waterdeep dragon heist

(Jeff_L) #1

A character with thieves' tools can pick the lock on a
door or the window with a successful DC^10 Dexterity
check. Characters who enter quietly can try to catch the
kenku by surprise. If the characters knock before en-
tering or announce their a r rival in some other way, the
kenku hide as described above.


Tables and chairs have been carelessly tossed across the
floor. The corpses of a dozen men lie along the walls,
their rapiers and daggers lying nearby. On the north side
of the area, stairs rise to an open level above.

If the kenku aren't hidden, add:


Four short, avian creatures with long beaks and black
feathers look over in surprise from where they stand in
the middle of the warehouse. Each wears a hooded cloak
and wields a shortsword.

The corpses belong to five human Zhentarim sellswords
(the same ones who kidnapped Floon and Renaer) and
seven human Xanathar Guild thugs, all of them clad in
leather armor. Each Zhent has a black tattoo of a winged
snake on his neck or forearm, and one of the Xanathar
Guild members has a black tattoo on the palm of his
right hand that looks like a circle with ten spokes radiat-
ing out from its circumference (the symbol of Xanathar).
The kenku fight until two of them are incapacitated or
killed, whereupon the survivors try to nee. A successful

DC 10 Charisma (Intimidation) check forces captured
kenku to divulge what they know.

WHAT THE KEN KU KNOW
When kenku speak, they mimic sounds and voices they
have heard before. Under interrogation, they repeat the
following phrases:
In a deep voice with an orcish accent: "Xanathar
sends its regards.,.


  • In a th in, nasally voice: "Tie up the pretty boy in the
    back room!" and "Follow the yellow signs in t he sew-
    ers." (This remark refers to tunnels in the sewers that
    are marked with Xanathar's symbol where they lead
    to the Xanathar Guild hideout.)

  • In a scratchy voice: "No time to loot the place.just get
    him to the boss."


Z2. STORAGE CLOSET
The door to this back room hangs loosely on broken
hinges. The cramped chamber beyond smells strongly
of sour fish and vinegar. It is filled with discarded ropes.
canvas tarpaulins, and splintered wood from smashed
barrels. Renaer Neverember (see appendix B) is hjding
here, having slipped free of his rope bonds. The charac-
ters can hear his ragged breathing coming fr om under a
tarpaulin at the north end of the room.

ROLEPLAYING RENAER
Renaer is unarmed. Marred by grime and the lingering
stench of rancid pickled herring, he speaks with grace
and articulation, as befits his noble upbringing. His trust
is easily gained but impossible to restore once broken.

CHAPTER I I A FRIEND IN NEED
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