Waterdeep Dragon Heist PDF
Wizards RPG Team
WELCOME TO WaterDeep Dragon Heist PDF, THE CROWN OF the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur, has a quest for them-one that entangles the characters in a bitter conflict between two nefarious organizations. If the adventurers complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed.
WaterDeep Dragon Heist PDF: Dragon Heist is a DUNGEONS & DRAGONS adventure designed for characters starting at 1st level. By the end of the story, the characters will be at least 5th level. If you’re planning to run through the adventure as a player, stop reading now!
If you’re looking for higher level adventure content ser in WaterDeep Dragon Heist PDF, a companion product titled WaterDeep Dragon Heist PDF: Dungeon of the Mad Mage explores the vast dungeon under WaterDeep Dragon Heist PDF known as Undermountain and is designed for characters of levels all the way up to 20th
WaterDeep Dragon Heist PDF dragon Heist a treasure hunt set against an urban hack drop The adventures plot can be summarised as follows:
- Half a million gold coins are hidden somewhere in WaterDeep Dragon Heist PDF. Many individuals know about the cache and are looking for it. Adventurers can join the hunt and prevent the cache from falling into evil hands.
- The city is threatened by escalating tension between two power groups that is on the verge of flaring into violence. The Zhentarim, a shadowy network of mercenaries, and Xanathar, the beholder crime lord of WaterDeep Dragon Heist PDF, are at odds, and when they clash, the characters are pulled into the conflict.
CACHE OF DRAGONS:
In WaterDeep Dragon Heist PDF, a gold coin is called a dragon. Before he was ousted from his position as the Open Lord of Waterdeep. Dagult Neverember embezzled half a million dragons and hid them in a secret vault. As a security precaution, he arranged for all knowledge of the vault’s location and defenses to be magically erased from his mind and the minds of his subordinates.
The wizard who performed the procedure trapped this knowledge within an artifact called the Stone of Golorr. The wizard disappeared shortly thereafter and Adult hid the stone in the Palace of WaterDeep Dragon Heist PDF.
Dagult was off rebuilding the city of Neverwinter when the other Lords of WaterDeep Dragon Heist PDF voted him out of office. He immediately made plans to retrieve the Stone of Gold and smuggle his cache of dragons out of WaterDeep Dragon Heist PDF. His spies plucked the stone from the palace but were killed while trying to leave the city. The stone was stolen and passed from one band to another like a common jewel and it wound up in the clutches of Xanathar.
The Stone of Golor is actually an aboleth transformed by magic. In this inanimate state, the aboleth can read the mind of any creature that attunes to the stone, as well as modify that creature’s memory. A creature at- tuned to the stone can also extract information from the aboleth, including lore about Neverember’s vault.
Built long ago by dwarves the vault is warded against all forms of magical detection and intrusion. Its current protector is an adult gold dragon named Aurinax, who is also the current wielder and guardian of the dragon half of Ahghairan, which has the power to prevent other dragons from entering the city. In exchange for the stall, Aurinax promised to guard the gold until such time as Neverember or his appointed vassals removed it.
WAR IN THE STREETS:
Beneath the city streets lurks a criminal underworld, its leader a beholder called Xanathar. Hoping to gain a political foothold in WaterDeep Dragon Heist PDF, agents of the Zhentarim (also known as the Black Network) recently tried to allay their organization with the Xanathar Guild. The architect of this attempt was a clone of the wizard Manshoon, a founder of the Black Network long thought dead.
While the two sides were negotiating in Xanathar’s lair, the Stone of Golorr suddenly disappeared from where Xanathar had hidden it. The paranoid beholder accused the Black Network of stealing it and slew the Zhentarim envoys who were present. When the Zhents retaliated by attacking Xanathar Guild outposts, Xana that took their actions as confirmation of the Black Network’s vile intentions. Now the bad blood between the Zhentarim and Xanathar has begun to spill into the streets, threatening peace throughout the city
Who actually stole the Stone of Golorr? The answer: a rock gnome named Dalakhar, After Lord Neverember used magic to discern the gemstone’s location. he sent forth a succession of spies to infiltrate Xanathar’s lair and obtain it Dalakhan succeeded where many others before him had failed, but his success turns out to be short lived.
The Yawning Portal serves as the default starting point for this story. One of the first people the adventurers meet there is Volothamp Geddarm. He has just returned from a tour promoting his latest book, Volo’s Guide to Monsters, and he has a quest for the characters.
One of Volo’s friends, a handsome simpleton named Floon Blagmaar, has disappeared, seemingly kidnapped. The search for Floor leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims.
The intended target was Lord Neverember’s estranged son, Renaer Neverember. Agents of the Zhentarim waylaid him because they want to know everything that Renaer knows about the cache of dragons. (Unfortunately for them, Renaer is ignorant of the cache and its whereabouts.) If the characters rescue him, Renaer proves to be a worthy ally to adventurers hoping to make a name for themselves in WaterDeep Dragon Heist PDF.
As a reward for rescuing Floon, Volo gives adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a res. idence on the upper floors. The tavern has been closed for years, and the residence is haunted by a poltergeist that the characters can lay to rest.
WaterDeep Dragon Heist PDF is blanketed by an undispellable magical effect called Ahghairon’s dragonward. The effect originates from somewhere under Ahghairon’s Tower in the Castle Ward and is permanent. Dragons and all other creatures of the dragon type are physically unable to enter the city (or its sewers) as long as the dragonward persists.
The effect doesn’t extend to the harbor or into Undermountain, A creature of the dragon type that is touched by the dragonstaff of Ahghairon (see appendix A) can ignore Ah ghairon’s dragorward and move through the city freely. The effect lasts until the creature is touched again by the staff, or until the passage of a period of time specified by one who is attuned to the staff. The dragon staff is currently in the possession of an adult gold dragon named Aurinax (see appendix B), who guards a hidden vault under the city.
As time goes on the characters attract the attention of local factions hoping to recruit them while they settle into the city. Eventually, these relatively peaceful times are shattered when a fireball detonates near their new residence.
The characters are swept up in the aftermath of this horrific event and can try to get to the bottom of it. Who cast the fireball spell and why? Who was the intended target? They can investigate the incident on behalf of a guild or a faction, or they can become involved for reasons of their own.
One casualty of the fireball is in fact its intended target: Lord Neverember’s spy, Dalakhar. Whoever killed the gnome now has the Stone of Golorr, the key to finding the lost cache of dragons. One way or another, depending on the alliances and the enemies-they have made in the city, the characters become embroiled in the chase for the stone and the hoard it protects.
CHOOSE YOUR VILLAIN:
When you run this adventure, you choose its main villain at the outset. Your choice determines the season of the year in which the story takes place, as well as the antagonists in several of the encounters in chapter 4. The villain you choose opposes the player characters, while the villains you don’t choose become part of the backdrop and could help the characters or hinder them.
As another unusual feature of this adventure, the villains aren’t meant to be killed, nor are they out to kill the player characters. The villains are after a treasure hoard, and the adventurers’ ultimate goal is to keep the treasure out of their clutches.
You can swap out one villain for another at any time. For example, if you decide halfway through the ad venture that because of how the story has progressed Jarlaxle Baenre would make a better antagonist than Xanathar, you can make that change on the fly and run subsequent encounters accordingly.
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