waterdeep dragon heist

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trusting the characters to keep their part of the bargain.
Xanathar brings along its majordomo, Ahmaergo, to
keep an eye on them.
If Xanathar is reduced to half its maximum hit points,
or if it believes its life to be in mortal danger, it activates
its ring of invisibility and howls to Ahmaergo to "tear
the usurpers limb from limb." While invisible, Xanathar
flies to its sanctum (area X19) by the safest route.
Xanathar's greatest weakness is its insane love for its
pet fish, Sylgar. A character who uses the fish for lever-
age can make a DC 16 Charisma (Intimidation) check.
On a success, the fearsome beholder becomes a blub-
bering mess and acquiesces to almost any request the
character makes. On a failure, Xanathar demands that
the character release Sylgar at once or be disintegrated
(and makes good on its threat).


Foiling Xanathar's Operation

Killing the beholder is probably beyond the c haracters'
capabilities, but they can sabotage its operation in sev-
eral ways, affecting either the beholder personally or the
smooth functioning of the Xanathar Guild. They might
even be able to marshal sufficient resources (including
enough explosives) to bring down Xanathar's lair.


E N RAGE XANATHAR


Xanathar's mental state is precarious. Whenever it flies
into a rage, the beholder tends to kill random minions.


ABDUCT OR KILL SYLGAR
Killing or stealing Xanathar's pet fish and preventing
the fishkeeper, Ott Steeltoes, from replacing it causes
Xanathar to become enraged.


DESTROY THE DREAM NULLIFIER
Xanathar's "dream nullifier" in area X20 gives it peace
of mind and helps it s leep. Destroying this contraption
makes the beholder unhappy.


TAKE ITS FOOD AWAY
Xanathar eats meals prepared by the kobold chefs in
area X30. Killing these kobolds or otherwise preventing
them from preparing meals makes Xanathar furious.


DISRUPT COMMAND


Even chough the beholder is the supreme leader of the
Xanathar Guild, its lieutenants manage the guild's day-
to-day operations. The chain of command can be dis-
rupted in any of the fol lowing ways.


ASSASSINATION
Killing one of Xanathar's most trusted underlings, such
as Ahmaergo or Noska Ur'gray, throws the day-to-day
operation of the guild into chaos for a tenday.


BLIND XANATHAR
Nar'l Xibrindas (see appendix B) has concocted a poison
that can blind Xanathar and throw the guild into chaos.


CHAPTER 5 I SPRING MADNESS

IMPORTANT UNDERLINGS
Xanathar relies on underlings for advice, information, and
day-to-day oversight of the Xanathar Guild. The following
important underlings are described in appendix B:
Ahmaergo, dwarf majordomo
Nar'I Xibrindas, drow advisor
Nihiloor, mind flayer
Noska Ur'gray, dwarf enforcer
Ott Steeltoes, dwarf fishkeeper
Thorvin Twinbeard, dwarf engineer

Sow MISTRUST
If the beholder is tricked into believing there's a conspir-
acy to kill it or Sylgar, it disintegrates the suspected con-
spirators, leaving gaping holes in the chain of command.

DESTROY THE L A I R
Nar'I Xibrindas has smuggled smokepowder into the lair
(see area X36) and, with Thorvin Twinbeard's help, iden-
tified areas that are structurally unstable. If these areas
all suffer catastrophic damage, the lair collapses over
the course of 1 hour. Characters can learn this informa-
tion by speaking to Thorvin in area X13. The unstable
areas are as follows:
Area X2, in the threshold of the secret door
Area X6, at the top of the stone buttresses
Area Xl7, at the base of any three pillars
Area X20, against the back wall
Area X22, between the columns
Area X30, anywhere in the kitchen
Area X33, anywhere in the crypt
As its lair collapses, Xanathar uses its Disintegration
Ray to carve an escape tunnel and flees to safety with
minor injuries. It uses its Telekinetic Ray to transport
its pet fish, Sylgar, if it's within range. Underlings can
flee with the beholder or through the tunnel to Skullport
(area X4). Those who can't accomplish either of these
things are killed in the collapse.

Xanathar's Lair

Xanathar's lair is an ancient dungeon complex originally
built by Netherese wizards and expanded by beholders
over time. It connects to the subterranean town of Skull-
port by way of a long tunnel (area X4). A secret staircase
(area Xl) gives access to Waterdeep's sewers.
The lair has the following features, with exceptions
noted in the text:


  • Unless noted otherwise, rooms are 20 feet high and
    hallways are 15 feet high.

  • Rooms and corridors are brightly lit by continual
    flame spells cast on wall sconces.

  • Most doors are single, circular slabs of stone, 8 feet in
    diameter and 6 inches thick, with stone hinges on one
    side. Double doors are 16 -foot-wide, 8-foot-high semi-
    circles that split open down the middle. Doorknobs
    a re set into stone fixtures shaped like Xanathar's sym-
    bol. (Xanathar can open or close an unlocked door us-
    ing its Telekinetic Ray, or obliterate a locked one with
    its Disintegration Ray.)

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