waterdeep dragon heist

(Jeff_L) #1
1 square = 10 feet

MAP 4 '3' VAUU Of° DRAGONS


landing, forcing the character to succeed on a DC 15
Dexterity saving throw or fall to the floor below.
Iron Doors. Ten of the double doors are false and re-
fuse to budge. The two sets of doors at the northern end
of the west wall push open to reveal area V3 beyond.


V3. STAIRS AND FRESCO
This hall has the following features:



  • At the south end of this chamber, expertly carved
    stairs climb 70 feet to area V4.
    The north wall bears a 20-foot-square fresco that de-
    picts dwarves battling goblins.
    En thraning Fresco. A detect magic spell reveals an
    aura of enchantment magic on the fresco. Any creature
    within 30 feet of the fresco that can see it must succeed
    on a DC 12 Wisdom saving throw or be charmed by it
    for 24 hours. While charmed in this way, the creature
    can't willingly move out of sight of the fresco and de-
    fends it to the death. If forcibly moved away from the
    fresco. the creature tries to find its way back. The crea-
    ture can't rest while under this effect. After 24 hours,
    the creature gains one level of exhaustion and can re-
    peat the saving throw if it can still see the fresco, ending
    the effect on a success. A creature that succeeds on the
    saving throw is immune to the effect of the fresco for 24
    hours. Destroying at least one 10-foot-square section of
    the fresco ends the effect for all creatures. Each 10-foot-
    square section has AC 1 7, 25 hit points. a nd immunity to
    poison and psychic damage.


Upper Level

V4. HALL OF MORA DIN
This 20-foot-high hall has the following features:


  • Three pillars running the length of the hall are carved
    to resemble warhammers, with their square heads
    pressed against the floor.

  • The west wall bears a cracked mosaic t hat depicts a
    dwarf smith at a forge, crafting dwarves out of black
    metal and diamonds. (In the south end of the wall is a
    secret door.)

  • Three archways in the east wall lead to crumbling
    bridges that span the entrance foyer (area V2) and
    end in front of adamantine doors (leading to areas V6.
    V7, and V8).
    Black Pudding. A little more than halfway down
    the hall. a section of the western mural has broken off,
    forming a heap of shattered tile on the floor. A crack in
    the wall conceals a black pudding that gushes out and
    attacks characters who inspect the damage.
    Secret Door. A character who searches the halJ for
    secret doors and succeeds on a DC 17 Wisdom (Percep-
    tion) check notices the outline of a secret door that leads
    to area VS. The door opens automatically when a dwarf
    (or a creature transformed into a dwarf with an alter self
    spell or similar magic) touches it; otherwise, a success-
    ful DC 17 Strength (Athletics) check is needed to push
    open the heavy door.


C H APTER 4 I DRAGON SEASON
Free download pdf