waterdeep dragon heist

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persists, a creature in the hall must repeat the saving
throw at the start of each of its turns. The golem is im-
mune ro the poison gas.
One-Way Secre t Door. A character who makes a suc-
cessful DC 15 Wisdom (Perception) check notices the
secret door that leads to area K19. This door opens nor-
mally only from inside area Kl9, and only a knock spell
or similar magic can force it open from this side.

Kl8. ARCANE RUNE
This unlit hall is choked with dust and cobwebs. It con-
tains the following features:


  • An elaborate rune is inscribed on the back wall at the
    southern most end of the hall. (The rune isn't visible
    from the doorway to area Kl 7.)

  • A secret door is set into the innermost wall.
    Arcane Rune. A detect magic spell or s imilar magic
    reveals a powerful aura of conjuration magic around the
    rune. A successful DC 15 i ntelligence (Arcana) check
    confirms that this rune sustains the force field around
    Kolat Towers, and that the rune can be destroyed. It has
    AC 10, 22 hit points, and immunity to poison and psy-
    chic damage. The rune can't be dispelled normally. but
    each successful dispel magic cast on it (DC 19) deals 16
    (3d10) force damage to it.
    The first time damage is dealt to the rune, a red slaad
    magically springs forth from it and attacks aU creatures
    in the hallway.
    When the rune is destroyed, the force field around
    Kolat Towers disappears.
    S ecret Door. A character who makes a successful DC
    15 Wisdom (Perception) check notices the secret door
    that leads to area K 19.


Kl9. DUHLARK^1 S BEDROOM
This room is accessible through either of the secret
doors that lead to areas Kl7 and Kl8. It contains the
following features:
A Oameskull bobs in the middle of the room, which is
choked with dust and cobwebs.


  • An oval canopy bed veiled in cobwebs sits across from
    two narrow bookshelves.

  • The room smells like a tomb.
    Manshoon found Duhlark Kolat's skeletal remains in
    the bed and transformed his skull into a flameskull. He
    left the rest of the bones alone, hidden behind cobwebs.
    The fiameskull attacks anyone other than Manshoon
    who confronts it. shouting, "Get out of my house!" be-
    tween casting spells and throwing off fire rays.
    Booksh elves. Manshoon removed any tomes of
    value from the bedroom, leaving noticeable gaps on the
    shelves between mundane books on a variety of eso-
    teric subjects.
    Among the volumes on one shelf is a false book titled
    The Man from Damara- a wooden block painted to re-
    semble a book, which is wired to a secret compartment
    in the base of the shelf. A character can detect the shelf
    and discern how to open it with a successful DC^15 Wis-
    dom (Perception) check. Tugging on the book causes the


C llAPTER 8 I WINTER WIZARDRY


compartment to pop open, revealing Duhlark's wand of
binding hidden inside.

K20. ALCEDOR'S PRIVATE LIBRARY
This room has the following features:


  • A tall oak bookshelf contains a few scattered books
    (all mundane and worthless), but is mostly bare.
    Above the bookshelf hangs a beautifully crafted sign
    that reads "Alcedor" in Common.

  • A staircase descends 20 feet to area KlO.


K21. DUHLARK'S PRIVATE LIBRARY
This room has the following features:


  • A tall oak bookshelf holds a few dozen books. Above
    the bookshelf hangs a beautifully crafted sign that
    reads "Duh lark" in Common.

  • A staircase ascends 20 feet to area K22.
    Bookshelf. The bookshelf holds thirty books in total.
    If any of them are disturbed, they fly off the shelves and
    form a swarm that attacks all creatures in the room.
    The book collection has the statistics of a swarm of
    bats, with these changes:
    The books lack the Echolocation and Keen Hear-
    ing traits.
    Replace the swarm's Bites attack option with a Slam
    attack option that deals the same amount of bludgeon-
    ing damage.
    If there are no creatures to attack on its turn, the book
    collection returns to the bookshelf. The books are other-
    wise nonmagical and cover a wide array of subjects.


K22. TELEPORTATION CIRCLE
A staircase rising from area K21 leads to this highest
chamber of the outer tower. It contains the follow-
ing features:


  • A s pectator floats in the middle of the room, and four
    flying snakes flutter above the rafters.

  • Runes inscribed on the floor form a large, faintly glow-
    ing c ircle.

  • Five wooden treasure chests with sturdy padlocks rest
    against the walls.
    Guardians. The spectator guards the treasure chests
    and attacks intruders who aren't being escor ted by Man-
    shoon or one of his lieutenants. The flying snakes join
    tbe battle, fighting as allies of the spectator.
    Teleportation Circle. The teleportation circle func-
    tions as described under the spell of the same name in
    the Player's Handbook. Additionally, a creature wearing
    a teleporter ring (see "Teleporter Rings," page 157)
    can use this circle to access the teleportation circle in
    Manshoon's sanctum (area El}. A teleporter ring that is
    brought within 5 feet of the circle begins to hum softly.
    Treasure Chests. The padlocks on the chests are
    illusory but feel real to the touch. A detect magic spell or
    similar magic reveals an aura of illusion magic around
    each one. Attempts to pick or break the locks fail, but a
    knock spell or similar magic causes a lock to open.
    Chest l has the image of an anvil carved into its lid. It
    contains a set of smith's tools (worth 20 gp).

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