waterdeep dragon heist

(Jeff_L) #1

suspect in several local disappearances. she darkened
his doorstep in 1379 DR. the Year of the Lost Keep.
Annoyed by this invasion of his privacy and not in his
right mind, Duhlark captured Lady Gondafrey, used a
spell to meld her form with that of a gargoyle, and im-
prisoned her.
If the gargoyle travels with the party, roll a dlO each
day at dawn. On a roll of 1, Lady Gondafrey's alignment
becomes chaotic evil for 24 hours as the gargoyle's in-
nate demeanor exerts itself. In this state, the creature
tries to orchestrate the characters' deaths, going so far
as to attack lone characters.


Kl4. SERVANTS' QUARTERS
This room contains the following features:



  • Furnishings include four beds, a small table with four
    chairs, and tattered window curtains.
    Four Zhent thugs relax here-one trying to rest, two
    others playing cards, and the fourth sitting on the
    edge of a bed, re-stringing a heavy crossbow.
    The thugs work for Manshoon and leap up to attack
    anyone they don't recognize as one of their own. A suc-
    cessful DC 17 Charisma (Deception) check convinces
    these Zhents that the characters are their allies.
    Treasure. Resting in small piles and neat stacks on
    the table are 74 cp, 52 sp, 19 gp, and 4 taols.


Kl5. SUMMONING CHAMBER
This room is connected to the levels above and below by
invisible staircases (see .. Kolat Towers Features," page
149), one descending^20 feet to area Kll and the other
climbing^20 feet to area K16. This area contains the fol-
low ing features:


  • A 10-foot-diameter circle of runes has been drawn on
    the floor in blood that is now dried. Smoke billows
    from four iron braziers placed around the circle.
    Three apprentice wizards (see appendix B) stand out-
    side the circle, chanting an incantation. A barlgura is
    slumped motionless within the circle.
    The three wizards here are Manshoon's apprentices-
    Ered Payno (LE male Damaran human), Havi Termock
    (CE female Chondathan human), and Savara Firethorn
    (NE female Tethyrian human). Each wears a teleporter
    ring (see "Teleporter Rings," page 157). The magical
    incantation that the three are reciting has quelled the
    barlgura and rendered it unconscious. If any of them
    stop chanting, the demon awakes and becomes enraged,
    though it remains bound within the circle. Whenever it
    takes damage, the barlgura can attempt a DC^10 Cha-
    risma check. On a successful check, it breaks out of the
    circle and atcacks any creature it can reach.
    Freeing the barlgura disrupts Manshoon's operation,
    forcing the wizard to spend time and resources defeat-
    ing the fiend and replacing s lain underlings.


Kl6. CONSTRUCT WORKSHOP
The invisible staircase from area K 15 ends i o front of
a closed door. The door is unlocked and opens into the
room, which contains the following:


  • Bits of clay, stone, bone, and metal litter the floor and
    cover a wooden table in the middle of the room.

    • The floor creaks and tilts slightly when stepped on,
      and it can be seen to be detached from the walls. Two
      oversized iron clamps on opposite sides of the room
      hold the floor in place. Each of these rusty mecha-
      nisms is attached to an iron lever.

    • A wooden staircase once climbed^20 feet to the next
      level, but it has partially collapsed.
      The Kolat brothers once crafted constructs in this
      workshop. The magical clamped tloor was built as a pre-
      caution in case one of the experiments went berserk.
      When a creature that doesn't work for Manshoon's
      Zhentar im enters this room without being escorted, the
      metal scraps on the floor fly together, forming a suit of
      animated armor that attacks. When the armor is re-
      duced to^10 hit points or fewer. it tries to pull one of the
      levers on its next turn.
      Floor Clamps. Pulling a lever is an action that causes
      both clamps to release the floor, which is then magically
      driven upward into the ceiling. Creatures standing on
      the floor are knocked prone and must make a DC^20
      Dexterity saving throw as they slam into the ceiling,
      taking 22 (4dl0) bludgeoning damage on a failed save,
      or half as much damage on a successful one. The floor
      then settles a few feet below the ceiling, cutting off ac-
      cess to the stairs down to area KlS but leaving charac-
      te rs free to climb up t he collapsed staircase to area K17.
      (The magical floor was designed to prevent a berserk
      golem from reaching the lower chambers of the towers,
      and potentially the city beyond, while the Kolat brothers
      dealt with it.) After 10 minutes, the floor descends to its
      normal level and the clamps lock it down again.
      Partially Collapsed S tairs. A creature can climb
      the stairs to area K17 with a successful DC 10 Dexter-
      ity (Acrobatics) check. If the check fails, the creature
      falls 10 feet.




K l7. FLESH GOLEM
This unlit hallway contains the following features:
Any character who inspects the hall for traps and suc-
ceeds on a DC 17 Wisdom (Perception) check notices
I-inch-diameter holes drilled into the walls at ankle
height, set at regular intervals along the length of
the passage.


  • A flesh golem stands in front of the door lo area K18.

  • A one-way secret door is set into the innermost wall.
    Golem Trap. The flesh golem was created by Duh lark
    Kolat. Manshoon chose to leave it here and instructed
    his lieutenants not to disturb it. It moves to attack
    anyone other than Duhlark who approaches within IO
    feet of it. A character disguised as Duhlark (using the
    statue in area KIO as a model) can fool the golem with a
    successful DC 10 Charisma (Deception) check.
    The golem stands on a pressure plate. When it steps
    off the plate to attack someone out of its reach, the
    weight on the plate is lifted, causing poison gas to erupt
    from the holes in the walls. When the trap triggers, each
    creature in the haJI must make a DC^12 Constitution
    saving throw, taking 10 (3d6) poison damage on a failed
    saving throw, or half as much damage on a successful
    one. The gas lingers for 1 minute unless dispersed with
    a gust of wind spell or similar magic. While the gas


CHAl'TJ::R 8 I WINTER WIZARDR'
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