepare their own
breakfast here.


CHAPTER 6 I KELL OF A SU MM.ER


CG5. Parlor. This room is furnished with a billiard
table, a card table, and four luxurious armchairs.
CG6. Sitting Room. This room features an upright
piano and four luxurious armchairs.
CG7. B edrooms. Each room contains a bed for two,
a pair of wardrobes, a small vanity with matching stool,
and a storage trunk for valuables.
CG8. Master Bedroom. This room has a balcony
and contains a large canopied bed, a standing mirror
in a gilded frame, a writing desk and matching chair,
a dresser, a tall wardrobe, and an owlbear th row rug
draped over a padded chair with matching ottoman.

COACH HOUSE
The Cassalanters own three carriages-one for their
banking business, one for public appearances, and one
for private use. They also own six horses: four draft
horses to pull carriages and two riding horses. The
horses are kept in stalls that a re cleaned every morning
just before dawn. Tack, bridles, feed, and other necessi-
ties for the horses are stored in the coach house as well.

Cl. ENTRANCE HALL
This hall has the following features:


  • A magnificent harpsichord sits in the hall.
    A crimson carpet runs down the hall toward an open
    door to the foyer.

  • Light from a crystal chandelier reflects off more than
    three dozen holy symbols of Siamorphe perched on
    wall shelves, each in the form of a silver chalice with a
    golden sun etched on its outside.
    If the characters are expected guests, Willifort Crow-
    elle (see "Head Servants," page 116) awaits them here
    and guides them to the smoking room (area Cl2) to
    meet with Lord Cassalanter. He allows them to explore
    the house while they wait but follows them doggedly.
    Founders' Day. The hall is filled with chatty guests
    holding flutes of sparkling wine. One is playing the
    harpsichord.


C2. GARDEN MUDROOM
This room has the following features:


  • A guard dressed in House Cassala nter livery sits idly
    on a crate, watching the outside door.

  • The floor is caked with mud. Several rows of muddy
    boots and gardening gloves are strewn about the floor.
    Founders' Day. Esvele Rosznar, the Black Viper
    (see appendix B), is hiding in an alcove and putting on
    her Black Viper mask and hood. She is wearing a sleek
    black leather s uit, and a fri lly ball gown lies at her feet.
    Esvele has s lipped away from her overbearing parents,
    Rolteme and Azalea Rosznar, and is preparing to sneak
    through the villa and rob the Cassalanters blind.
    The characters can convince the Black Viper to help
    them as they scour Cassalanter Villa by succeeding on a
    DC 14 Charisma (Intimidation or Persuasion) check. If
    Esvele decides to help the characters, she fights along-
    side them and discovers treasure and secret doors au-
    tomatically.

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