waterdeep dragon heist

(Jeff_L) #1

U12. PRIVY
This privy has a toilet and a washbasin, both attached to
pipes. Above the basin is a hinged mirror, behind which
is a compartment containing soap a nd towels.


Ul3. AIR SYSTEM
The door to this a rea is locked. A plaque on this door
reads "AIR SYSTEM" in Common and Gnomish. The
room has the following features:


  • The area is filled with machines that hiss, whir, and
    clatter constantly.

  • Drawers in the walls contain screwdrivers, wrenches,
    and other tools.
    To port and starboard, 3-foot-high, 2~-foot-wide pas-
    sageways lead deeper into the machinery. Creatures
    that are Medium or larger must squeeze to move
    through these passages.
    Machinery. The quasi-m agical machinery in this area
    generates and circulates fresh air throughout the sub-
    marine. A detect magic spell or s imila r magic reveals an
    aura of conjuration magic throughout the area.
    A character who has proficiency with tinker's tools can
    use them to disable the machine ry with a s uccessful DC
    15 Intelligence check. The same check reactivates the
    disabled machinery. Whether it succeeds or fails, each
    check represents 10 minutes of work. The machinery
    can also be destroyed. It has AC 16,^50 hit points, a nd
    immunity to poison and psychic damage.
    When this machinery shuts down, air stops pumping
    throughout the vessel. Unless the air system is reacti-
    vated, creatures trapped in the s ubma rine that need oxy-
    gen to breathe will begin to s uffocate after two days (see
    "Suffocating" in chapter 8 of the Player's Handbook).


SPECIAL EVENTS


You can use one or more of the following events if the
characters take an interest in the Sea Maide ns Faire.

THE FRIENDLY DRAGON
This e ncounte r can be used as the characters approach
the Eyecatcher. Read:

In the water ahead, a large shape s peeds toward you.
As it gets closer, you recognize it as a dragon with
bronze-colored scales. Slewing to a stop, the creature
gives a toothy grin, then raises a claw in a small wave.
"Well met!" it chirps.

Zelifarn, a young bronze dragon, recently moved
into Deepwater Harbor. He has spent the past several
months scouring wrecks at the bottom of the harbor
for treasure and stashing precious baubles in a hidden
underwater cave. Recently, he noticed a strange craft
mounted on the underside of the Eyecatcher. His at-
tempts to treat with the c re w have met with no s uccess,
but he's curious to know more. Since the characters
appear to be headed toward a rendezvous with the Eye-
catcher, Zelifarn would like them to find out all they can

about the underwater vessel without raising suspicion.
The dragon promises to meet them again after they have
completed their mission. In exchange for information,
he offers to give the party a barnacle-covered chest that
he found recently. He hasn't opened it yet, so its contents
are unknown to him, but he can s mell gold inside.

TREASURE
Zelifarn approaches the characters again as they leave
the Eyecatcher. If they tell him more about the contents
of the submarine and he believes that they're being
t ruthful, he gives them the promised reward: an old
chest with a rusted lock that can be bus ted or pried open
with a successful DC^13 Strength (Athletics) check. It
contains^300 s p plus a golde n amulet s haped like an oc-
topus with amethyst eyes (worth^250 gp).
A secret compartme nt in the chest's lid can be found
with a successful DC^11 Wisdom (Perception) check.
1t contains a stoppered wooden scroll tube that holds a
spell scroll of revivify.

A NIGHT TO REMEMBER
If the characte rs stake out the ships of th e Sea Maide ns
Faire, they observe strange activity on the pier during
their first night of surveillance:

A thick fog unexpectedly rises along the water, engulfing
vessels and docks alike. As the gray miasma thickens, the
creaking sound of shifting ships becomes increasingly
haunting. Suddenly, you spot three shadows gliding
th rough the gloom like elves slipping through a forest.
Where they came from and where they're going, you
don't know.

The shadowy figures are the three drow guns lingers
Fel'rekt Lafeen, Krebbyg Masq'il'yr, and Soluun Xibrin-
das (see appendix B). If any of these drow are dead or
ot he rwise indisposed, replace them with drow elite
warriors. The drow used the cover of the fog to come
ashore in one of the Eyecatcher's rowboats. The boat is
tied off at the end of the pier between the Heartbreaker
a nd the Hell raiser.
These Bregan D'aerthe spies are on their way to a
secret meeting with Laeral S ilverhand (see appendix
B). The Open Lord is waiting for them in an alley in the
Dock Ward, under the cloak of an invisibility spell. She
remains invis ible for the entire meeting.
Harper spies in Luskan recently warned Lae ral that
jarla xle might be in Waterdeep. She reached out to him
with a sendina spell to arrange this meeting, in the hope
of finding out his plans. The characters can follow the
drow spies to the rendezvous. If the drow realize they're
being followed, they make no effort to shake their pursu-
ers. If they're attacked, they scatter and try to complete
their mission before heading back to the Eyecatcher.
lf a battle erupts and escape appears impossible, the
drow fight to the death. A City Watch patrol consisting of
six ve terans a rrives ld4 minutes later to make arrests.

CHAPTER 1 f MAESTRO'S FALL
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