time to render judgment. ln the meantime. characters
can try to speak to Fenerus.
- The characters can try to infiltrate the courthouse
using mundane disguises or magic. Impersonating an
official or using magic to influence one is a crime (see
the Code Legal handout in appendix C), so they must
be stealthy or skilled at deception.
MEETING WlTH THE MAGISTER
The courthouse magister is Hester Barch (LG female
Turami human acolyte with Insight +4), a petite woman
in her seventies. Magister Barch is slow to anger and
fond of sharing lengthy educational anecdotes and para-
bles. Unknown to all but her closest aides, the magister
bas the innate psionic ability to cast the detect thoughts
spell without somatic or material components. After
using it once, the magister must finish a short or long
rest before she can cast the spell again. Wisdom is her
spellcasting ability (spell save DC 12).
The magister is disinclined to agree to any request
for a private meeting with Fenerus, on the grounds that
he's a shady, unrepentant person and a Bight risk. The
conditions under which she will permit a meeting are
as follows:
A character who has at least 3 renown in the Harpers
or the Lords' Alliance, or a character who belongs
to a Waterdavian noble family, makes a good argu-
ment and succeeds on a DC 15 Charisma (Persua-
sion) check.
- A character who is impersonating a noble or an official
makes a good argument and s ucceeds on a DC^15
Charisma (Deception) check. If the check fails, Magis-
ter Barch sees through the ruse and uses her detect
tlwughts spell to verify that the character is in fact dis-
gujsed as a noble or an official- a crime that carries a
punishment of Bogging followed by imprisonment for
up to a tenday, plus a fine of up to^500 gp. - A character tells the magister about the hidden cache
of dragons and Fenerus's role in finding it.
TALKING TO FENERUS
Fenerus Stormcastle (N male Tethyrian bandit captain)
is confined to a cell in area H8, waiting to stand trial.
He is charged with multiple counts of theft (highway
banditry) and assaults against Waterdavian citizens.
Fenerus knew it was only a matter of time until some-
one tipped off the City Watch; he suspects that another
member of the Blood Hawk Posse gave him up. The
timing is unfortunate for him, since he was planning to
earn a small fortune by turning over the Stone ofGo-
lorr to his Luskanite contact. Now, he plans to use the
stone to escape imprisonment and wipe his criminal
record clean.
If the characters can get close enough to speak with
him, Fenerus refuses to divulge the stone's location until
he is released and granted immunity for his past crimes.
He knows that the presiding magister or a Lord of Wa-
terdeep has the authority to give him what he wants.
The only condition under which Magister Barch will
consider acquiescing to Fenerus's demands is if the
characters convince her that such a decision is good
for Waterdeep. To accomplish that, they either must
use magic to beguile her (which is a crime and likely to
result in the caster's arrest once the effect wears off),
or they must tell her about the Vault of Dragons and the
stolen gold. In either case, she insists on trying some-
thing before letting him off the hook: after taking a short
rest, she has Fenerus brought to her courtroom and
questions him about the stone. Surreptitiously, she uses
her detect thoughts spell to scan his surface thoughts in
an attempt to discern the stone's location. Given that the
stone is foremost in Fenerus's mind, Magistrate Barch
learns where it is hidden, shares the information with
the characters, and returns Fenerus to his cell.
WHERE'S THE STONE?
Fenerus hid the Stone ofGolorr on the top Boor of an
old tower in the Dock Ward-a tower warded against all
forms of magic. If he is freed, he offers to lead the char-
acters to the tower or provides directions so they can
find it on his own.
NEXT ENCOUNTER
If the characters learn where Fenerus hid the stone and
go after it, proceed with encounter 7, "Old Tower."
Encounter 9: Cellar Complex
Cellars and sewer tunnels intersect to create small
dungeons under Waterdeep. These complexes have the
following features:
- Ceilings and doorways are 7 feet high.
- There are no light sources.
AREAS OF THE CELLAR COMPLEX
The following locations are keyed to map 4.7. The
complex has three distinct sections: the sewer tunnels
(areas Bl-B3), the southern cellars (areas 84-89), and
the northern cellars (areas^810 - Bll).
Bl. SEWER ACCESS
This chamber has stone steps and a locked, iron-bound
wooden door with a sign mounted on il that reads, in
Common, "SEWER ACCESS: AUTHORIZED CITY OFFI-
CIALS ONLY." The door to area 82 is locked. The lock
can be picked by a character who makes a successful
DC 17 Dexterity check using thieves' tools, or the door
can be forced open with a successful DC^20 Strength
(Athletics) check. City Watch captains hold keys to
sewer access points that correspond with their as-
signed wards.
B2. SEWERS
Fresh sewage Rows along a trough that runs parallel to
a stone walkway. The sewage is 3 feet deep. Any crea-
ture immersed in it for^1 minute must succeed on a DC
11 Constitution saving throw or become infected with
sewer plague (sec "Diseases" in chapter^8 of the Dun-
geon Master's Guide).
Where the tunnel branches, a stone bridge spans
the sewage pouring out of an eastern artery. There's
no walkway in this arterial passage that leads to areas
B3 and B4.
CHAPTER ·1 I DRAGON SEASON