waterdeep dragon heist

(Jeff_L) #1

a week in the winter, and painting supplies every few
monchs. Vhaspar has a key that unlocks the outer doors
of Kalain's residence.
Displayed in every room except area WS is one of Ka-
Iain's paintings. To determine the subject of any given
painting, roll a dl2 and consult the Painting Subjects
table. It's possible for a subject to appear more than
once. The residence is also crawling with rats. If Ka lain
is attacked, these vermin form six swarms ofrats that
defend her.


PAINTING SUBJECTS
d12 Subject d^12 Subject
Ankheg 7 Gibbering mouther
2 Carrion crawler 8 Hell hound
3 Displacer beast^9 Manticore
4 Ettercap^10 Minotaur
5 Gargoyle^11 Mummy
6 Ghast^12 Werewolf

KALA IN
Ka lain spends most of her time in area WS, which
serves as her studio. It contains moldy scraps of food,
empty pots stained with colored paint, discarded
brushes, and her easel, which is situated in front of a
large, lead-paned window in the north wait. Upon the
easel rests a fresh painting of a displacer beast. If the
characters confront her, Kala in accuses them of being
assassins, brings the displacer beast to life, and com-
mands it to attack them.
Ka lain is a half-elf bard (see appendix B), with
these changes:


  • She is chaotic evil.
    She has these racial traits: She has advantage on sav-
    ing throws against being charmed, and magic can't
    put her to sleep. She has darkvision out to a range of
    60 feet. She speaks Common and Elvish.
    Instead of the Song of Rest trait, she has the Art Imi-
    tates Life action option.
    Art Imitates Life (3/Day). Kala in touches one of her paintings
    and causes its subject to spring forth, becoming a creature of
    that kind provided its CR is 3 or lower. The creature appears in
    an unoccupied space within 5 feet of the painting, which be·
    comes blank. The creature is friendly toward Kalain and hostile
    toward all others. It rolls initiative to determine when it acts. It
    disappears after 1 minute, when it is reduced to 0 hit points, or
    when Kalain dies or falls unconscious.


PATH TO THE VAULT
A heavy stone trapdoor in the floor of area W4a can be
found with a thorough search of the room and a success-
ful DC 12 Wisdom (Perception) check. Pulling open the
door reveals a stone staircase that descends 120 feet to
a 20-foot-wide corridor, which extends for another 60
feet and ends before the doors to the Vault of Dragons.
Kalain and Vhaspar know nothing of the vault or the
trapdoor that leads to it.

CONVERTED WINDMILL: WINTER
An evil dragonboro named Thrakkus has converted
an old, fire-scorched windmill in the Field Ward into
a butcher's shop. A member of th e Guild of Butchers,
Thrakkus has a lucrative side business. Zhents loyal to
Manshoon pay Thrakkus to chop up people they kill,
and he sells the meat on the sly. As Deadwinter Day ap-
proaches, this meat is in high demand. The corpses are
brought to him in the dead of night, most often delivered
by Sidra Romeir (see chapter 8, area K2) in a covered
cart pulled by a draft horse.

BUTCHERY
A red wooden sign carved to look like a butcher's cleaver
hangs above the door of Thrakkus's butchery, which
occupies the westernmost room of the west wing. The
butchery is ice cold in the winter and reeks of meat and
blood. A bloodstained chopping block dominates the
room, and shelves of cut meat wrapped in bloody parch-
ment line the walls. The floor is streaked with blood and
covered with bits of gore.
Thrakkus padlocks the door at night. Picking the
lock requires a successful DC 15 Dexterity check using
thieves' tools. The door can also be forced open with a
successful DC 18 Strength (Athletics) check.

LARDER
The chamber next to the butchery has been converted
into a larder, the doors to which are padlocked at all
hours. The locked doors are otherwise ide ntical to the
butchery door (see above). Like the butchery, the larder
is frigid in the winter and smells of meat and blood. Six
half-frozen humanoid carcasses are stacked under a
10-foot-square canvas tarpaulin near the western wall.
Thrakkus hasn't gotten around to cutting them up yet.

SQ.UATTERS
The dragonborn allows squatters to dwell in his home.
Those who can perform menial chores are spared and
fed scraps of cooked meat; the rest end up on the chop-
ping block. These homeless sods are too frightened of
Thrakkus to speak ill of him, and the City Watch doesn't
seem to care about crimes committed in the Field Ward.

THRAKKUSTHEBUTCHER
The butcher bas no time to suffer fools, and the charac-
ters are fools for meddling in his business. Thrakkus
spends most of the day in the butchery. At dusk, he re-
tires to his apartment, where he stays until dawn or un-
til someone comes knocking with a body to dispose of.
Thrakkus carries keys to the butchery, the larder, and
his apartment (area W7).
Thrakkus is a dragonborn berserker of red dragon
ancestry, with these changes:


  • He is chaotic evil.

  • He has these racial traits: He can use his action to
    exhale a 15-foot cone of fire (but can't do this again
    until he finishes a short or long rest); each creature in
    the cone must make a DC 13 Dexterity saving throw,
    taking 2d6 fire damage on a failed save, or half as
    much damage on a successful one. He has resistance
    to fire damage. He speaks Common and Draconic.


CllAYrER 4 I DRAGON SEASON
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