waterdeep dragon heist

(Jeff_L) #1

  • Jarlaxle wants the Lords' Alliance to recognize his
    city, Luskan, as a new member, and he wants to push
    Neverwinter out of the alliance.

  • A year ago. the Sea Maidens Faire visited the island
    nation ofLantan, whereJarlaxle obtained a Lantanese
    submarine and several clockwork servants.
    Secret Door. A secret door leading to a walk-in closet
    (areaJ28) can be found with a successful DC^15 Wis-
    dom (Perception) check.
    Treasure. Margo's lyre is worth^30 gp. An unlocked
    chest at the foot of the bed holds four sets of costume
    clothing and a jewelry box containing six gold bracelets
    (worth 25 gp each), two diamond rings (worth^250 gp
    each). and a pearl necklace (worth^500 gp).


J30. ZARooz ZoRo's CABIN
Eyecatcher only
The doors to this cabin are locked. If anyone other than
Jarlaxle turns the handle of either door, a magic mouth
spell activates and shouts, "By Lolth's teeth, have you no
manners?'' The sound is loud enough to be heard by Jar-
laxle (if he is in area J29), and he comes to investigate.
The room contains the following features:



  • The sweet smell of lavender permeates the cabin. (The
    scent is created by magic and can be dispelled.)

  • A oimblewright (see appendix B) stands in a small al-
    cove next to a chess table. An empty wine bottle on the
    table is labeled "One-Eyed Jax" in Common.
    Behind a purple curtain, a bed is covered by a soft
    blue blanket and matching pillows. Next to the bed is
    a wooden chest with clawed feet.
    Nimblewright. The nimblewright servesjarlaxle as
    a servant, and it obeys its master's commands without
    question. Absent orders, it attacks anyone who discovers
    the trapdoor in the floor (see below).
    Secret Doors. Any character who searches the cabin
    and succeeds on a DC^15 Wisdom (Perception) check
    finds a secret door leading to a walk-in closet (areaj28)
    and a secret trapdoor in the floor.
    The trapdoor has an arcane loci<. spell cast on it, but
    rapping on it three times suppresses the spell for l min-
    ute. Alternatively, the trapdoor can be forced open with
    a successful DC 25 Strength (Athletics) check.
    Below the trapdoor, a metal ladder descends to the
    bottom of a 10-foot-long, 3-foot-diameter steel tube
    with a circular metal hatch at the bottom. The hatch is
    opened by turning its valve wheel, which grants access
    co area Ul on the Scarlet Marpenoth. This area is magi-
    cally pressurized to keep water from entering the ship if
    the hatch is opened while the submarine isn't docked.
    Treasure. The chess set features jade pieces shaped
    like drow and is worth 2,500 gp.


j3l. TRAINING AREA
Eyecatcher only
jarlaxle trains here regularly. The space contains the
following features:
Ropes are strung throughout the area like webs.


  • Four rapiers hang from a wooden rack attached
    to the mast.


Five beat-up mannequins made of wood, straw, and
canvas stand about the room. Each holds a wooden
sword and a wooden shield.
A dartboard mounted on one wall has a shiny dagger
sticking into it.
A ttack Mannequins. As a bonus action,Jarlaxle can
command the five magic mannequins to animate and
attack a single target of his choice. Each mannequin has
the statistics of animated armor. Mannequins that take
damage become inanimate untilJarlaxle uses another
bonus action to reanimate them. A mannequin targeted
by a mending cantrip regains 1 hit point.
Dagger. The dagger in the dartboard is a +1 dagger.
Ropes. The ropes make all parts of this area difficult
terrain. As part of its movement, a creature can maneu-
ver around the ropes with a successful DC^15 Dexterity
(Acrobatics) check, negating the ropes' effect for that
creature until the end of its turn.

J32. jARLAXLE'S SAUNA
Eyecatcher only
The door to this room is closed with an exterior hook
latch. When the door is opened, clouds of steam bil-
low out from the area beyond. This s team is created
magically and can be dispelled with a successful cast-
ing of dispel magic (DC 14 ). The room holds only a
wooden bench.
Steam. The steam has no adverse effect for the first
hour. For each additional hour spent in this room, a
creature must s ucceed on a DC^11 Constitution saving
throw or gain one level of exhaustion. Creatures im-
mune to fire damage automatically succeed on this save.

Scarlet Marpenoth

Jarlaxlc's submarine, the Scarlet Marpenoth, is mounted
underneath the Eyecatcher and can be seen only by
creatures under the water. Jarlaxle retreats here if the
Eyecatcher comes under attack.

DROW CREW
The magic that conceals the true appearance of drow
aboardjarlaxle's ships doesn't extend to the Scarlet
Marpenoth. Characters who encounter drow while
sneaking around the submarine are questioned. If the
drow don't get the answers they want, they attack. Any
nearby drow who hear a fight break out will investigate
and team up to repel boarders.

GNOME ENGINEERS
Rock gnome engineers maintain and operate the Scarlet
Marpenoth. These gnomes are appre ntice wizards (see
appendix B), with these changes:
The gnomes are neutral good.
They are Small and have 7 (2d6) hit points each.


  • They have these racial traits: They have advantage on
    all Intelligence, Wisdom, and Charisma saving throws
    against magic. Their walking speed is 25 feet. They
    have darkvision out to a range of^60 feet. They speak
    Common and Gnomish.


CHAPTER^7 I MAESTRO'S FALi
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