waterdeep dragon heist

(Jeff_L) #1

1 square =^5 feet


MAP t .2: Xl\Nl\T .. l\R Gu1LO H10EOUT (Soun•ERN Wl\RO)

The half-ore is Grum'shar, a low-end Xanathar Guild
boss. As soon as his minions retrieved who they thought
was Renaer Neverember. the half-ore begged Nihiloor
let him witness the interrogation of the captive, not real-
izing until after he did so that he had mistaken the pris-
oner's identity. Grum'shar attacks the characters in the
hope of salvaging his reputation. He is an apprentice
wizard (see appendix B), with these changes:



  • Grum'shar is chaotic evil.

  • He has these racial traits: When reduced to^0 hit
    points. he drops to 1 hit point instead (but can't do this
    again until he finishes a long rest). He has darkvision
    out to a range of 60 feet. He speaks Common and Ore.


ROLEPLAYING FLOON
As a result of Grum'shar's torture. Floon Blagmaar (see
appendix B) has 1 hit point left. If he is healed by the
characters, he is eternally grateful and shows his affec-
tion by hugging them. He stays close to them, trusting in
their ability to protect him. lf Renaer is with the party,
he can shoulder the burden of protecting Floon.

TREASURE
In a satchel. Grum'shar carries his spellbook, which
contains the following spells: burning hands. disguise
self. false life, shield, unseen servant, and witch bolt.
Tucked behind the stone chair is a small, unlocked
wooden chest containing two potions of healing,^16 gp,
82 sp, and^250 cp.

Q8. GETAWAY PASSAGE
This room looks empty, but a thorough search accompa-
nied by a successful DC^10 Wisdom (Perception) check
reveals a rough-hewn tunnel hidden beneath a loose
flagstone. The low tunnel leads north to area Q9.

Q9. PRIVATE CELLA R
---
An innocent halRing family, the Peabodys, brews beer
in this cellar, which lies beneath their home on Fishgut
Alley in the Dock Ward. Their cellar contains brewing
supplies and lots of worthless clutter.
The halfiings haven't noticed the secret tunnel that
leads to the Xanathar Guild hideout; it's concealed be-
neath a large flagstone that requires a Strength score of
10 or higher to be lifted.

DEVELOPMENT
If the characters ascend out of the cellar and enter
the Peabodys' small house, the halfiings are initially
alarmed but can be easily calmed. Upon learning of the
secret trapdoor, they vow to seal it up again but allow
the characters to make use of it if the need arises.

Ql0. SLEEPING QUARTE RS
---
Straw pallets lie on the floor, and rusty manacles are
bolted to the walls.

Qll. BACK DOOR
This hideout contains a secret roure to Xanathar's lair.

CHAPTER 1 I A FRIEND!:'\ NEED
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