waterdeep dragon heist

(Jeff_L) #1
TEMPLE FEATURES
The foJJowing general features apply to the temple:


  • Rooms are dimly lit by flickering candles placed in
    tall, s lender, wrought-iron candlesticks.

  • Ceilings in rooms are 10 feet high unless noted
    otherwise. Passages are 8 feet tall, with 7-foot-
    tall doorways.

  • Doors are made of iron-banded wood.

  • Cultists who aren't members of the nobility wear
    cheap red robes, devil masks, and wooden amulets
    that bear the symbol of Asmodeus.


AREAS OF THE TEMPLE
The following a reas correspond to the labels on map
6 .2. The temple is connected to Cassalanter Villa by a
staircase that connects with area Al. Also, an under-
ground stream (area A9) leads away from the temple's
lower level and eventually lets out in the Mud F lats
northwest ofWaterdeep.
Changes to the temple that occur during cult gather-
ings are noted in the "Cult Gathering" sections.

Al. HALL OF THE DAMNED
The features of this hall are readily apparent:


  • In the middle of the hall, a spiral staircase descends
    20 feet to the lower level (area A3).

  • The faint sound of chanting is audible coming from a
    corridor to the northwest.

  • To the south are three cells with iron-banded wooden
    doors. A small, barred window is embedded in each
    door at the height of a human's eye. The cell doors
    face a stone pillar. Hanging from a hook on the pillar
    is a ring of keys.
    Cells. When the Cassalanters decide to sacrifice hu-
    mans in their rituals, they lure homeless Waterdavians
    to their estate and confine them in these cells. The keys
    to unlock the doors hang from the stone pillar. A lock
    can be picked by a character who makes a successful
    DC 15 Dexterity check using thieves' tools. All three
    cells are currently empty.
    Chanting. The sound is that of a prayer to Asmodeus
    being recited by the cultists in area A7.


A2. BALCON1ES
Two crumbling balconies with stone railings overlook
the temple's ceremonial hall (area A7). The distance to
the floor below is 20 feet.
Collapsing Floor. The balcony floors have weakened
with age. Any Medium or larger creature that steps onto
a 5-foot-square marked Con the map must make a DC
15 Dexterity saving throw as the floor crumbles and
falls away, leaving a gaping hole. On a failed save, the
creature falls 20 feet and lands prone on the floor below
(area A7) amid stone debris. On a success, the creature
avoids the fall by leaping to an adjacent, unoccupied
space. The sound of the collapsing floor can be heard
throughout the temple.

A3. ANTERIOR VESTIBULE
The spiral staircase from area Al ends at this chamber.


CHAPTER 6 I HELL OF A SUMMER

AsmodeusPortrait. Mounted on the back wall of an
alcove to the north is an 18-foot-high, 9-foot-wide por-
trait in a gilded frame. The picture depicts a strikingly
handsome and impeccably dressed bearded man with
small horns protruding from his forehead. He carries a
ruby-tipped cane. Any character who succeeds on a DC
10 Intelligence (Religion) check recognizes the figure
as Asmodeus.
Cult Gath ering. During cult gatherings, a bearded
devil guards each of the doors leading to a rea A7.

A4. FAMILY CRYPT
Twelve stone sarcophagi are packed into deep recesses
in the walls. The plaster lid of each sarcophagus is
carved in the likeness of a noble clutching a chalice that
bears a symbol of the sun. The sarcophagi contain noth-
ing but dust and bones.
The spirits of several dead members of the Cassa-
lanter family are bound to this crypt. They manifest as
three dark, vaporous specters plus a ghost that looks
like the insubstantial image of a handsome, clean-
shaven man of knightly bearing clad in plate armor.
These undead attack any living creatures but can't leave
the crypt or approach within 5 feet of any creature that
wears a holy symbol of Asmodeus.
The ghost is all that remains of Caladorn Cassalanter,
a former Masked Lord and hero of Waterdeep. The
ghost halts its attack and calls off the specters if a char-
acter wears or presents a holy symbol of Siamorphe.
After it is shown such a symbol, the ghost guides charac-
ters to its personal crypt (area A4a).

A4A. CALADORN^1 S CRYPT
A dusty stone sarcophagus occupies this crypt, its
plaster lid carved in the likeness of a handsome, clean-
shaven nobleman clutching a chalice engraved with the
symbol of the sun. The likeness resembles the ghost of
Caladorn Cassalanter (see above).
Treasure. Caladorn's bones have turned to dust, but
his suit of +1 plate armor remains. Also lying in the dust
is a mace of disruption. If Caladorn's ghost is present
when one or both magic items are removed from the
sarcophagus, it asks, "Do you vow to use these items
to defeat the forces of darkness?" An answer in the
affirmative is sufficient to lay the ghost to rest. Before
vanishing for good, it says, "Use the mace to destroy the
effigy of evil incarnate. End the corruption to restore my
family's honor." (The "effigy" is the statue of Asmodeus
in area A7.)

A4B. EMPTY CRYPT
This crypt contains nothing but dust and cobwebs.

A5. CULTISTS' CHAMBER
This room has the following features:


  • Six wooden cots stand against the north and
    south walls.
    The west wall is carved with four bas-reliefs of
    pit fiends.
    Tired cultists s leep here after ceremonies, particularly if
    they drank too much wine.

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