waterdeep dragon heist

(Jeff_L) #1

USING MAGIC TO B Y PASS THE FORCE FIELD
Characters can use magic such as a dimension door or
misty step spell to teleport from one side of the force
field to the other. A disintegrate spell or a successful dis-
pel magic (DC 19) spell cast at the field creates a^10 -foot-
square opening that lasts for 1 minute.


DESTROYING THE FORCE FIELD
A magic rune in area K18 generates the force field. De-
stroying that rune ends the effect.

KOLAT TOWE R S FEATURES
The following general features apply to Kolat Towers:


  • Kolat Towers is a multistory structure, with each
    level standing 20 feet higher than the one below it.
    Its rooms have 15-foot-high ceilings, with 7-foot-high
    doorways connecting them.

  • Climbing the outside walls without equipment re-
    quires a successful DC 15 Strength (Athletics) check.
    Each of th e doors in the towers, as well as the door in
    the outer wall, is made of iron-bound oak and has AC
    16, 27 hit points, and immunity to poison and psychic
    damage. rf a door is locked, it can be picked by a char-
    acter who makes a successful DC 15 Dexteriry check
    using thieves' tools, or it can be forced open with a
    s uccessful DC^20 Strength (Athletics) check. Man-
    shoon, Mana fret Cherryport, and Havia Quickknife
    have keys to the locked doors.

  • Windows have leaded frames and dirty glass panes.
    They are latched from within and s wing inward on
    iron hinges. A s uccessful DC^11 Dexterity check using
    thieves' tools opens a window from the outside.

  • Unless otherwise noted, all areas are brightly lit by
    continual flame spells cast on wall sconces.

  • Some of the staircases in Kolat Towers are invisible.
    They are revealed by a see invisibility spell or similar
    magic. A creature traversing s tairs it can't see can
    move on the steps at half speed without any problem.
    A creature that moves any faster than half speed mus t
    succeed on a DC 10 Dexterity (Acrobatics) check or
    slip, tumble down the stairs, and fall prone at the bot-
    tom of them.


AREAS O F KOLAT TOWER S
The following encounter locations are keyed to map 8.1.

Kl. STOREROOM
The outer door is locked from the inside, and the room
has neither heat nor light sources. Crates stacked
around the room are packed with meat, and bear the
seal of the Fellowship of Salters, Packers, and joiners.

K2. DINING ROOM
This room contains the following features:
Three Zhcnts in black armor sit around a stone dining
table, playing Three-Dragon Ante (a card game). The
table is set with silver.


  • Eight moth-eaten banners hang from the waJls. Each
    bears an arcane sigil that represents a different one of
    the eight schools of magic.


Zhents. The card players are Sidra Romeir (LE fe-
male Calishite human vetera n) and two subordinates
(LE male Tethyrian human thugs). Since the force field
around Kolat Towers keeps out riffraff, Sidra assumes
the characters are guests of Manshoon arriving for
a clandestine meeting. If the characters give her no
reason to believe otherwise, s he and her thugs escort
them wherever they ask to go. If it becomes clear that
the characters don't belong in the towers, Sidra and her
thugs attack. Combat in this area draws the attention of
Manafret Cherryport in area K3, who investigates.
Sidra wears a teleporter ring (see "Teleporter
Rings," page 157).
Treasure. Silverware on the table is worth^100 gp.

K3. KITCHEN
Mouthwatering scents fill this room, which contains the
following features:


  • If he hasn't a lready been drawn elsewhere, a portly
    halfling stands atop a stool and cooks at an iron stove.

  • A green, ghostly hand floats above a trellis table, hold-
    ing a knife and cutting carrots and celery.

  • A staircase curves up one wall, leading to area K7.
    Zhent Cook. The halfiing, Manafret Cherryport, is
    one of Manshoon's lieutenants. He loves to cook, and
    uses his mage hand cantrip to cut vegetables. He as-
    sumes the characters are intruders unless convinced
    otherwise. Any ability check to do so is made with dis-
    advantage, since Manafret knows that Manshoon would
    have informed him if guests were expected. If the mage
    suspects the characters are intruders, he surreptitiously
    pours a vial of assassin's blood (see "Poisons" in chapter
    8 of the Dungeon Master's Guide) into lhe stew before
    asking them to taste it and give him an honest critique.
    He then cries out to the guards in area K2 and attacks.
    Combat in this area draws the attention of the Zhents in
    areas K2 and K7, who investigate.
    Mana fret is a lightfoot halHing m age, with
    these changes:

  • Manafret is neutral evil and has^31 (9d6) hit points.

  • He has these racial traits: He is Small, and his walk-
    ing speed is 25 feet. He can move through the space
    of a Medium or larger creature. He has advantage on
    saving throws against being frightened. He speaks
    Common and Halfling.


KOLAT TOWERS LORE
With a successful DC l S Intelligence (History) check, a
character can recall the following information about Kolat
Towers. An NPC familiar with Waterdeep's history, such as
Mirt or Volo, can also provide this information.


  • Kolat Towers once belonged to two eccentric brothers,
    Duhlark and Alcedor Kolat. Both were wizards.

  • Over time, the brothers discovered new ways to harness
    magic, but Ouhlark became paranoid that others might
    steal their secrets. He encased Kolat Towers in a magical
    force field.

  • Ouhlark's paranoia continued to grow, until he sus-
    pected Alcedor of selling their secrets. Alcedor left the
    towers, never to be heard from again, and Duhlark be·
    came a recluse who died in his own fortress.


CHAP1ER 8 I WINTER WIZARDRY
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