waterdeep dragon heist

(Jeff_L) #1

papers dated by month and year. These papers are re-
cords of court proceedings and depositions.


H3. CLERKS' 0.FFICE
Two desks pushed together in the middle of the room
hold quills, ink, and sheets of paper. Two court clerks
(commoners) work here, supporting the magister
on duty. Each clerk holds a key to the records rooms
(area H2}.


H4. MAGISTER^1 S OFFICE
This grand office contains several plush armchairs and
a large walnut desk. The seal of Waterdeep is embla-
zoned on the wood floor.
When not overseeing a trial, a magister on duty at
the courthouse reviews cases and holds meetings here.
If a magister is here, so is a knight who serves as a
bodyguard.


HS. COURTROOM
This room has the following features:


  • Two guards are stationed here at all times.

  • If court is in session, the magister is here along with a
    bodyguard (see area H4) and anyone else pertinent to
    the case being tried.

  • A magister's cloth-draped desk faces a defendant's box
    and three rows of pews.

  • Hanging on the west wall are tasseled banners de-
    picting the coats of arms of the City of Waterdeep, the
    Waterdeep City Watch, and the Waterdeep City Guard,
    as well as the seal of the Lords of Waterdeep and the
    symbol of Tyr, god of justice.


H6. DOWNSTAIRS WAITING ROOM
Nobles scheduled to testify in court and those waiting
to visit prisoners are held here. The room contains the
following features:


  • Two guards are on duty in this room at all times.

  • Mismatched couches line the walls.

  • Old broadsheets rest in loose piles atop end tables.


H7. SHOWERS
Dirty prisoners are stripped of their clothing and
washed here before they are locked in cells. Protruding
from the walls are iron nozzles that spew cold water
when a chain next to the door is pulled. Drains in the
stone-tiled floor keep the room from flooding.

H8. CELL BLOCK
Two guards are stationed in this hall at all times.
Locked Cells. Five cells are spaced a long this hall.
The door to each cell is locked from the outside, and the
guards stationed here hold the keys. A door's lock can't
be picked from inside the cell.

H9. WATCH WAGON
This room contains the following features:


  • Two veterans, members of the City Watch, are here at
    au times.

  • An armored carriage stands behind a pair of steel
    doors secured by an iron bar.


Armored Carriage. Two horses are needed to pull the
carriage, which can hold up to eight Medium prisoners
at a time. The back door to the carriage is secured with
chains and two padlocks. Each veteran on duty has a
key that opens one of the padlocks.
Barred Outer Doors. It takes two people to lift the
bar that obstructs the doors to the outside. A successful
DC 21 Strength (Athletics) check enables one person to
do it alone.

COURTHOUSE: SUMMER
After obtaining the Stone ofGolorr, the characters are
arrested by the City Watch soon after they emerge from
the sewers.

UNDER ARREST
The arresting force consists of twelve veterans, a Watch
sergeant and eleven constables. They demand that the
characters surrender their weapons and come along qui-
etly. For guidance on how to handle character arrests,
see "Breaking the Law," page 10.
The characters are charged with disturbing the peace,
a minor offense that carries a fine and results in an
edict. The charge stems from their conduct in encounter
3, "Street Chase." Depending on how they comported
themselves in previous encounters, the characters might
be charged with additional crimes against the city or its
citizens, possibly including brandishing weapons with-
out due cause, robbery, assaulting a citizen, or murder.
If they resist arrest, they are charged with hampering
justice. See the Code Legal handout in appendix C for
the penalties associated with such crimes.
Characters who give up their visible weapons without
a fuss aren't searched, but those who give the Watch
a hard time are searched for hidden weapons (and
stripped of anything that could potentially cause harm).
A character can conceal a Tiny object from the Watch
with a successful DC 12 Dexterity (Sleight of Hand)
check. If the Stone ofGolorr is found during a search,
the Watch sergeant inspects it, concludes that it's noth·
ing of consequence, and returns it to its owner.

DOCK WARD COURTHOUSE
Arrested characters are brought to a courthouse in the
Dock Ward and confined to cells (area H8) until their
trial. Any items taken from them during their arrest are
entrusted to the front desk clerk (area Hl) pending the
trial's outcome. A character can take a short rest while
incarcerated and use that time to attune to the Stone
ofGolorr. After ld6 hours, word comes down that the
magister i s prepared to hear the characters' testimony,
where upon the guards in area H8 unlock the characters'
cells and escort them to the courtroom (area HS), where
the magister is waiting.

FALSE CAPTAIN
If Lord Cassala nter's doppelgaoger valet is still at large,
it kills a Watch captain and uses the victim's uniform
to impersonate another Watch captain the characters
have met before. Then, in the guise of Hyustus Staget
(see "The Watch Arrives," page 27), the doppelganger
kills the guards in area H8 with its bare hands and

C HAPTER+ I DRAGON SEASON
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