waterdeep dragon heist

(Jeff_L) #1
B3. SECRET DOORS
Secret doors blend with the surrounding stonework on
opposite sides of th is sewer tunnel. One door opens into
area B7, the other into area BIO. Characters who have
a passive Perception score of 15 or higher spot both
secret doors as they pass by. Otherwise, finding a secret
door requires a search of the wall and a successful DC
15 Wisdom (Perception) check. The secret doors are set
high enough that opening them doesn't cause sewage to
flow into adjoining areas.

B4. RUST Y IRON DOOR
A door made of rusted iron is set into the wall above a
dry, I-foot-wide stone ledge. The door's lock corroded
long ago, and the door squeals loudly on rusty hinges
when opened.

B5. ARROW SLITS
A brick wall with arrow slits was added to this room at
some point. The arrow slits are designed to allow ar-
chers to fire at intruders who come through the door at
a rea B4. The arrow slits provide three-quarters cover.

B6. STORAGE ROOM
An unlocked wooden door closes off this empty room.


B7. R UBBLE-FILLED CELLAR
A wall has collapsed, creating a larger space out of t wo
smaller rooms. The air is heavy with dust, and the floor
is strewn with rubble, refuse, and rat droppings.
Secre t Door. The secret door to area B3 is easily
spotted from this side (no check required).


CHAPTER 4 I DRAGON SEASON


1 square = 5 feet


B8. SUNKEN CELL AR
This sunken cellar has these features:


  • An unlocked iron door is set into the east wall.

  • A crumbling stone staircase against the south wall
    climbs up to a landing, where a wooden door is held
    shut with a chain and a padlock.
    Iron Door. The door opens into a small, empty stor-
    age room with hooks hanging from the ceiling.
    S tairs Up. The lock can be picked with a successful
    DC 15 Dexterity check made using thieves' tools, or
    the door can be forced open with a successful DC 20
    Strength (Athletics) check. It opens into an alley behind
    a boarded-up tenement.


B9. RAT-INFESTED CELLAR
These rooms are situated below a hostel (75 percent
chance) or an orphanage (25 percent chance). Harmless
ra ts crawl about, m inding their own business.
B9a. Stone stairs climb 10 feet to a wooden door that
opens into a street or alley. Crates and barrels stacked at
the bottom of the stairs hold edible foodstuffs, but noth-
ing else of value.
B9b. A plain wooden door opens into a room contain-
ing dusty furnishings in storage. The furniture includes
a scratched wooden desk, several wobbly chairs, a coat
rack, two small tables, and an empty wooden tr unk.
There's a 25 percent chance that one piece of furniture
(determined randomly) is a mimic that usually feeds on
rats but never passes up a bigger meal.
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