waterdeep dragon heist

(Jeff_L) #1

  • A float topped by a life-size mechanical unicorn ridden
    by a mechanical drow range r waving two scimitars
    (when a lever under the float is pulled, the unicorn
    farts a IS-foot cone of confetti, whic h it can do lwice
    before needing to be refilled)

  • A float topped with two mechanica l goblins that re-
    peatedly punch each other when wound up
    A float beari ng a mechanical armored knight battling
    a mechanical pit fiend (when wound up, the knighl
    cleaves with its sword while the devil flaps its wings)
    Deflated black, blue. green, red, a nd white dragon
    balloons (they float magically whe n filled with air, a nd
    their size is Huge while inflaled)
    An enormous larrasque puppet for five puppeteers

  • Wagon covers decorated with tassels and painted with
    colorful patterns and creatures

  • Horse and ox harnesses, all brightly decorated
    Eyecatcher's Hold. The aft section of the hold of the
    Eyecatcher is guarded by four giant spiders painted
    in bright colors. These arachnids have been trained by
    jarlaxle since they we re hatchlings, and they can pass
    themselves off as inanimate float decorations by remain-
    ing perfectly still until they attack. They aren't hostile
    toward drow, whose lrue nature they sense despite the
    ship's illusion magic. Characters who have a passive
    Wisdom (Perception) score of^17 or highe r r ealize thal
    the spiders arc a lhreat before th e crealures attack.
    All sorts of damaged and unfinis hed attractions are
    stored here. including the following:

    • A number of broken clockwork monsters

    • Half-completed or broken wagon covers and puppets

    • A deflated balloon of an oversized Aumph that has
      a small gash in it (a m ending cantrip can repair
      the damage)

      • Ao undecorated float, topped wit h a n unpainted me-
        chanical gold dragon made of canvas stre tched over a
        wooden frame
        Rigged with a glass canister of flammable gas, the me-
        chanical gold dragon is designed to breathe fire when a
        lever is pulled. Pulling the leve r c racks lhe canister a nd
        sets the dragon on fire. If the fire breaks out here and
        isn't extinguished promptly, it spreads lo other parts of
        the hold after 1 minute. Crew members in other parts of
        the ship detect smoke 5 minutes later, by which time the
        hold is a raging inferno. Crew members will focus on
        saving the submarine (if it's still attached) before aban-
        doning ship.






jl8. CRAFT SUPPLIES
Eyecatcher and Hellraiser only
Each of these cabins contains materials used to deco-
rate floats:


  • Glitter, feathers, fabric, paper, scissors, sewing nee-
    dles, spools of colored thread, and flasks of glue a re
    strewn over small tables.

  • Schematics for parade floats are tacked lo the walls
    alongside various tools.


jl9. LOWER CARGO HOLD
Heartbreaker only
Beastly odors fill the hold of the Hcartbreaker, becom-
ing stronger as th e characte rs get closer to the creature
pens (areaj20). The hold is mostly e mpty on parade
days. On other days, it contains disassembled wagons
(axles, wheels, and cages) that are used to pull exotic
creatures through crowded streets. Tools needed to
assemble and repair the wagons hang from hooks on
the walls.
Cargo Elevator. If the cargo elevalor platform is low-
e red to this area while creatures a re in the^15 -foot-by-
10 -foot s pace where th e platform la nds, each of lhose
c reatures must succeed on a DC J^0 Dexterity saving
throw or take I J (2dl0) bludgeoning damage and be
knocked prone and restrained until the platform is
raised. A c reature that s ucceeds on its saving throw
moves to a space of its choice next to the elevator plat-
form w ithout provoking opportunity attacks.

]20. CREATURE P EN S
Heartbreaker only
This section of the hold reeks of animal musk and
waste. When they're not being paraded through city
streets in cage-wagons, the monstrous attractions of
the Sea Maide ns Faire growl, chorlle, stamp, snort,
and roar in closed s talls. Two handle rs (common e rs
with proficiency in Animal Handling) walk from s tall to
stall. carrying buckets of food and s peaking softly to the
creatures.
Each pen is effectively a cell equipped with a s lid-
ing door that can be double-latched from the outside.
A wagon assembled in areaj19 can be backed up to
any pe n. With the pen door open, a successful DC^15
Wisdom (Animal Handling) check then coaxes a caged
creature into the back of a wagon. This check is made
with advantage if food is given to the creature. lf this
check fails by 5 or more, the creature escapes, panics,
and begins attacking indiscriminately as it tries to win
its freedom. Any s uch ruckus alerts the animal handle rs
or othe r c rew membe rs if they are nearby.
The following creatures are kept in the twelve pe ns:
Two apes
One rhinoceros
One tiger
One allosaurus
Two panthers
Oneowlbear

Four giant fire beetles
One bippogriff
One axe beak
Two death dogs
One giant vulture
One polar bear
The death dogs and the giant vulture are evil, and the
giant vullure can understand Common (though it can' t
speak). They seize any chance to escape a nd revel in the
suffering of other creatures.

j21. HANDLERS' CABIN
Heartbreaker only
This cabin contains hammocks for the two handlers
who work in areaj20. Lf the creatures have been taken
on parade, the handlers are asleep in their hammocks.

CHAPTfR^7 I MAESTRO'S fAll

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