waterdeep dragon heist

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A semicircular recess in the southeast wall has steps
leading up to it. Its floor is 5 feet higher than the arena
floor, and the alcove is decorated with bouquets of Un-
derdark fungi in stone vases and purple tapestries that
bear Xanathar's symbol.jutting from the curved roof
of the alcove is a spectral eyestalk (scrying sensor).


  • A secret door is hidden in the south wall.


If Xanathar is elsewhere. the arena is empty but under
surveillance (see .. Scrying Sensor" below).
If Xanathar is present, it hovers in the southeast al-
cove and uses its ring of invisibility to remain unseen.
Standing on the steps of the alcove are two dwarves:
Xanathar's majordomo, Ahmaergo (see appendix B),
who presides over fight tournaments, and Xanathar's
chief enforcer, Noska Ur'gray (see appendix B), who
releases arena combatants from area X7. Ten human
bandits and five bugbears (all members of the Xana-
thar Guild) guzzle ale and heckle combatants from the
bleachers, while two goblins serve up saJted rat intes-
tines and stirge meat pies.
joining a Tournament. If the characters enter during
a tournament, they see a minotaur battling a scarred
female halfting, Samara Strongbones (see area X7).
The halfting doesn't want to die in a pointless battle and
screams for help. If the characters intervene, the arena
spectators turn violent and attack them. If the charac-
ters let the fight play out, Noska escorts the victor back
to area X7 while Ahmaergo goads characters into join-
ing the tournament. If the characters aren't willing to en-
ter the tournament, Ahmaergo has them beaten uncon-
scious and locked up while Xanathar watches silently.
Rules for running a tournament are described at
the end of this chapter (see "Blood and Fortune,ry page
114). If a character joins the tournament and wins, or
defeats its underlings, Xanathar is impressed enough to
grant the party an audience, during which it tries to sub-
jugate them (see "Facing Xanathar," page 99).
Scrying Sensor. The spectral eyestalk is a magical
sensor, which allows an apprentice wizard in a rea X16
to monitor this room. See area X2 for more information.
Secret Door. The secret door in the south wall can
be found with a s uccessful DC 15 Wisdom (Perception)
check. It pushes open to reveal area X33 beyond.


X7. CELL BLOCK
This area contains four cells separated by bars. The
rectangular iron doors have locks built into them, and
Noska Ur'gray carries the keys. Picking a lock requires
a successful DC 15 Dexterity check using thieves' tools.
Breaking down a cell door requires a successful DC 25
Strength (Athletics) check. The Cell Occupants table
lists this area's prisoners.


CELL OCCUPANTS


Cell Prisoners
A A male half.ogre named Groz, a minotaur named Um-
pok, and a female orog named Charworl
B Kidnapped Waterdavians: Xia Shung (NG female Shou
human bard; see appendix B), Claudio Benzreck (LN
male Tethyrian human noble), and Arthright Grayfal-
con (CN male llluskan swashbuckler; see appendix B)

CHAPTER 5 I SPRING MADNESS


Cell Prisoners
C A female drow named Raelyn Auvryndar, recently sep-
arated from her companion and subordinate, Zaibon
Kyszalt (see area X24)
D Samara Strongbones, a female lightfoot halfling, is a
Zhentarim spy in league with Manshoon. She is cha-
otic evil and has these racial traits: She is Sm~ll. and
her walking speed is 25 feet. She can move through
the space of any Medium or larger creature. She has
advantage on saving throws against being frightened.
She speaks Common, Halfling, and Undercommon.

X8. HALL OF STATUES
This 20 - foot-wide, magically lit hallway connects vari-
ous areas controlled by the Xanathar Guild. It has the
following features:


  • Lifelike humanoid statues dot the hall.

  • The first time the characters explore the hall, a deep
    gnome in clownish garb is dancing and cartwheeling
    up and down the hall, between the statues.
    Gnom e Clown. The garishly dressed deep gnome,
    Flutterfoot Zipswiggle, serves Xanathar as a jester.
    He carries a packet containing dust of disappearance.
    Unknown to Flutterfoot, the beholder has tired of
    the gnome and plans to turn him to stone when next
    they meet.
    Flutcerfoot knows the features and layout of Xana-
    thar's lair, as well as the beholder's current whereabouts
    and the locations of secret doors, except the ones lead-
    ing to area X36. He gleefully offers to serve as a guide if
    the characters correctly answer the following riddle:
    I come with a smile;
    In slaughter, I rest;
    I can be contagious,
    But my medicine is best.
    What am I?
    The answer to Flutterfoot's riddle is "laughter." If the
    characters give the wrong answer, the gnome sprinkles
    himself with dust of disappearance, turns invisible,
    and flees.
    Lifelike Statues. The statues are the petrified re-
    mains of intruders and Xanathar Guild members that
    were turned to stone by Xanathar. There are a dozen
    statues in all: four humans, three goblins. two drow, a
    dwarf, a halfting, and a tiefling.
    Secret Door. The secret door to area X2 is clearly vis-
    ible from this side. It is opened by turning a stone knob
    on the adjacent wall.


X9. GUILD BARRACKS
This magically lit room has the following features:


  • The walls are covered with lewd graffiti written in
    Common, Dwarvish, Goblin, and Undercommon.

  • In the front of the room is a ramshackle wooden table
    surrounded by empty barrels and casks that serve as
    stools. Drained tankards are strewn across the table-
    top and the floor.

  • A dozen moldy bunk beds are arranged in two rows at
    the back of the room.

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