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Published by vossydukun, 2023-09-26 15:21:04

Devil_of_a_Night_A_Waterdeep_Dragon_Heist_Side_Quest_Sanitized

Devil_of_a_Night_A_Waterdeep_Dragon_Heist_Side_Quest_Sanitized

T his adventure was created to accompany the D&D module Waterdeep: Dragon Heist. Herein, you’ll find an expansion of the “Day of the Damned” event from the module, featuring a noble ball brimming with intrigues and a daring heist mission. These encounters are best suited for 4–6 characters at 3rd or 4th level with at least one PC connected to the noble houses of Waterdeep (the Waterdhavian Noble background adds this by default, but an oath or debt owed to a noble works just as well). Houses Cassalanter, Gralhund, Wands, and Adarbrent should not be connected to the PCs. In ages past, the founding families of Water’s Deep gathered a single night each year to feast and dance beneath the stars. Though the name persists, the Starlit Revels now convene in the security of Waterdeep's most affluent addresses. These days, “starlit” is assumed to pertain to the jewels adorning guests of the grandest party of the year. Noble houses traditionally use the Revels to forge new alliances and strengthen old ones. However, this year’s hosts have darker designs in mind. House Cassalanter will make the usual displays of wealth and political influence, but the proceedings shall soon give way to a spectacle of murderous terror. The DM should choose a date and season for the Starlit Revels that coincides with their campaign. The PCs are informed, either by a noble acquaintance or members of the City Watch that the Stone of Golorr has come into Victoro Cassalanter’s possession. The Starlit Revels, conveniently held at Cassalanter Villa, provide the perfect opportunity to confiscate the contentious artifact. While attending the ball, stealthy characters can search for Victoro's trophy room. Their companions, meanwhile, may provide a distraction by competing in duels and mingling with guests. Exploring PCs soon discover the horrors hidden in Lord and Lady Cassalanter's proverbial (and literal) closets while those at the party contend with dangerous intrigues among the nobility. As the clock strikes a fateful hour, everyone becomes part of House Cassalanter's central scheme. Field Ward’s poorest residents are invited to dine in an outdoor pavilion within view of the ballroom. Within seconds, every last peasant succumbs to poison, coughing up blood until they perish. The Revels descend into chaos. Through fear-mongering and infernal pacts, the Cassalanters solidify their preeminent status in the city— unless the PCs can keep them in check. Although the Cassalanters feature prominently in this adventure, Devil of a Night can be inserted into any of Dragon Heist’s seasonal variations. After the festivities conclude, House Cassalanter can become an additional faction vying for the Vault of Dragons, or simply give up and leave the race to the PCs and whatever antagonist the DM had already chosen Keeping Victoro and Ammalia in the story is highly encouraged! This adventure was designed to establish the morally bankrupt pair as exciting long term villains for your campaign While Dragon Heist generally hides their backstory and goals, strong clues are laid out for the PCs here The thinking is that “devils you know” are not only better, but more thrilling than those your players might be unaware of. See Part 6 for ideas on carrying the events of the Starlit Revels forward into Dragon Heist. 1 INTRODUCTION


Devil of a Night may stand alone or be inserted into Waterdeep: Dragon Heist as a side quest. Since the Gralhunds are featured an ideal placement might be early in Chapter 3 before Gralhund Villa is indicated as the Stone of Golorr’s location. Splitting the party into two teams is the aim of this adventure. PCs remaining at the ball will be challenged by linear events (Parts 2 and 3) while their companions explore keyed areas in search of the Stone of Golorr (Part 4). The DM can create an exciting atmosphere by switching between the teams frequently and whenever possible on a dramatic cliffhanger ("The chained monstrosity awakens, howling and preparing to strike! Meanwhile, back in the ballroom..."). Members of two noble families, Wands and Gralhund, also seek to steal the Stone of Golorr. Neither of these groups know that they have competition. Their movements are noted in applicable encounters and in the charts below. 2B: A Grand Entrance The Gralhunds and Hrabbaz arrive at Cassalanter Villa. 3A: Adarbrent Names a Foe Yalah Gralhund slips outside, seeking a discreet location. She drinks two potions, becoming invisible and flying to the window of C31. 3B: Gralhund Names a Foe In the ballroom, Orond Gralhund challenges another house to an honor duel. Meanwhile, Yalah attacks a drow gunslinger in C30. 3C: The Party Names a Foe As the final duel concludes, Yalah grabs the Stone of Golorr and bursts out of a window. Soaring through the night, she narrowly outdistances a trio of imps. 2B: A Grand Entrance Caspar and Lucina Wands arrive at Cassalanter Villa. 2C: Pavane As the dancing concludes, Caspar beckons Ammalia Cassalanter outside to area C25. 3B: Gralhund Names a Foe Caspar charms Ammalia, and the two of them head to C16. Caspar ascends to the third floor alone, getting as far as C21. 2 INTRODUCTION


T wo options for starting the adventure are provided. Choose the angle that best represents your group's playing style. They'll face the same challenges either way, but tailoring the hook to your PCs may inspire deeper engagement in the story. This introduction is for heroic PCs who enjoy detective work. During a visit to the Yawning Portal, the party is approached by a former member of the City Watch. After your recent exploits, you've come to the Yawning Portal to relax and savor local ales. While you're at the bar, a halfling comes running out of the kitchen with a startled expression He approaches Durnan, the barkeep. “Ten barrels of brandy, three suckling pigs, seven pounds of venison... Are the Cassalanters having a gods-damned eating contest?” Durnan explains that the provisions are for the Starlit Revels, an elegant ball at Cassalanter Villa. A City Watch officer eyes you from a nearby table. "Sounds like quite the party. Be a shame to miss it " Saeth Cromley (who may vaguely resemble Law & Order's Sam Waterston) is a retired City Watch sergeant who spends his free time investigating unusual crimes. He knows who's who in Waterdeep and recognizes that the characters have noble connections. That, alongside being off-the-grid adventurers, makes them precisely what he needs for his latest case. Saeth has a hunch that Victoro and Ammalia Cassalanter aided Dagult Neverember in embezzling city funds. If he can get someone inside the Starlit Revels, he believes he can prove it. "A small fortune in gold coins were stolen from the city treasury, not too long ago. We know Dagult Neverember was involved, but he must've had help. I believe an artifact called the Stone of Golorr is the key to isolating his accomplices Apparently, it was placed on display in Cassalanter Villa this morning." He leans closer, lowering his voice. "I need someone to attend the party, get to the artifact, and confiscate it Quietly Barring that, get evidence on Victoro and Ammalia Cassalanter's involvement in the theft by poking around the place or talking to the guests." Saeth unfurls a slender vellum scroll From what you can read of the calligraphy, it appears to be an invitation to the Starlit Revels. The grizzled sergeant is a man of meager means, but he can offer a flat 400gp (what's left of his retirement) upon the Stone of Golorr's delivery to his "office" at the Yawning Portal. He'll happily add 100gp for ledes on the missing gold or other evidence of the Cassalanters' criminal dealings. He's been informed that the Stone of Golorr contains a psychic imprint of each person who has attuned to it. If asked to describe the artifact, he shrugs. "Apparently, it's unsettling to look at. Fist-sized green rock covered with eyes, or some such. I'm hoping you'll know it when you find it." In parting, Saeth hands over the invitation scroll and gives the group a final warning: "To get inside, you'll need to claim that you're all part of the same noble house, either as family or retainers. And keep your eyes on the other guests. I doubt you'll be the only ones trying to get to the artifact." Use this introduction if the PCs are primarily motivated by personal gain. A contact of the noble-affiliated character arranges a private meeting to discuss an opportunity of mutual benefit. If said PC is connected to a family other than Margaster, replace Ovelia with an NPC from the correct noble house. Houses Cassalanter, Wands, Adarbrent, and Gralhund should not be connected with the group. You stand inside a drawing room in Waterdeep's prestigious North Ward Although it's presently mid day, velvet curtains cover the windows, leaving only the glow of candlelight to illuminate the vicinity. A noblewoman in a wheelchair made of clockwork enters the room and comes to a stop in front of your group "Well met I won't waste your time with prattle." 3 PART 1 | PLANNING THE HEIST


"Victoro Cassalanter has come into possession of something that interests me the Stone of Golorr This evening, he and his wife will entertain the better part of Waterdeep's high society at Cassalanter Villa. I'd like you to obtain the artifact during the party." She produces a vellum scroll from the folds of her gown, stamped with the Cassalanter crest; an invitation to a noble ball. Ovelia Margaster is a master negotiator. She wants the characters to undertake her task, but she'll ensure that the terms of their deal favor her and her family. She can describe the artifact ("A fist-sized green egg with three eyes embedded along one side.") and provide a rough map of Cassalanter Villa, pointing out the trophy room (area C30) where she believes the artifact is being kept. Ovelia's initial offer is 250gp per person upon delivery of the Stone of Golorr. If the group is familiar with the artifact and where it leads, she'll be willing to let them keep it in exchange for half the contents of the Vault of Dragons. As she'll gently remind them, adventurers would be hard-pressed to gain entry to Cassalanter Villa without presenting an official invitation. If they reach an agreement, Ovelia delightedly hands over the invitation scroll: "Excellent. Glad to be in business." "To obtain the artifact, you'll need to play your roles and represent House Margaster The Starlit Revels are no mere trifle, you see. There will be dances, honor duels, and a grand feast. Some of you must participate in these to avoid suspicion... and to keep an eye on any others attempting their own heist " Ovelia isn't too concerned about the characters upholding her family's reputation at the Revels, but a slip in etiquette could derail this unique opportunity to obtain the Stone of Golorr. She offers details on the noble houses of Waterdeep if needed (see sidebar). Although she won't directly mention it, Margasters have allies among the Zhentarim. She'll seek to have the PCs tracked down if they renege on the deal. After they've been sent on their way by Saeth or a noble patron, encourage your players to plan their Starlit Revels "look." Waterdeep has plenty of shops renting out unusual or extravagant garb; the only limitations are PC imagination and resources. Returning articles of clothing bloodied and torn after the Revels can provide fun roleplaying opportunities! Perhaps an irate shop clerk sends an assistant to fetch the City Watch, insisting the ruined items be purchased in full. Responding Watch officers may have questions for the PCs, given the dire state of their clothing. CASSALANTER “Ascending With Grace." Industry: Moneylending Patriarch: Lord Victoro Cassalanter Crest: A rearing golden swan divided by a green pall (Y-shaped harness). WANDS “Moderation Above All " Industry: Magical Instruction Patriarch: Lord Ellidis Wands Crest: An elaborately furled black sleeve beneath three stars on a purple field. ADARBRENT “A Beacon On Every Shore " Industries: Shipping, Exploration Patriarch/Matriarch: Lord Mylon and Lady Duessa Adarbrent Crest: A scarlet sun rising before yellow cliffs. PHYLUND “What You Fear, We Master " Industry Procurement of Monsters Patriarch: Lord Lukas Phylund Crest A monster’s maw, a horn, and a pair of green eyes on an orange field. MARGASTER “Nothing Is Beyond Our Grasp." Industries Shipping, Trading Matriarch: Lady Ovelia Margaster Crest A white eagle’s talon edged with crimson blood. GRALHUND “Forged In Fury." Industry Blacksmithing Matriarch: Lady Yalah Gralhund Crest A leering face, fallow on one side and deepest red on the other. 4 PART 1 | PLANNING THE HEIST


A ssuming they don't own a carriage, PCs can travel to the Starlit Revels by dray (a horsedrawn wagon, 4cp per rider) or on foot. The former method becomes the latter upon reaching the traffic-congested neighborhood where Cassalanter Villa is located. Dozens of carriages, each more lavish than the last, cram the streets of Sea Ward. Drivers shout at one another to make way, but the sheer amount of traffic has halted what could have been a stately procession. As you pass by on foot, parted curtains occasionally reveal an indignant glare or weary glower at the state of affairs. Cassalanter Villa towers ahead, its banners of green and yellow flying proudly. Your approach is met by a tiefling wearing all black. He lifts a monocle as if preparing to scrutinize your appearance. "Greetings Might I have a look at your invitation?" Willifort, the butler, is flanked by two hired veterans guarding the main gate. To pass his inspection, the group must present an invitation scroll and meet one of the following requirements: Elegant attire. At least one person is wearing fine clothes or similar garb (15gp or greater value). Casually dressed PCs can accompany their well-heeled companion as "retainers" or "household staff." Willifort doesn't care which. Noble lineage. At least one person can prove they're of noble birth. Anyone with the Waterdhavian Noble background can simply display their family crest. Colleague. They claim to be close friends with Lord and Lady Cassalanter (requires a successful Deception check vs. Willifort's Insight +3 roll). If the PCs are turned away, see Part 4: Exploring the Villa. Should they successfully argue their way in, Willifort takes pains to clear up any previous confusion. "Ah, of course! You are expected and most welcome, my lords, please!" On cue, the guards open the gates. Before the group can enter, any openly worn weapons will be expected to be put away or fastened with a leather strap. 5 PART 2 | HELL OF A PARTY


Read the following when the group enters the foyer (area C5): Inside the villa, the fading light of day filters through a row of windows onto a grand staircase. Lively music and the singing of a choir can be heard from up the steps. Another tiefling, her robes emblazoned with the swan and forked harness of House Cassalanter, waits nearby Tissina, Lady Cassalanter's assistant, directs all newly arrived guests to the festivities upstairs. She appears to greatly enjoy her work, beaming a smile at each group and swaying merrily to the music. In fact, Tissina is a cult fanatic, and her excitement is due to the evening's feast (see Part 5: Asmodeus' Due). When the PCs ascend the stairs, she loudly announces their name and house (for example, "Andaros of House Margaster!"). When the PCs reach the ballroom (area C13), a folding door opens, and the hosts make their own entrance: Lord and Lady Cassalanter wear the emerald and gold of their house; Ammalia in a flowing gown and jeweled headdress, and Victoro in gilded plate mail, draped with an embroidered cloak. "Friends and honored guests," Victoro begins, "It is our privilege to host these Starlit Revels, and I thank you for being here. In light of these troubled times, Ammalia and I have chosen to break with tradition and share our feast with those in need." Household staff open a series of curtains to reveal a pavilion in the villa’s courtyard. There, seated at a long table, are several impoverished families. Gasps of astonishment from the gathered nobles give way to a somber round of applause. "But let us delay the festivities no longer," Lord Cassalanter continues, "Let us drink and dance and enjoy one another’s good company.” A quartet begins playing a stately pavane, drawing members of Waterdeep's elite toward the dance floor The remaining crowd mingles over flutes of zzar in the periphery. Yalah Gralhund stands at a distance from the others, her expression remote. Nearer, Lucina Wands watches the dancers wistfully The DM may want to check with PCs individually on their next actions, as several options have been placed before them. Members of household staff (secretly cultists) stand at the edges of the room, keeping watch for pickpockets and disruptive behavior. Dancing. The pavane is an intricate processional performed in long rows. Page 5 displays the noble NPCs present at the Revels, any of whom may be selected as a dancing partner. PCs joining the dance must make a DC 12 Dexterity or Performance check, with failure ending a conversation opportunity. Stone of Golorr. Any noble NPC can surmise that a valuable artifact would be kept in Victoro's trophy room on the fourth floor, accessible via the piano room. Some are more willing to part with this information than others (see page 7). If a PC stumbles more than once, Tissina or household staff might rush over to help them recover, then guide them off the dance floor. Exits. Stairs lead down to the foyer (area C5). There are two doors in the north wall, one to the kitchen (C14), and an open folding door to the piano room (C16). If all of the PCs leave the ballroom, 1d6 staff members follow the last ones out, moving with them from room to room until they return. Yalah Gralhund. Lady Gralhund holds a bouquet of white roses. She glances occasionally at the stairs, as if anxious to leave. A gift for the hosts. If asked about the roses, she explains that Victoro and Ammalia tragically lost their eldest son, Osvaldo, last winter. "I know what it is to lose one’s firstborn. I'm here to express my sympathies." She doesn't know the circumstances of Osvaldo's death. Closer inspection. There's something awkward about the way she's holding the bouquet. A DC 17 Perception check reveals a glimmer of metal within the flower stems. (This is actually a non-magical dagger coated with poison. Yalah won't willingly show it to PCs under any circumstances.) Lady Gralhund feigns melancholy (+5 to Deception rolls) to hide her anxiety about the Revels. If the conversation turns overly inquisitive, she asks to be left alone. Lucina Wands. Young Lucina leans against the wall, watching the dancers and Ammalia in particular. "Lady Cassalanter's so perfect. Really, what’s not to admire about her?" The click of heeled boots heralds Duessa Adarbrent’s approach “I can think of two things her face ” Lucina Wands is fourteen, and this is her first Starlit Revels. She's shyly hoping to catch the eye of Davion Phylund, but her brother has instructed her to sit out the dancing. Duessa Adarbrent ("DWESS-uh") is a bold and guileful noblewoman of forty-nine winters (magical procedures have reduced evidence of this by at least a decade). The house the noble-affiliated PC represents is a threat to Adarbrent business interests, and Duessa plans to tarnish their reputation in front of the other guests. 6 PART 2 | HELL OF A PARTY


T Lady Adarbrent will try to beckon said PC to the dance floor, opening with friendly banter that soon turns manipulative. "I've heard your family's patriarch comes from as much noble blood as a stable keeper. Something must be done, don’t you think? You seem an industrious sort. If you ran the family business, perhaps things wouldn't be such a laughing stock." The PC can use Charisma skills to hold their own against Duessa's jabs (she has +4 on Insight rolls). If she succeeds at besmirching their house, the DM can rule that the PCs have disadvantage on Charisma checks until their family's honor is restored. Suspicion. Duessa is wary of the sudden rise of House Cassalanter. "None of this wealth existed a few years ago, but good luck getting Ammalia to share the secret." Duessa rebuffed. In parting, Duessa mentions the evening's honor duels. “I do hope you’ve brought someone capable for tonight’s sparring. I’d hate for my champion to leave that face of yours bashed in." his section details notable NPCs present at the Starlit Revels, their personalities, and secret motivations. All characters use the noble stat block unless otherwise noted. Feel free to give them any rumors or adventure hooks relevant to your campaign. Yalah Gralhund (alignment: NE) is quiet, calculating, and fiercely practical. Her family is relatively poor compared to other houses and their reputation unsavory at best. She's hatched a scheme to steal the Stone of Golorr in order to fulfill a deal with the Zhentarim. Lady Gralhund plans to slip outside during the honor duels, using her potions of flying and invisibility to reach a window on the fourth floor (area C31). Meanwhile, she's instructed her husband to create a distraction by challenging other houses to duels. She carries a stiletto dagger coated with crawler mucus (DC 13 Constitution save or be paralyzed for 1 minute). Orond Gralhund (NE) fears his wife's wrath more than that of the Cassalanters. He follows Yalah's instructions unswervingly. Hrabbaz (LE), Yalah's bodyguard, is a physically intimidating presence, but unfailingly polite. He knows Lady Gralhund will be leaving the Revels early, but has no further information about her plans. Hrabbaz uses a unique stat block detailed on page 17. Caspar Wands (CG) is the first son of Ellidis, the patriarch of House Wands. He's a jovial fellow, quick with a smile and clap on the back for his friends (anyone he's spoken with for five minutes becomes someone he considers a friend). Along with his sister Caspar has been instructed by their father to secure the Stone of Golorr. Ellidis wants to hand the artifact over to Waterdeep officials, thereby strengthening his family's favor with the city's Open Lord. Caspar plans to quietly seduce Ammalia Cassalanter while Victoro is busy with guests, convincing her to allow him into the trophy room. If he discovers the PCs are trying to get the artifact, he'll be glad to assist with their strategy instead. Hailing from a wizardly family, Caspar can cast minor illusion (at will), charm person, and feather fall (both once per short rest). If possible, he'll make off with the Stone of Golorr at the last second, using his spells to escape. Lucina Wands (NG) has recently come of age and hopes her introduction to high society at the Revels is a success. Her anxiety and excitement make her extremely observant (Passive Perception 15). She's likely to notice any covert dealings in the ballroom. Duessa Adarbrent (LE) uses her wiles and political savvy to advance her family's agenda (domination over all Sword Coast trade routes). As noted above, she sees the noble-affiliated PC as a threat, and will try to publicly besmirch their reputation, all the while pretending to take pity and offer guidance. If the PCs happen to reveal themselves as imposters, all the better for shaming the family connected with such a ruse. Mylon Adarbrent (CN) is nearly the same age as his sister, though he's clearly used fewer magical enhancements to preserve his looks. He's gruff and tight-lipped until downing a flute or two of zzar, whereupon he turns into a loose cannon. Lukas Phylund (NE) is a sneeringly prideful patriarch in his late fifties. He's come to the Revels to show off a new addition to his menagerie of monsters during the honor duels. For now, his displacer beast is locked in a windowless carriage parked outside the main gate. Davion Phylund (LN) is a cordial, if quiet young man with a terrible secret. He's actually a werewolf, infected months ago in an accident involving one of his father's pets. Davion keeps to himself, avoiding a transformation at all costs. 7 PART 2 | HELL OF A PARTY


Easily the most riveting presence in any given room, Victoro Cassalanter (alignment: LE) gives off the impression he understands a person's struggles more deeply than they do. He has the air of a charismatic prophet, offering suggestions that promise to improve lives while actually broadening his diabolical influence. Victoro is secretly a 15th level cleric of Asmodeus. He carries a rod of rulership tipped with a vivid ruby. Ammalia Cassalanter (LE) had misgivings about following her husband into the worship of the Lord of the Nine. She was vehemently against exchanging her firstborn son's soul for wealth and influence, but Victoro would not be deterred. Now, she endures a miserably unhappy marriage for one purpose: to free her twin daughter and son, Elzerina and Terenzio from her eldest's horrifying fate. Ammalia is a 9th level wizard of the Enchantment tradition. The Cassalanters are supported by Willifort, their butler, secretly a doppelganger. If the PCs are caught doing anything disruptive at the Revels, Lord Cassalanter or Willifort will give them a stern warning. "You interfere with matters beyond your comprehension. Cease, or you will be dealt with." Further infractions or assaulting guests will get individual PCs thrown out, or forced to take dinner in the pavilion (see Part 5). 8 PART 2 | HELL OF A PARTY


As dusk settles outside, Victoro Cassalanter raises a hand aloft. Candles liberate themselves from stands and sconces, magically rising into the air and hovering over the center of the ballroom. “My friends,” Lord Cassalanter calls, “It's time we begin the honor duels ” A soft tinkling of silver being tapped against crystal fills the air. Yalah Gralhund scowls in disgust and makes her way toward the staircase leading out of the ballroom. Yalah Gralhund discreetly descends the stairs, heading toward the butterfly garden. If she notices someone following her (+2 to Perception rolls), she'll lock herself in a washroom (area C16B), open a window, and drink her potions there. If any PCs remain in the ballroom, Duessa Adarbrent challenges their "house" to a duel. A towering glaive-wielder, wearing the livery of House Adarbrent, enters the open area at the center of the crowd. Victoro asks whatever PCs are present to name their own champion. Lord Cassalanter explains that the honor duel will continue until one side submits, one family begs pardon of the other, or copious blood is drawn Assistance may be given to a combatant beforehand, but once the fight begins, interference is forbidden. Coercive magic and powers of the mind are also not allowed. The glaive-wielder, Tavrost, is a thug with AC 14 (scale mail) and 49 hit points. He can make two glaive attacks per round (+4 to hit, 1d10+2 slashing damage). When Tavrost or his opponent are reduced to single-digit hit points, Victoro will announce the other house the winner. Covertly assisting during the duel, such as "accidentally" placing a foot in Tavrost's path, or casting spells to affect a combatant are unlikely to pass notice. If Victoro detects any interference (+7 to Insight rolls), he’ll call for the fighting to stop and announce a draw. Orond Gralhund wastes little time challenging the victor of the first duel, sending in Hrabbaz to fight on his behalf. The PCs are free to change their champion as they see fit. Hrabbaz is a half-orc fighter with AC 12 and 112 hit points. Orond instructed him to prolong the duel, so he'll make only one morning star attack per round (+8 to hit, 1d8+5 piercing damage). If he becomes badly injured, Hrabbaz looses his full fury, bringing his weapon down on his opponent thrice in a single round. A DC 10 Insight check reveals that he was holding back, but not by his own choice. If PCs aren't participating, the result of the duel can be quickly determined by rolling a d20 for each side and giving victory to the higher roll. If they wish, the PCs can challenge a noble house. Victoro will call the veteran from the piano room (area C16) as his champion, imbuing her with bless. Willifort also arrives to watch the duel, leaving the stairs to the third floor unguarded. If House Wands is challenged, Lucina searches in vain for Caspar, ultimately forfeiting in embarrassment. Should no duel be initiated, Lukas Phylund speaks up: Lord Phylund steps forward with a cruel gleam in his eye. "My family seeks a worthy adversary. Perhaps we may find one in [PC-affiliated house]." A pair of guards enter the ballroom, dragging a massive chain The stairs creak with heavy footfalls as a panther fitted with an iron collar stalks toward the crowd. A pair of sinuous tentacles sprout from the beast's shoulders, lashing the air. Most of the guests back away from the displacer beast, but Victoro accepts Lord Phylund's champion, allowing as many PCs as are present to engage the creature. If battle is joined, Lukas takes the chain and spurs the captive beast to attack. The creature's dark fur bristles, causing it to shimmer like a mirage. It isn't eager to fight and takes Disengage every other round, moving away from foes to let its natural defenses work. Toward the end of the fight, if Yalah Gralhund has been unimpeded on her path, ravens can be heard shrieking outside. Victoro and the crowd remain distracted by the spectacle before them. Anyone rushing toward the sound exits the villa in time to see an angry trio of ravens circle back toward the roof. Cassalanter household staff seek out the PCs, gathering them to the ballroom for the evening's feast. Proceed with Part 5: Asmodeus' Due. 9 PART 3 | HONOR DUELS


                  C2 - Mudroom         C3 - Library         C5 - Foyer         C6 - Office         C8 - Servants' Entrance         C9 - Dining Room         C12 - Smoking Room         C13 - Ballroom         C14 - Kitchen         C16 - Piano Room         C16b - Washroom         C17 - Playroom         C18 - Children's Bedroom         C19 - Sitting Room         C20 - Linen Closet         C21 - Master Bedroom         C24 - Secret Alcove         C25 - Butterfly Garden         C30 - Trophy Room         C31 - Reading Room         C32 - Pavilion 10 PART 4 | EXPLORING THE VILLA


M ajor locations at Cassalanter Villa are detailed in this section. If PCs are turned away at the gate, it's not too difficult to sneak over the curtain wall on Delzorin Street (DC 10 Stealth and Athletics) and use the servants' entrance to reach the foyer (area C5). The DM can then proceed with encounter 2B. However, if anyone tries to scale the villa itself, three ravens (polymorphed imps) immediately spot them and swoop down from the roof to attack, shrieking all the while. This draws the attention of two veterans at the gate, who take aim with heavy crossbows. Laiba, a cult fanatic, arrives from the pavilion on the following round. Each story of the villa rises 15 feet. The third and fourth floor windows are sealed from the inside, except for the reading room (C31), where a large window has been left purposefully unlatched thanks to Yalah Gralhund bribing a housemaid. Windows can be forced open with a DC 15 Athletics check, or smashed with attacks (AC 9 and 2 hit points each). Most of these locations aren't used in the adventure. Treat them as nondescript common areas; a sparsely-furnished entry hall, a library with a mundane assortment of books, etc. You find yourself in a busy kitchen. Steam fills the air as a group of servants bustle to and fro, seasoning meat, mixing batter, and otherwise preparing an impressive variety of food. A rotund tiefling in a tall white hat calls over to you. “Kitchen's off limits to guests!” Jandar, the head chef, is secretly a cult fanatic. During the final honor duel, Ammalia Cassalanter will be found here, approving the food for the evening's feast. A golden harpsichord dominates the center of the next room. Light from a chandelier gleams off dozens of silver chalices perched on wall sconces, each with a rising sun etched into the side The monocled tiefling you’d met at the villa’s entrance rounds a corner and stops to lean against a closed double door, folding his hands in front of him. Willifort, secretly a doppelganger, has come here with a veteran to guard the door to the third floor stairs. Both are highly vigilant, but Willifort will periodically leave to attend to other matters (while he's present, read thoughts gives him advantage on Insight checks). The veteran has been promised 100gp at midnight if she allows no one but the Cassalanters and their household staff through the door. Toys are strewn across the floor of a playroom: dolls, a battered jack in the box, and a rocking horse shaped like a dragon. A faint glow comes from a circular rug. 11 PART 4 | EXPLORING THE VILLA


A DC 13 Arcana check reveals that the pattern of a pentagram has been crudely carved into the rug with a sharp instrument. PCs using detect magic can identify the glow as having a Conjuration aura. If anyone touches the rug, examines the ceiling, or otherwise remains in the room for more than 5 minutes, Terenzio voices his disapproval. A low growl comes from somewhere above. Looking up, you catch sight of a young boy, somehow scurrying across the ceiling on all fours. His face is twisted in a demonic snarl. Terenzio Cassalanter is eight years old and uses the noble stat block. While snarling at the PCs, he climbs along the ceiling like a spider (30'), launching a chitinous spike at them from his hand or face each round (range 20/80, +4 to hit, 1d4+2 piercing damage). Along with his sister, Terenzio has begun to succumb to the effects of Asmodeus' claim on his soul. If grappled or brought down from the ceiling, he returns to the behavior of a scared child with no recollection or understanding of his possession. The glow surrounding the rug fades away. In the next room, a canopied bed is surrounded by dolls of all kinds A young girl lifts a teacup to a doll's porcelain face In a split-second, the toy is thrown onto its back as if flattened by an invisible force. Elzerina Cassalanter is fully engaged in the world of her tea party. PCs may participate, but she refuses to stop until all of her guests are served. Each doll falls down seemingly by itself when she brings an empty plate or teacup to its face. Tea party. PCs taking a seat by the bed might observe a few things: DC 10 Insight check to see a glimmer of fire in Elzerina's eyes at the precise moment she feeds a doll. DC 10 Investigation check to spy a silver key (opens the door to C19) on a loop of twine around a doll's neck. Once all of her guests are "asleep," Elzerina turns to the nearest PC and says, "The man downstairs is coming. The horned man. He'll take us away, and we'll never come back." She then yawns and gets into her bed, soon falling fast asleep. A pair of closets to the south contain children's clothing and toys (metal jacks, a child-sized wooden helmet, etc.). The door to this room is locked (DC 13). If Caspar Wands has already reached the third floor, the lock is picked and the door slightly ajar. Inside, two overstuffed couches face a wine bar. Draped on a couch pillow is an unfinished needlepoint featuring three red triangles on a black field (Tissina's hobby project). Those proficient in Religion recognize Asmodeus' symbol. Suspicious noises from upstairs won't go unheeded by the Cassalanters and their staff. The DM can roll a Perception check (+0) for the Cassalanters whenever there's a loud sound on the third or fourth floors that they wouldn't normally expect (eg. a pistol firing, but not necessarily jangling chains or running children). The DM should choose the DC based on the distance of the sound from the ballroom (C13) If the check passes, Willifort ascends to the third floor to search the area Empty shelves line the closet, their normal contents currently in use during the Revels. A garishly colorful blanket sits folded up near the west wall. The rug of smothering attacks if approached. A pair of boots of levitation are wrapped in the rug's folds. You enter a lavish master bedroom. The walls are adorned with frescoes depicting dramatic landscapes. A four-poster bed draped in red silk stands ahead. Along the south wall, a picture window overlooks the Cassalanter estate The pavilion, where scores of peasants await their meal, lies directly below. If Caspar Wands made it to the third floor, he'll be here, searching for a way to reach the trophy room. The young nobleman tries to diffuse any tension, leading with, "I won't tell if you won't, hm?" He assumes that, like him, the PCs are here for the Stone of Golorr and insists that they join forces (Caspar becomes a liability later, see Part 2). Wall frescoes. One features a burning city surrounded by black geysers, and another shows a glacier with hundreds of bodies trapped in the ice. There are nine frescoes total. Bed. A DC 13 Investigation check uncovers a gold lockbox (DC 15 to open) tethered to the underside of the bed. The box contains four empty vials labeled "Midnight Tears." Sixteen slots for additional vials are vacant. After PCs spend a few minutes here, whoever has the highest Passive Perception hears a faint wail of wind from the west wall. A DC 11 Investigation check reveals a secret door to C24. You hear the secret door's mechanism engage with a sharp click. A riot of jangling chains and agonized wailing comes from inside. “M-mother... are you there? Don’t leave me here! Please, mother, SAVE ME!” 12 PART 4 | EXPLORING THE VILLA


While the door is activated, it is not yet open. PCs brave enough to push through enter a pitch-black room. Light or darkvision reveal a ghastly tableau. A bruised and bleeding body is suspended in a vast web of chains. Barbs sprout along the metal links, grinding into the young man's torso, his face, and everywhere in between. From the fiery pinpricks in his eyes, it’s clear he's no longer human The creature continues to shriek, utterly trapped within his bonds. A ladder leads to a trapdoor in the ceiling. Osvaldo Cassalanter is a chain devil. His chains have been intentionally tangled around exposed beams set into the walls, restraining him. He can make only one chain attack per round (+8 to hit, 2d6+4 slashing damage), but may reach any single target in the room. Such attacks do not allow for a grapple. PCs have three rounds before Osvaldo's mounting rage causes him to free himself completely, whereupon he gains his normal attacks and grapple. However, he will not willingly leave the room to chase targets, terrified of his parents' wrath. Ladder. The ladder stretches upward for 16' to a trapdoor (secured with a DC 13 lock) in the room’s vaulted ceiling. If a PC begins climbing, Osvaldo might target the ladder itself, attempting to pull it down with serpentine lengths of metal (Strength check +4 vs. DC 21). Depending on when the PCs visit this location (see page 2), Caspar Wands and Ammalia Cassalanter may be flirting with one another here amid rose-covered arbors. When they arrive at the trophy room, PCs will discover yet another faction vying for the Stone of Golorr: Jarlaxle Baenre's merry band of gunslingers. You find the villa’s top floor dominated by a museum of sorts. Rows of ornate display cases give way to bookshelves reaching all the way to the ceiling. Strange objects abound, including several glass bottles filled with swirling mist. You hear a metallic click, and a drow clad in dark leathers emerges from behind a display case, leveling a clockwork pistol at you “You picked the wrong room to stumble into, rivvil." If Yalah Gralhund made it here with her poisoned dagger, the Stone of Golorr is gone and long-stemmed white roses are haphazardly strewn on the floor. Players may need help remembering that Lady Gralhund was seen with the flowers earlier. If she was deprived of her weapon, Yalah is hiding behind a display case next to the east wall, waiting for an opening to grab the artifact and fly to safety. The drow gunslinger was sent to retrieve the Stone of Golorr (Jarlaxle had him teleported onto the villa's roof, where he climbed down into C31), but he can't seem to find the artifact amid the clutter of curios. He'll cast faerie fire on the PCs at his first opportunity, readying his pistol (+6 to hit, 1d10+4 piercing damage, plus 2d10 poison damage). To encourage a shoot-out in the trophy room, you can place the gunslinger near the east wall and have him take threequarters cover behind a bookshelf (his abilities allow him to ignore the cover penalty). Jars. Three dozen jars of mist are interspersed around the room. When a jar is uncorked, a magically captured sound is released, being heard in the vicinity before returning to its vessel. Jars are labeled with subjects like, "The Tragical History of Doctor Faustandantilus, Act III" or "Firestorm Sonata." If a ranged attack misses its target, roll 1d4. 1 or 2 means the stray shot shattered jars, releasing a cacophony of music and lectures into the air. Objects. The display cases are crammed with arcane antiquities. Taxidermied monster heads jut from the walls. A lone podium catches the eye, where a leatherbound book sits. The book bears a rune on its scarlet cover (PCs proficient in Religion recognize Asmodeus' symbol). The pages are blank, save a few tiny droplets of what appears to be red ink. If blood is spilled onto the paper, the words of the Cassalanters' contract with Asmodeus appear, written in Infernal. The contract promises the souls of Terenzio and Elzerina to the Archfiend upon their ninth birthdays. An escape clause allows the twins to keep their souls if Victoro and Ammalia sacrifice ninety-nine innocent mortals instead. Finding useful items amid the clutter requires ten minutes of searching, or a DC 17 Investigation check. Afterward, a few unusual trinkets are uncovered, along with — if Yalah Gralhund or Caspar Wands haven't made off with it — an ovalshaped chunk of mottled jade set with three black eyes. This is the Stone of Golorr (see Part 6). 13 PART 4 | EXPLORING THE VILLA


T Moonlight floods a small reading room. A series of windows overlook the estate grounds, and Sea Ward beyond You notice that one window hangs slightly open, allowing the evening breeze to flutter a curtain. From the window, it's a 15' drop to the roof over the third floor. From there, it's a 30' drop to the first floor awning, and a final 15' to the ground. Under a covered pavilion, ninety-five impoverished residents of Field Ward wait at long tables. Some are bewildered, some deeply uncomfortable, and others elated about the feast to come. Laiba, a tiefling cult fanatic, supervises the area. She'll politely urge PCs to return to enjoying the festivities inside, as the master and mistress' "special guests" may get agitated by people poking about. Anyone seated here during Part 5 will be given a dish of sumptuous food (laced with a dose of midnight tears). he Cassalanters' contract with Asmodeus includes an escape clause with two parts: a sacrifice of ninety-nine mortal lives, and an offering of five hundred thousand gold coins. This adventure allows these goals to be achieved separately, starting with a massacre during the evening's feast. Those of you in the ballroom hear distant shouting. It’s coming from the courtyard, where the poor families are gathered. Gazing down from the windows, you see the pavilion in turmoil. Several of the peasants are clutching their throats and coughing up blood “Poison,” a young mother screams, knocking a plate out of a child’s hand. “The food’s been poisoned!” Astonished oaths pass through the ballroom. Lord Cassalanter rushes down the stairs accompanied by household staff PCs following Victoro and his servants outside find that the scene has become even more gruesome. Dozens of peasants are collapsed motionless in the grass. A few are struggling to breathe, and the remainder are beating on the gate, trying to get out into the street. Peasants. A DC 12 Medicine check allows a PC to stabilize 1d4 poisoned individuals. A roll of 18 or higher means they recognize the effects of midnight tears. Gate. The gate is locked in place, but the PC with highest Passive Perception notices lever mechanisms protruding from the wall to either side. Pulling the two levers slowly opens the gate. A group of peasants flee into the streets, many of them cursing the Cassalanters as they go. They’re the poorest of the poor; the type that can’t afford to live within the city walls. The type few would miss were they to mysteriously perish By this point, it should be clear that the Cassalanters intentionally poisoned their impoverished guests. The family and their staff deny any foul play, somberly laying out the dead and citing the incident as “a terrible tragedy.” Victoro makes a show of ordering his kitchen staff to be detained. The amount of people outright killed by the poison is left to DM discretion, and can be affected by PC intervention. If shown the book from the trophy room, Victoro tenses, but insists it was planted by an enemy of the Cassalanters. Many are jealous of his family's success, after all. He’ll use all the charm and political power at his disposal to foil attempts at blackmail, sending Willifort to buy the book off them at a later date. Should the PCs push the matter, or otherwise seem a credible threat, Victoro cautions them. "Consider all you've seen and enjoyed this night. It would be unwise to slander us. Simply ask those around you... if they yet stand." The local branch of the City Watch is fully under Victoro's power. Within the hour, officials arrive at the villa to investigate and take evidence, but make no arrests. If Yalah Gralhund escaped with the Stone of Golorr, she can be found at her family villa, beset by Zhentarim agents (as detailed in Dragon Heist's Chapter 3). Should Caspar Wands have run off with it and the PCs are in pursuit, the DM might consider running the street chase encounter in Chapter 4 of the module. Upon hearing about the Revels, Saeth is stunned. The Cassalanters aren't the first noble family to act like the Code Legal doesn't pertain to them, but he plans to ensure they're the last. He thanks the PCs, pays them as agreed, and says he'll take it from there. For a dastardly touch, Saeth can be arrested by corrupt officials after his final meeting with the PCs. His friend and partner, Barnibus Blastwind, then seeks out the group for help breaking Cassalanter influence over Waterdeep. Ovelia, on the other hand, isn't surprised by any of it, but is glad the PCs survived the ordeal. If they're working together to find Neverember's hidden vault, she hires an assassin to watch them from afar and ensure they don't cut her out of the deal. 14 PART 5 | ASMODEUS' DUE


A Grand Entrance "Zadok the Priest" by Amici Forever Pavane "Sebastian Against the World" by Geoffrey Burgon Adarbrent Names a Foe (Combat) "Presto" by Joshua Bell & Academy of St. Martin in the Fields (Vivaldi's Four Seasons) Secret Alcove "A Little Push" by Hans Zimmer Trophy Room (Combat) "The Blasted Heath" by Stuart Chatwood Sacrificial Feast "Kyrie" by Leonard Bernstein & Bavarian Radio Chorus (Mozart's Grand Mass) V F ictoro and Ammalia Cassalanters' fiendish pacts and alarming disregard for the lives of others should keep the PCs watchful of future interactions. But why not push the envelope? If you're running Dragon Heist, here are a few nasty surprises the Cassalanters might unleash on PCs and/or other antagonists vying for the Vault of Dragons: If PCs came by the Stone of Golorr before you intended, have the artifact require attunement and five days of communion before the alien presence divulges its secrets. Before they can finish, Cassalanter agents ambush them, and the game of hot potato begins! As PCs arrive at Seven Masks Theatre, two barbed devils attack. A crowd of theatre-goers watch the fiends tear through the backdrop right in the middle of a production. Rongquan enlists the PCs to dispatch them while helping him convince the crowd it's part of the show. At the Courthouse, the PCs find themselves framed by corrupted city officials and forced to stand trial. Any tiny infraction of the Code Legal they've made that could've been observed by citizenry (or Ammalia's imps) is used against them. Due to imp spies, the PCs are tracked to the Vault of Dragons and attacked by the Cassalanters on the way out. Another faction (Jarlaxle, Zhentarim, etc.) follows them in turn, leading to a climactic villain vs. villain showdown. - ew things establish an exciting atmosphere like the right music, played at just the right moment. Here are recommended background tracks for Devil of a Night's encounters. 15 PART 6 | THE DEVIL YOU KNOW


16 Medium humanoid (tiefling), lawful evil 12 9 30' 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Deception +2, Religion +2 Passive Perception 10 Common 1/8 (25 XP) The cultist has advantage on saves against being charmed or frightened. +3 to hit, reach 5', one target Hit 1d6+1 slashing damage. Medium humanoid (tiefling), lawful evil 13 33 30' 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Deception +4, Persuasion +4, Religion +2 Passive Perception 11 Common, Infernal 2 (450 XP) The fanatic has advantage on saves against being charmed or frightened. Spellcasting ability is Wisdom (spell save DC 11, +3 to hit) Cantrips (at will): light, sacred flame, thaumaturgy. 1st level (4 slots): command, inflict wounds, shield of faith. 2nd level (3 slots): hold person, spiritual weapon. The fanatic makes two melee attacks. +4 to hit, reach 5' (or 20/60'), one creature Hit: 1d4+2 piercing damage. Medium humanoid (human), varying alignments varies, but usually 15 9 30' 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) Deception +5, Insight +4, Persuasion +5 Passive Perception varies, but usually 12 Common, Elvish 1/8 (25 XP) +3 to hit, reach 5', one target. Hit: 1d8+1 piercing damage. The noble adds 2 to their AC against one melee attack that would hit them Medium humanoid (human), lawful neutral 17 58 30' 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Athletics +5, Perception +2 Passive Perception 12 Common 3 (700 XP) The veteran makes two longsword attacks and one shortsword attack +5 to hit, reach 5', one target Hit 1d8+3 slashing damage. +5 to hit, reach 5', one target. Hit: 1d6+3 piercing damage. +3 to hit, reach 100/400', one target. Hit: 1d10+1 piercing damage. MONSTERS AND NPCS


17 Medium humanoid (human), chaotic evil 14 49 30' 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Intimidation +2 Passive Perception 10 Common 1 (200 XP) Tavrost makes two melee attacks. +4 to hit, reach 5', one target. Hit: 1d10+2 slashing damage Medium humanoid (half orc), lawful evil 12 112 30' 20 (+5) 15 (+2) 17 (+3) 10 (+0) 14 (+2) 12 (+0) Str +8, Con +6 Athletics +8, Intimidation +4 Passive Perception 15 Common, Orc 5 (1,800 XP) If Hrabbaz has at least half of his hit points, he deals an extra 1d6 damage on all hits. Hrabbaz can reroll a failed saving throw once Actions Hrabbaz makes three morning star attacks. +8 to hit, reach 5', one target. Hit: 1d8+5 piercing damage. Large monstrosity, lawful evil 13 85 40' 18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1) Darkvision 60', Passive Perception 11 3 (700 XP) If subjected to an effect that allows a saving throw to take half damage, the displacer beast takes no damage on a success, half on a failure. Attack rolls against the displacer beast have disadvantage until it's hit with an attack. Refreshes at the beginning of the displacer beast's turn. The displacer beast makes two attacks with its tentacles. +6 to hit, reach 10', one target. Hit: 1d6+4 bludgeoning damage plus 1d6 piercing damage. MONSTERS AND NPCS


18 Large construct 12 33 10' 17 (+3) 14 (+2) 10 (+0) 1 ( 5) 3 ( 4) 1 ( 5) Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned Blindsight 60', Passive Perception 6 2 (450 XP) While grappling, the rug takes only half damage, and the grappled target takes the rest. Actions +5 to hit, range 5', one target Hit Target is grappled (DC 13), restrained, blinded, and takes 2d6+3 bludgeoning damage at the start of its turns Medium fiend (devil), lawful evil 16 85 0', then 30' 18 (+4) 15 (+2) 18 (+4) 11 (+0) 10 (+0) 12 (+1) Con +6, Cha +3 Cold, Non-magical weapons that aren't silvered Fire, Poison Poisoned Darkvision 120', Passive Perception 8 Infernal, Telepathy 120' 8 (3,400 XP) After freeing himself, Osvaldo makes two attacks with his chains. +8 to hit, reach 10', one target. Hit: 2d6+4 slashing damage If Osvaldo isn't restrained or already grappling a creature, target is grappled (escape DC 14) After freeing himself, Osvaldo can create an illusion that he looks like one sentient being's departed loved one or bitter enemy. Target must succeed on a DC 14 Wisdom save or be frightened until the end of its turn. Medium humanoid (elf), lawful neutral 18 84 30' 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 14 (+2) Dex +6, Wis +3 Perception +3, Stealth +8 Darkvision 120', Passive Perception 13 Elvish, Undercommon 4 (1,100 XP) The drow has advantage on saving throws against being charmed, and magic can't put them to sleep. Being flanked, attacking at long range, or attacking a target with half or three-quarters cover doesn't impose disadvantage on the drow's attack rolls. Spellcasting ability is Charisma (DC 12) Cantrips (at will): dancing lights. Other spells (once/day each): darkness, faerie fire, levitate (self only). The drow makes two shortsword attacks. +6 to hit, range 5', one target. Hit: 1d6+4 piercing damage +6 to hit, range 30/90', one target. Hit: 1d10+4 piercing damage plus 2d10 poison damage. MONSTERS AND NPCS


19 Tiny fiend (devil), lawful evil 13 10 20', fly 40' 6 ( 2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) Deception +4, Insight +3, Persuasion +4, Stealth +5 Cold, Non magical weapons that aren't silvered Fire, Poison Poisoned Darkvision 120', Passive Perception 11 Common, Infernal 1 (200 XP) The imp can use its action to polymorph into a rat, a raven, or a spider, or back into its true form. Its statistics remain the same. Magical darkness doesn't impede the imp's darkvision. The imp has advantage on saving throws against spells and other magical effects +5 to hit, reach 5', one target. Hit: 1d4+3 piercing damage and 3d6 poison damage, DC 11 Con save for half. The imp can turn invisible until it attacks or its concentration ends. Medium monstrosity (shapechanger), lawful evil 14 52 30' 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 16 (+3) Deception +7, Insight +3 Charmed Darkvision 60', Passive Perception 11 Common 3 (700 XP) Willifort can use an action to polymorph into a Small or Medium humanoid he's seen. If slain, he reverts to a gaunt, grey-skinned figure with large yellow eyes. Willifort makes two melee attacks +6 to hit, reach 5ft , one target Hit 1d6+4 bludgeoning damage. Willifort can use an action to read the surface thoughts of any one creature within 60', gaining advantage on Wisdom and Charisma checks. MONSTERS AND NPCS


My intrepid D&D crew of game writers, the Deep Six/Nine, for playtesting this adventure's first incarnation. Scott and Aaron for feedback on later versions. Dan Irish for endless love and support. Christopher Perkins and the designers of Dragon Heist for conjuring up an inspiringly devilish noble house. Hail Asmodeus! Cover and pg. 8: “Devils You Know” by Logan Feliciano, original artwork commissioned by author. https://www.artstation.com/loganfeliciano pg. 1: Temple by Wizards of the Coast. pg. 3: Candle, Scroll, and Clock by denisgo, iStock. pg. 5: Nobles by Olga Sluchanko, Elisha Ovalles, Natasha Scheraya, and Ymir Fjeldstad. https://www.deviantart.com/pti-spb https://www.artstation.com/elishaovalles https://www.artstation.com/wolnir https://www.artstation.com/ymirr pg. 7: Roses by MarkGillow, iStock. Dagger by carrollphoto, iStock. pg. 10: Original Maps by Wizards of the Coast. pg. 11: Imps by Wizards of the Coast. pg. 13: Red Grimoire by author. pg. 15: Ballroom by Birute, iStock. Watercolor splashes by Draco. Flowchart by Reddit users Jintonix and Thurse. Design and editing by Taage Storey. http://storeycraft.com/ This document was created using The Homebrewery, available at http://www.naturalcrit.com/ DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Waterdeep: Dragon Heist, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. 20 ACKNOWLEDGEMENTS


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