waterdeep dragon heist

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howl impotently at the misery being inflicted on him. He
is thoroughly insane and can't be reasoned with.
A successful DC^15 Intelligence (Arcana) check
reveals that the pentagram prevents Osvaldo from ma-
nipulating his chains, and that the effect ends if another
creature enters the area encompassed by the penta-
gram. The magic of the pentagram can also be dispelled
(DC 15). If he is freed, Osvaldo regains control of his
chains and attacks indiscriminately. If he is reduced to^0
hit points. the chain devil cries out for his mother before
melting into a pool of sickening black ichor.


C24A. ATTIC STORAGE
This room contains derelict furnishings draped in black
linens: chairs, coat racks. freestanding mirrors, dress
mannequins. and the like. These draped objects take on
a sinister countenance in the gloom but are harmless.

C25. BUTTERFLY GARDEN
In the spring, Ammalia Cassalanter's gardens attract
caterpillars. which transform into butterflies come sum-
mer. Lady Cassalanter's butterfly garden is the envy of
her peers. The sweet scent of flowers and herbs filters
up from the planters and rose bushes.
IfTerenzio and Elzerina are here, they are frolicking
in the garden. If Ammalia Cassalanter (see appendix
B) is here, she's watching the children or tending to her
garden. Six imps in raven form hang around the butter-
fly garden and occasionally prey on Ammalia's prized
pets when their mistress isn't looking. Despite their
insolence, Ammalia uses these imps as spies. She sends
them on missions throughout the city. They also warn
Ammalia of trespassers and attack anyone who threat-
ens a member of her family.
Founders' Day. During the party, two young, hot-
blooded nobles have accidentally offended one another.
They have changed into dueling garb and are fighting
with rapiers to resolve their differences while onlookers
drink wine and cheer chem on.

C25A. CARDEN BALCONY
This balcony overlooks the grounds of the Cassalantcr
estate and even offers a view of the Sea of Swords be-
yond the outer wall of the Sea Ward.
If Ammalia Cassalanter (see appendix B) is here,
she's smoking and either staring dismally out toward
the ocean or watching her children in the garden below
(area C25).

C26. CELLAR
This cellar is kept free of dust and cobwebs by servants.
It is unsettlingly cold, no matter the time of year. It con-
tains spare furniture, a laundry tub, and trunks full of
old clothing.

C27. FALSE VAULT
The door to this vault is made of solid iron and sports
three different locks. Victoro and Ammalia each have a
set of keys for them. Opening the door without the keys
requires a character to succeed on three consecutive
DC 20 Dexterity checks using thieves' tools. On a failed
check, all three locks reset. The door has AC 19. a dam-
age threshold of 10,^90 hit points, and immunity to poi-

son and psychic damage. A creature can break it down
with a successful DC^27 Strength (Athletics) check.
T he vault is empty.
Cold Trap. lf a creature enters the vault without first
saying "Gold is my shield," an intense blast of magical
cold fills the room. All creatures in the vault at that time
must make a DC 16 Constitution saving throw, taking
36 (8d8) cold damage on a failed save, or hal f as much
damage on a successful one.
A detect magic spell reveals the secret to disabling
the trap: a tiny magical glyph is inscribed in the middle
of the ceiling. lf this glyph is dispelled with a success-
ful casting of dispel magic (DC 16), the trap ceases
to function.

C28. WINE CELLAR
This cellar contains the following features:


  • The cast wall is lined with nearly thirty casks of wine.

  • A faint draft comes from the south end of the wine
    cellar. The draft betrays the location of a secret door.
    The servants rarely spend much time here, since the
    cellar is unlic and cold. Characters feel a strange sense
    of foreboding here.
    Secret Door. A faded holy symbol of Siamorphe, a
    silver chalice bearing a golden sun symbol. is painted
    on the south wall. If the sun symbol is pushed. the wall
    grinds open. revealing area C29 beyond. A character
    who searches the wall automatically detects the secret
    door and can, with a successful DC I 0 Wisdom (Percep-
    tion) check, figure out how to open it.


C29. SECRETVAULT
Most of the Cassalanters' wealth is tied up in invest-
ments, but the family keeps a stack of twenty 5-pound
silver trade bars (worth^25 gp each) here for emergen-
cies. At th e back of the vault is a dark staircase that de-
scends^30 feet to the temple of Asmodeus (area Al).
Founders' Day. ln addition to the treasure noted
above. the vault contains five hundred sacks contain-
ing 1,000 gp each (liquidated family assets). If the
Cassalanters were successful in looting the Vault of
Dragons, the vault contains an additional five hundred
sacks (the sum total of the treasure taken from the
vault), for a total of 1.000,000 gp. The gold remains
here until it's taken down to the temple (see "Special
Events," page 130).

Temple of Asmodeus

Beneath Cassalanter Villa lies a secret temple where
Victoro leads a cult that worships Asmodeus. Cult
members include evil-minded nobles as well as deluded
commoners lured by the prospect of wealth and status.
The entire cult gathers in the temple at midnight on the
first day of every tenday for a dark mass. During these
ceremonies. they pledge their devotion to the Lord of
the Nine Hells, call out the names of their enemies, and
beseech Asmodeus to visit ruin upon their foes. They
also drink wine. share gossip, and offer the occasional
sacrifice. For the Cassalanters, these events are oppor-
tunities to Haunt their power and impose their will on
their lessers.

CHAPTER b I lll!LL OP A SUMMER
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