waterdeep dragon heist

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Chest 2 has iron bands and contains a set of painter's
supplies (worth 10 gp), as weU as three small pots of col-
ored paint (blue, red, and yellow).
Chest 3 has tiny clawed feet and contains six blank
spellbooks with leather covers (worth 50 gp each).
Chest 4 has a Bat lid with a city scene painted on it.
It contains a scholar's pack (worth 40 gp) and a book
of Dwarvish phrases. A character who doesn't speak
Dwarvish can use the book to communicate on a rudi-
mentary level with friendly dwarves.
Chest 5 is inlaid with silver and topped with a silver
statuette of a rearing hippogriff (worth 25 gp). Inside is a
wooden rack that holds eight glass vials-six containing
potions of healing and two containing individual doses
of essence of ether (see "Poisons" in chapter 8 of the
Dungeon Master's Guide). The poison can be identified
with a successful DC 13 Intelligence (Nature) check.


Extradimensional Sanctum

Manshoon's extradimensional sanctum exists in a finite
demiplane. Created by the original Maoshoon, it is
known to the wizard's clones, and it currently serves as
the lair of the clone described in this adventure.
Outside Manshoon's sanctum, the demiplane is a vast
void filled with swirling purple mist. Any creature that
enters this mist is teleported to area El and must make
a DC 18 Constitution saving throw, taking 22 (4dl0)
force damage on a failed save, or half as much damage
on a successful one.
There are no cardinal directions in this extradimen-
sional space; compasses spin futilely in the absence of
north, south, east, and west.

SANCTUM FEATURES
These features apply to all areas in the extradimen-
sional sanctum:


  • Rooms have 10-foot-high ceilings, with 8 -foot-high
    passages and 7-foot-high doorways connecting them.
    The walls, floors, and ceilings throughout are made of
    seamless alabaster.

  • Doors are made of iron and have AC 19, 27 hit points,
    and immunity to poison and psychic damage. A locked
    door can be picked by someone who makes a suc-
    cessful DC 17 Dexterity check using thieves' tools, or
    can be forced open with a successful DC 25 Strength
    (Athletics) check. As an action, Manshoon or his
    simulacrum can lock or unlock any door in the sanc-
    tum by touch.

  • Except where noted, areas of the sanctum are brightly
    lit by continua/ flame spells cast on wall sconces.


A REAS OFTHESANCTUM
The following locations are keyed to map 8.2.

El. ARRIVAL POINT
This room is the extradimensional sanctum's anchor to
the Material Plane, and one can teleport to this chamber

TELEPORTER RINGS
To access Manshoon's extraplanar sanctum, one needs a
teleporier ring: a brass signet ring bearing a stylized M, and
which emanates an aura of conjuration magic when tar-
geted by a detect magic spell or similar magic. Manshoon
gives these rings to his most trusted servants.
As an action, a creature wearing a teleporier ring can ac-
tivate the teleportation circle either in area K22 or area El,
teleporting itself and up to six other willing creatures from
one circle to the other.

from other places on the Material Plane. The room has
the following features:


  • A teleportation circle is inscribed on the alabaster
    floor here. Characters teleported to this area from
    a rea K22 appear within the circle.

  • The ceiling and three of the walls are made of 6-inch-
    tbick sheets of transparent glass, through which the
    swirling purple mist that fills the demiplane can be
    seen. The fourth wall is made of alabaster and has a
    locked iron door set into it (leading to area E2).

  • A black-robed female human with a bald, scarred head
    watches this room through a glass window set into the
    wall of another room (area E3).
    Dreadful Host. The figure watching through the win-
    dow is Kaevja Cynavern (see area E3), and she can see
    through the purple mist between the two rooms easily
    enough. She uses a sending spell to contact Manshoon
    as soon as the characters arrive. Manshoon sends his
    simulacrum (see appendix B) to unlock the door to area
    E2 and greet the new arrivals. It takes 1 minute for the
    simulacrum to arrive (from area E7), during which time
    Kaevja uses another sending spell to inform a random
    character that "Your gracious host is on the way, and
    looks forward to meeting you."
    When the simulacrum arrives, it passes itself off as
    Manshoon as it welcomes the characters to its extradi-
    mensional sanctum. It offers a guided tour, gesturing for
    the characters to enter area E2 ahead of it. If they com-
    ply, it triggers the alarm in area E2 and attacks.
    Glass Walls. Each 5-foot section of glass wall has AC
    13, 30 hit points, and immunity to acid, poison, and psy-
    chic damage. The purple mist that fills the demiplane
    doesn't enter this area even if the glass is shattered.
    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 Kolat
    Towers (area K22). A te/eporter ring that is brought
    within 5 feet of the circle begins to hum softly.


E2.FOYER
The door to area El is locked. All other doors leading
from this room are unlocked. This foyer bas the follow-
ing features:


  • Set into the a labaster floor is a large symbol in black
    marble, depicting a winged snake biting a coin. Char-
    acters recognize this as the symbol of the Zhentarim.
    (The coin conceals an alarm mechanism.)


CHAPTER 8 I WINTER WIZARDRY
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