waterdeep dragon heist

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pens, paper, and 3d6 gp. Each chest also holds a spell-
book that contains all the spells its owner has prepared.
In addition, Ered's spellbook contains burning hands,
knock, and lightning bolt; Ravi's spellbook contains
charm person, detect thoughts, and major image; and
Savara's spellbook contains comprehend languages,
phantasmal force, and phantom steed.

K9. BRIDGE AND WALKWAY
A wooden bridge connects the two towers 20 feet above
the ground, and a walkway attached to the bridge encir-
cles the outside of the outer tower. The bridge and the
tower walkway lack railings. Their planks and stones
groan and crack underfoot but are safe to walk on.

KIO. WIZARD STATUE
This level of the outer tower consists of a landing and a
narrow ledge with the following features:
The landing is to feet square and is met by two stair-
cases. One descends 20 feet to area KS, and one as-
cends 20 feet to area K20.


  • The narrow ledge built into the southeast wall has a
    life-size statue of a bearded human wizard standing
    atop it. The wizard looks angry and is leveling a stone
    wand at the door to area K9.
    Statue. The statue depicts Duh lark Kolat, and a
    detect magic spell or similar magic reveals an aura of
    transmutation magic around it. The first time a c har-
    acter steps onto the landing, the statue levitates 1 foot
    above the ledge and intones the following war ning
    in Common:


"I am Duhlark Kolat, the great wizard and master of th is
tower! How dare you i nvade my home! leave at once or
be destroyed by magic beyond your comprehension!"

The threat is empty, but the statue continues to levitate
for 1 minute before sinking back down to the ledge.
The magic resets after 1 hour. While it is levitating, the
statue can be easily pushed or pulled around.
Casting dispel magic on the statue while it's floating
causes it to fall, topple off the ledge, and shatter in a rea
KS below. Anyone in that area when the statue falls
must succeed on a DC 10 Dexterity saving throw or take
22 (4d10) bludgeoning damage.

K ll. LABORATORY
This room consists of a ledge connected to the levels
above and below by invisible staircases (see "Kolat Tow-
ers Features," page 149). One staircase descends 20
feet to area K6, and the other climbs 20 feet to area KlS.
The area conta ins the following features:



  • Shattered glass covers the floor, and a large wooden
    trellis table has been knocked on its side.

  • A large empty cabinet dominates the back wall.


This laboratory has been picked clean by Manshoon
and contains nothing of value.

CHAPTER 8 I WINTER WlZARDRY

KJ2. STAFF DISPLAY
This room contains the following features:
A half-dozen staffs of various styles are hung proudly
on the walls at the top of the landing.


  • A staircase descends to area K8.
    Staffs. Each staff is different in construction and style:
    a twisted birch branch, a sturdy oak dowel, a glittering
    haft of stone, a steel pole carved with blue runes, a dim-
    pled copper staff topped with a copper crescent moon,
    and a blown-glass cane capped with a black marble orb.
    All six staffs animate and attack interlopers who enter
    the area without being escorted by Manshoon or one of
    his lieutenants. The staffs have the same statistics as
    ftying swords, except they deal bludgeoning damage on
    a hit. If a fight breaks out in this area, the creatures in
    area K14 come to investigate.


Kl3. HOLDING CELL
The door to this room has a narrow, barred window set
into it. The door is locked and trapped (see below). As
the characters approach the door, read:

A raspy voice calls out from beyond the door. "If you
be good, let us rid these towers of evil's stench. If you
be evil, o pen the door so we may battle, and my eternal
boredom can end." Beyond the door's barred window,
a gargoyle lurks in a stone cell, challenging you in a low
growl. "Come on, then!"

Trapped Door. A glyph of warding spell has been cast
on the door, set to trigger when it is opened by anyone
other than Manshoon. The glyph, which resembles an
ornate letter M, can be found with a successful DC 18
Intelligence (Investigation) check. The glyph targets the
creature that opens the door with a blindness/deafness
spell (save DC 18).
Lady Gondafrey. Duhla rk Kolat long ago trapped
a magical experiment in this cell: a gargoyle that has
been imbued with the personality of a human knight of
Tyr (god of justice) named Lady Gondafrey. This gar-
goyle has an I ntelligence score of 10 and an a.lignment
of lawful good. It speaks Common, and its face looks
more humanoid than gargoyle. Manshoon is amused by
the creature, so he keeps it alive but locked in the cell.
If the characters free Lady Gondafrey, she offers to
fight alongside them; however, she quickly turns against
any character who exhibits cruel or unlawful behavior.
She can offer helpful information about Kolat Towers,
and she is familiar with both the layout of the towers
and the current occupants of the place. She knows that
Manshoon resides in an extraplanar sanctum accessible
through a teleportation circle that his Lieutenants can
activate using special rings. The gargoyle doesn't know
where the teleportation circle is located, nor does she
know why D uh lark transferred her consciousness into
her present form.
The gargoyle retains fragmented memories of the life
of Lady Gondafrey, a native Waterdavian who served
in the City Watch. After identifying Duhlark Kolat as a
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