waterdeep dragon heist

(Jeff_L) #1

successful DC 10 Charisma (Intimidation) check, but
the check is made with disadvantage if Lord Gralhund
has reason to believe his wife can see or overhear the
conversation:


"The Stone ofGolorr is some kind of ancient creature
transformed into an artifact. It knows the location
of a hidden vault in Waterdcep containing half a mil-
lion dragons."


  • "House Gralhund has been bankrolling Black Net-
    work operations in Waterdeep, including the plot
    to kidnap Renaer Neverember and the plot to steal
    the Stone ofGolorr from his father's gnome spy,
    Dalakhar."

  • "My wife was frustrated with the Zhents and their
    inability to secure the artifact. She gave a necklace of
    fireballs to her mechanical servant and sent it out to
    help retrieve the stone. It was careless and caught the
    Zhents in the fireball by mistake."


Gl6. MASTER BEDROOM
The doors to this room have been thrown open. The
room contains the following occupants and features:



  • Ya la b Gralhund, wearing a breastplate and armed
    with a rapier, stands next to her well-dressed half-
    orc bodyguard. Hrabbaz (see appendix B for their
    statistics).

  • A locked wooden trunk rests at the foot of a large, can-
    opied bed in the southwest corner.

  • A claw-footed bathtub sits in the northwest alcove
    near a freestanding mirror and a privacy screen.
    Hanging above a fireplace in the southeast corner is a
    shield that bears the Gralhund coat of arms. Logs are
    stacked neatly next to the hearth.

  • A tall mahogany wardrobe stuffed with expensive
    gowns and dress clothes stands next to a pair of open
    glass doors leading out to a balcony.
    Yai sh Gralhund. Lady Gralhund gave the Stone of
    Golorr and a map of where to take it to her nimblewright
    servant, who has left the villa by the time the characters
    reach this chamber. Its escape is crucial, since it sets
    into motion the events in chapter 4.
    Lady Gralhund and Hrabbaz are the only people who
    know where the nimblewright has gone, but they feign
    ignorance when questioned about it.
    Yalah carries a ring of keys that open alJ locked doors
    in the mansion, as well as the locked wooden trunk at
    the foot of the bed. If her situation turns dire and Hrab-
    baz is unable to protect her, Yalah unlocks the door to
    area Gl8, rushes inside, and locks the door behind her
    with her next action. She makes her final stand there,
    with her children cowering behind her.
    Wooden Trunk. The lock on the trunk can be picked
    with thieves' tools and a successful DC 15 Dexterity
    check. The trunk appears to contain folded clothes
    and shoes. A secret compartment in the bottom can be
    detected by someone who examines the outside of the
    trunk and makes a successful DC 15 Wisdom (Percep-
    tion) check. The compartment holds two holy symbols
    of Asmodeus and two robes, each red and gold in color.


Lord and Lady GraJhund are both secret members of a
cult of Asmodeus worshipers popular among select no-
bles in Waterdeep. The cult is led by Lord Victoro Cas-
salanter (see appendix B). though the Gralhunds won't
divulge this information willingly.

Gl7. BALCONY
This large balcony is enclosed by an ornate wrought-
iron railing and has lounge chairs neatly arra nged on it.
The ground is^20 feet below, and open glass doors lead
to the master bedroom (area GJ6).

Gl8. CHILDREN'S ROOM
The door to this room is locked. The lock can be
picked with a successful DC^15 Dexterity check using
thieves· tools.
Three beds line the south wall, and an empty c radle
rests against the east wall. Other furnishings include
squat wardrobes, play rugs, and children's desks.
Children. Confined here for their safety are the Gra l-
hunds' two youngest children, a 13-year-old boy named
Zartan and a 10-year-old boy named Greth. Both are
noncombatants. Their 18 - year-old sister, Tomassin, is
visiting a tiefling cousin in Yartar.

Gl9. SERVANTS' WI NG
Three rooms in the southeast area of the upper floor are
where the servants sleep al night. The head butler and
head maid have rooms to themselves, but those places
are currently unoccupied. The largest of the three cham-
bers is a common room containing six bunk beds for
the junior staff. A total of nine maids, cooks, a nd valets
(commoners) are holed up here, waiting for someone
to rescue them. They are armed with improvised weap-
ons {rolling pins, mops, brooms, and the like) that are
treated as clubs.

Aftermath

After fleeing Gralhund Villa with the Stone ofGolorr,
Lady Gralhund's n imblewright hides the artifact in
a secret location in Waterdeep. setting the stage for
chapter 4.
Even if the bloody conflict at Gralhund Villa goes
unnoticed outside the walls of the estate, the carnage
can't be hidden from the City Watch for long. There are
too many murdered servants and guards for anyone
to conceal what has transpired. The arrival of the City
Watch foreshadows the return of Barnibus Blastwind
and Saeth Cromley (see appendix 8), who arrive in due
course with twenty constables (veterans) and two Grif-
fon Cavalry riders (see appendix B) astride griffons.
The griffons and their riders remain airborne, providing
aerial s upport and reconnaissance.
Barnibus thoroughly investigates the Gralhund Villa
crime scene and questions neighbors and bystanders.
Characters who are seen leaving the scene become sus-
pects. If the characters killed any members of the Gral-
hund family and left witnesses or evidence of the act,
Barnibus instructs Sergeant Cromley to arrest them for
the crime of murdering a noble. which carries a death
sentence if they're found guilty.

CHAPTER 3 I FIREBALL
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