waterdeep dragon heist

(Jeff_L) #1

danger and loves a good chase. She knows the streets,
alleys, and rooftops of Waterdeep well. If forced to make
an ability check or a saving throw because of a chase
complication, she has advantage on the roll. Also, she
can take the Dash action during the chase without hav-
ing to make Constitution checks to avoid exhaustion.


NEXT ENCOUNTER
The chase lasts no more than 5 rounds, after which
Yevette drops to the ground and ducks into a theater.
Characters who lose sight of her can ask people along
her path to help them out. Continue with encounter 6,
"Theater."


Encounter 6: Theater

Whether the theater is open for business or shut down,
it bas the following features:


  • Ceilings in the rooms are 10 feet high except in area
    PS. which has a 20-foot-high raftered ceiling. Con-
    necting the rooms are 8-foot-high passages and 7-foot-
    high doorways.
    The theater is lit by lanterns that have continual flame
    spells cast on them. Speaking a command word in-
    side the theater causes the lights in the theater and
    backstage to dim; speaking another command word
    inside the theater restores them to full brightness. All
    the stage managers know the command words.


AREAS OF THE THEA-:..=T..=E;..:.R _____ _
The following locations are keyed to map 4.4.

Pl. LOBBY
This plush lobby is decorated with red carpet and ornate
wallpaper. On display here are several painted wooden
mannequins dressed in fancy costumes, e ach one repre-
senting a cha racte r from a famous play.

P2. TICKET BOOTHS
The western door on each booth is locked. The lock
can be picked by a character who succeeds on a DC 15
Dexterity check using thieves' tools, or the door can
be forced open with a successful DC 13 Strength (Ath-
letics) check. The ticket sellers and the stage manager
have keys to these doors.
A stack of torn tickets sits on a shelf beneath a counter
inside the booth. Prior to a show, each booth holds a
ticket seller (commoner). Admission to the theater is 1
sp per person.

P3. 1ICKET OFFICES
A desk near the far wall in each of these rooms contains
notebooks, papers, and a lockbox.
Treasure. The house managers hold the key to each
lockbox. A lock can be picked by someone who makes a
s uccessful DC 12 Dexterity check using thieves' tools,
or a lockbox can be forced open with a successful DC
15 Strength (Athletics) check. During a performance,

C HAPTER 4-I DRAGON SEASON
Free download pdf