waterdeep dragon heist

(Jeff_L) #1
GRINDll GARLOTM AND 11ER APPl\RllT US O F KWALIS ..


  1. GRINDA'S APPARATUS
    Grinda Garloth keeps her apparatus of Kwalish here
    when she's not using the vehicle to hunt for treasure in
    Deepwater Harbor. While the apparatus is here, it ftoats
    in an enclosed dock. Underwater metal doors leading
    out to the harbor are kept shut by an iron bar across the
    inside. The apparatus can lift the iron bar automatically;
    a creature inside the bay can lift it with a successful DC
    20 Strength (Athletics) check.
    Borrowing the Apparatus. Crinda allows the char-
    acters to borrow her apparatus of Kwalisi1 on the condi-
    tion that they first use the device to search the bottom
    of Deepwater Harbor for treasure and give her half of
    whatever they find. To meet the mage's demands. the
    characters must spend a day searching the harbor. At
    the end of the day, the pilot makes an Intelligence (In-
    vestigation) check. Multiply the total of the check by 10
    to determine the gold piece value of any treasure found.
    Crinda sells the bounty and gives half to the characters.
    As lhe characters search the harbor for treasure, roll
    any die. If an even number is rolled, an awakened shark
    named Obliteros attacks them. Grinda has had several
    close encounters with the shark recently. but fails to
    mention this to the characters for fear of scaring them
    off. Obliteros is a giant shark, with these changes:



  • The shark's alignment is chaotic evil.

  • Its Intelligence score is 10 (+0), and it can speak and
    understand Aquan.


C HAPTER 4 I DRAGON SEASON


MISTSH O RE: S P R ING
Xanathar has sent forces to collect the Stone ofGolorr
from Grinda Garloth, known up and down the wharf as
an eccentric wizard who owns a submersible contrap-
tion that she uses to hunt for treasure on the bottom of
Deepwater Harbor. The characters have no trouble get-
ting directions to her Mistshore residence (area 02).
When the characters arrive at her home, Grinda is
holed up inside, having barricaded the doors with furni-
ture. Trying to break down the doors are four members
of the Xanathar GuiJd (CE male human bandits) under
the command of a dwarf enforcer named Noska Ur'gray
(see appendix B). A merrow also under Noska's com-
mand swims beneath the docks. It surfaces to attack
when the characters arrive.
If the characters come to Grinda's defense. Noska
orders his thugs to attack them while he takes potshots
at the characters with his crossbow. Two rounds later,
eight more bandits leap down from the Kraken's Folly
(area DJ) and join the fray. These hooligans were paid 1
gp each to watch Noska's back. The characters can turn
them against Noska by offering a larger bribe (at least
5 gp each).
If the characters turn the hooligans against oska or
reduce the dwarf to half his hit points or fewer. Noska
flees. Any remaining Xanathar Guild members cover his
escape. Grinda emerges from her residence to thank the
characters once the fight has concluded.
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