waterdeep dragon heist

(Jeff_L) #1

BIO. OLD TAVERN CELLAR
This spacious, empty cellar has the following features:



  • Stone pillars and arches support the ceiling.

  • Mismatched stonework on either side of a half-demol-
    ished wall indicates that this area was once two sepa-
    rate chambers.
    Stone stairs climb to a bricked-up doorway. (The door
    once led to an alley behind an old tavern.)
    Secret Door. The secret door to area B3 is easily
    spotted from this side (no check required).


Bll. BACK CELLARS
These rooms are extensions of area BlO.
Blla. This room used to be a wine cellar. Its walls are
lined with piles of rotting wood (storage racks) and bro-
ken bottles.
Bllb. Once a cold storage room and root cellar, this
empty chamber is choked with dust and cobwebs.

CELLAR COMPLEX: SPRING
---
The characters have learned that a haltling necroman-
cer named Losser MirkJav took the Stone ofGo/orr. He
lives in a cellar complex under a powdered wig shop
in the Trades Ward. The shop, Dandymops, is closed
and locked with an iron gate. The lock can be picked by
a character who makes a successful DC^15 Dexterity
check using thieves' tools, or the gate can be forced
open with a successful DC 25 Strength (Athletics)
check. Since the shop is in a highly visible location, an
attempt to break into it is 75 percent likely to be noticed
by someone who alerts the City Watch. Two veterans of
the City Watch arrive in ldlO minutes to investigate the
shop and talk to witnesses.
Xanathar's gazer (see appendix B) doesn't follow
characters into the shop. It remains outside and waits
for Xanathar Guild forces to arrive. If the characters
destroyed the gazer in an earlier encounter, another one
arrives with the Xanathar Guild forces.

DUNGEON ENTRANCE
Area 81 is the basement of the wig shop and the charac-
ters' point of entry into the cellar complex.

MISTY SEWERS
The dense fog from outside settles in the sewers, and
areas 82, B3, and 84 are lightly obscured.

NECROMANCER
Losser Mirklav is a lightfoot halfiing mage, with
these changes:


  • He is chaotic evil and has^31 (9d6) hit points.

  • He has these racial traits: He is Small, and his walk-
    ing speed is 25 feet. He can move through the space
    of a Medium or larger creature. He has advantage on
    saving throws against being frightened. He speaks
    Common and Haltling.

  • He has the animate dead and blight spells prepared,
    instead of counterspell and greater invisibility. All his
    spell slots are currently expended.
    Losser carries a spellbook bound in stitched flesh that
    contains all his prepared spells. He a lso has a key to


the padlocked door in area BB and 4dl0 gp in a pouch
made of elf skin and cinched with a rope made of woven
dwarf hair.
Losser has made several changes to the complex:


  • Area B6 contains three beds-two sized for Losser's
    human apprentices and a smaller bed sized for him.

  • Area 810 contains twelve skeletons that attack any-
    one other than Losser and his apprentices.

  • Area Bl l contains piles of human bones stolen from
    the City of the Dead. Losser hasn't gotten around to
    animating them yet.


WHERE'S THE STONE?
Before the characters reach Losser, kenku members of
the Xanathar Guild break down the door leading into
the cellar complex via area BB and confront the necro-
mancer. The characters find Losser cowering in one
corner of area 87. Two s keletons stand between him
and three kenku. The kenku aim to kill the halfling.
Lying on th e floor around them are four dead kenku and
the remains of two destroyed (and previously animated)
skeletons.
If the characters demand the Stone ofGo/orr, Losser
tells them the truth: he surrendered it to the keoku, two
of which fled south with it. In area BB. the characters
see one kenku standing over the bodies ofLosser's
murdered human apprentices, Retchyo and Kreela. This
kenku is joined by Xanathar's gazer (see appendix 8).
The kenku and the gazer try to hold off the characters
for as long as possible, buying time for a second kenku
to flee with the Stone ofGolorr.
If the characters pursue the stone and leave Losser
alive, he eventually slips away and retreats to area 811.

NEXT ENCOUNTER
Once the characters defeat Xanathar's forces in the cel-
lar, they can chase after the fleeing kenku that has the
Stone ofGo/orr in its clutches. Proceed with encounter
3, "Street Chase."

CELLAR COMPLEX: SUMMER
The characters are hot on the trail of three street ur-
chins as the children scamper into the sewers under the
Dock Ward.

SICKENING SMELL
The summer heat makes the sewer smell worse than
usual, and characters become poisoned by the stench
unless they cover their noses with perfumed scarves.
The effect lasts until they leave the sewers. The street
urchins and other creatures that live in the sewers are
accustomed to the smell and aren't poisoned in this way.

SEARCH FOR THE URCHINS
The characters approach the cellar complex from the
east, eventually coming upon an iron door in the side of
the sewer tunnel (area B4).
The street urchins took the Stone ofGolorr to area
87 {which serves as their clubhouse). entering the room
through a secret door (area 83). The eldest child. Nat,
attuned to the stone, but contact with the aboleth so ter-
rified her that she dropped it, screamed, and ran away.

CHAPTER 4 I DRAGON S.l!ASON
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