waterdeep dragon heist

(Jeff_L) #1
the characters are using Nim's nimblewright detector to
track the nimblewright, the device lets them know that
the nimblewright has fled the scene, but not the direc-
tion it went.

OVERV IEW
Gralhund Villa sits in the middle of an upper-class resi-
dential neighborhood in the North Ward. Here are some
general facts to keep in mind:


  • The streets around the villa have pedestrians and
    coaches traveling along them at all hours, though traf-
    fic is heavier during the day.

  • The estate is enclosed by 12-foot-high stone walls that
    require a successful DC 15 Strength (Athletics) check
    to negotiate without the aid of climbing gear or magic.

  • Neighbors and bystanders alert the City Watch if they
    hear loud, disturbing noises (such as a thunderwave
    spell) coming from the estate or if they see anything
    suspicious. The Watch sends a mage and six veterans
    (one sergeant and five constables) to investigate, and it
    takes ld6 + 4 minutes for this force to arrive.

  • All ceilings in the mansion are 20 feet high.


ENCOUNTERS IN THE V ILLA
The following encounter locations, keyed to map 3.1,
describe the Gralhund estate as it stands when the char-
acters first arrive. The Zhents have taken over the down-
stairs level of the mansion; the Gralhunds are fighting to
hold the upstairs.

Gl. LOCKED GATES
Through a set of ornate iron gates, the characters can
see a yard with several large trees, as well as two foot-
paths that lead to a two-story brick mansion and east-
ward toward a detached coach house.
An arcane lock spell is cast on the gates. Forcing them
open requires a successful DC 25 Strength (Athletics)
check, while picking the lock requires a successful
DC 20 Dexterity check using thieves' tools. The spell
doesn't bar members of the Gralhund family, their staff,
their guards, or Lady Gralhund's nimblewright from
opening the gates.

G2. YARD
The estate is well tended. In spring and summer, large
trees provide shade. The trees begin shedding leaves in
the fall. By winter, their branches are stripped bare.
Balcony. Through the trees, the characters can see
a large balcony (area G17) enclosed by an iron railing
above the mansion's main entrance. The balcony is
20 feet above ground level, and scaling the mansion's
brjck walls to reach it without the aid of climbing gear
or magic requires a successful DC 15 Strength (Athlet-
ics) check.
Evil Groundskeeper. The yard is looked after by a
menacing groundskeeper named Hurv Taldred (LE
male Illuskan cult fanatic) and his two quiet mastiffs.
The Gralhunds paid a necromancer to perform a ritual
on Hurv and his mastiffs. After sundown, the physical
forms of these figures melt away, and they become three
shadows until dawn. Characters who succeed on a DC


CHAPTER 3 I FIREBALL


13 Dexterity (Stealth) check can cross the yard without
being detected. Otherwise, Hurv and his hounds detect
the characters and attack, day or night.

G3. COACH HOUSE
This stone building contains a beautifully maintained
coach and clean stables that house four draft horses
and Lady Gralhund'sjet-black riding horse, named
Maladar. A sliding wooden door bars access to the
street and has a padlock on the outside that holds it
shut. Picking the lock requires a successful DC 20 Dex-
terity check using thieves' tools.
The larger room north of the stables contains tack
and harness for each horse, as well as bales of hay and
yard tools. The smaller room in the northwest corner
has two cots: one for the groundskeeper, Hurv (see area
G2), who sleeps during the day, and one for a stableboy
named Ike (commoner), who sleeps here at night. Ike is
away (either picking up food for tl1e horses or out drink-
ing with friends) if the characters arrive during the day.
Treasure. Lady Gralhund's horse is outfitted with
horseshoes of speed and two saddlebags, each of which
holds four 5-pound gold trade bars worth 250 gp each.

G4. GUARD BARRACKS
This one-story stone building attached to the mansion
serves as quarters for twenty house guards. The main
room contains ten bunk beds. Each comes with a pair
of footlockers containing folded clothes and worthless
personal effects.
The room in the northwest corner contains wooden
mannequins and racks designed to hold armor and
weapons. Since there are no guards present, the manne-
quins and racks are bare.

G5. KITCHEN
An unlocked wooden door leads from the yard to the
mansion's kitchen, which is stocked with cookware and
utensils. A large fireplace is used for cooking meals.

G6. PANTRY
This pantry is lined with shelves containing dry food-
stuffs, spices, folded tablecloths, and jars of preserves.
Casks of fresh water, ale, and wine are also stored here.
Barred Door. A back door leads out to the street. This
sturdy wooden door is barred shut on the inside. Forc-
ing it open from the outside requires a successful DC 20
Strength (Athletics) check and makes a lot of noise.
Corpses. The Zhents have killed two servants, an
older male human (the head butler) and a younger male
halfting (a cook), and left their bodies on the floor.

G7. LAUNDRY ROOM
This room is where servants wash clothing. It con-
tains scrub buckets, wash basins. soap, mops, and
chamber pots.
Corpses. The Zhents have killed a servant, a mid-
dle-aged female human (the head maid), and left her
body on the stairs leading up to the servants' quarters
(area G19). The maid has a ring of keys on her belt that
opens all the locked doors in the mansion as well as the
cabinets in area G8.
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