waterdeep dragon heist

(Jeff_L) #1
The boys were panicked by her reaction and fled as well,
leaving the stone in area B7. If the characters open the
door at area B4, they startle the children on the other
side, causing them to scream at the top of their lungs.
Communicating through the other children, Nat tells
the characters where she dropped the stone and warns
them that it's "alive." Neither she nor the boys are eager
to see it again.

CHAIR TODAY, GONE TOMORROW
If the characters head to area B7, they see the Stone of
Golorr underneath a wooden rocking chair. If the street
urchins are present, one of them asks, "Where'd that
rocking chair come from?"
The rocking chair is the mimic from area B9b. It
heard the urchins' screams and investigated, hoping to
snare an easy meal. It attacks anyone who harms it or
reaches for the stone.

NEXT ENCOUNTER
Once the characters obtain the Stone ofGolorr, they
can leave the cellar complex. Proceed with encounter 8,
"Courthouse."

CELLAR COMPLEX: AUTUMN
The characters have been encouraged to explore a
Xanathar Guild hideout under the Southern Ward. They
enter the location through area Bl. The Xaoathar Guild
Roster table provides a summary of the forces stationed
throughout the complex. The sections that follow de-
scribe some of the hideout's features.

XANATH A R GUILD ROSTER
Area
BS
B6

87

B8

BlO
Bl l a

Creature(s)
2 goblins behind arrow slits
l half-ogre that became poisoned after drinking six
casks of cheap wine
3 duergar and 1 gazer (see appendix B) standing
guard while Thorvin Twinbeard (see appendix B)
works on a mechanical beholder (see "Mechanical
Beholder" below)
Korgstrod Uxgulm, the duergar leader (40 hit
points), seated in a stone chair and attended by 3
kobolds (see "Stone of Deception" below)
7 troglodytes lurking in the shadows
l gibbering mouther guarding a treasure chest in
area Bl lb (see "Treasure Chest" below)

MECHANICAL BEHOLDER
A mechanical beholder built for the Day of Wonders
parade lies on its side in area B7. Xanathar wants this
mechanical version of itself to hover over the crowd,
reminding the Lords of Waterdeep of the beholder's
superiority, but no one can figure out how to make it
fly. A character can use an action to try to activate the
machine, doing so with a successful DC 10 Intelligence
check. The activated beholder shoots dazzling lights
from its eyestalks for 1 minute and then stops working.
If combat breaks out in the cellar complex, Thorvin
Twinbeard flees up the stairs in area BB and uses a key


CHAPTER 4 I D RAGO N SEASON

to unlock the door leading outside. He has no loyalty to
the other creatures stationed here.

STONE OF DECEPTION
Korgstrod Uxgulm, the duergar leader, has what he
believes to be the Stone of Golorr. He found it during
a search of Fenerus's house in the Trades Ward. This
stone is a clever imitation. It's gray and ovoid with
streaks of black, but has no magical powers. Korgstrod
has been unable to attune to it and assumes he's unwor-
thy of it, not that the stone is fake.
Korgstrod plans to deliver the stone to Xanathar in
due time and won't willi ngly part with it before then. He
uses a whip to flog his kobold lackeys and keep them in
line. The cowardly kobolds flee into the sewers ifKorg-
strod is attacked and cower in his presence otherwise.

TREASURE CHEST
An old, locked chest in the back of area Bllb can be
opened by someone who makes a successful DC 13
Dexterity check using thieves' tools. The chest contains
277 cp, 135 sp, a spherical gold beholder pendant with
tiny gems for eyes (worth 250 gp), and a spell scroll of
darkvision.

NEXT ENCOUNTER
Whether they find the fake stone or not, characters have
little recourse but to consult with "Laeral" at the Seven
Masks Theater in the Dock Ward. If they go there, pro-
ceed with encounter 6, "Theater."

Encounter 10: Converted Windmill

This crumbling, two-story stone building was a wind-
mill long before the city rose up around it. The following
features apply unless an area description or encounter
states otherwise:


  • Rooms have 15-foot-high ceilings, with 10-foot-high
    passages and 7-foot-high doorways connecting them.

  • Doors are wooden, closed, and unlocked.

  • The walls are covered with graffiti, and the stone
    floors are strewn with garbage and detritus. Windows
    are empty lead frames without glass.

  • There are no light sources.


AREAS OF THE
CONVERTED WINDMILL
The following locations are keyed to map 4.8.

Wl. STONE STAIRCASE
A curved set of stone stairs climbs 20 feet to the upper
level. The stairs are covered with bird droppings, broken
roof shingles, mud, and mold.

W2. SQUATTERS
During the spring, summer, and winter, each of these
rooms is home to ld6 + 1 squatters (commoners) who
have made dens for themselves out of old furnishings
and things salvaged from garbage piles. The squatters
aren't looking for trouble.
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