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You are cordially invited...

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.
The Starlit Revels
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 A Diabolical Duo
the usual displays of wealth and political influence, but the
proceedings shall soon give way to a spectacle of murderous Although the Cassalanters feature prominently in
terror. this adventure, Devil of a Night can be inserted
into any of Dragon Heist’s seasonal variations.
The DM should choose a date and season for the Starlit After the festivities conclude, House Cassalanter
Revels that coincides with their campaign. 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
Synopsis had already chosen.
The PCs are informed, either by a noble acquaintance or
members of the City Watch that the Stone of Golorr has Keeping Victoro and Ammalia in the story is highly
come into Victoro Cassalanter’s possession. The Starlit encouraged! This adventure was designed to
Revels, conveniently held at Cassalanter Villa, provide the establish the morally bankrupt pair as exciting
perfect opportunity to confiscate the contentious artifact. long-term villains for your campaign. While Dragon
Heist generally hides their backstory and goals,
While attending the ball, stealthy characters can search for strong clues are laid out for the PCs here. The
Victoro's trophy room. Their companions, meanwhile, may thinking is that “devils you know” are not only
better, but more thrilling than those your players
provide a distraction by competing in duels and mingling with might be unaware of.
guests. Exploring PCs soon discover the horrors hidden in
Lord and Lady Cassalanter's proverbial (and literal) closets See Part 6 for ideas on carrying the events of the
while those at the party contend with dangerous intrigues Starlit Revels forward into Dragon Heist.
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.

INTRODUCTION
1
Running the Adventure House Wands Path
Devil of a Night may stand alone or be inserted into 2B: A Grand Entrance
Waterdeep: Dragon Heist as a side quest. Since the
Gralhunds are featured an ideal placement might be early in Caspar and Lucina Wands arrive at Cassalanter Villa.
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 2C: Pavane
(Parts 2 and 3) while their companions explore keyed areas As the dancing concludes, Caspar beckons Ammalia
in search of the Stone of Golorr (Part 4). The DM can create Cassalanter outside to area C25.
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...").
3B: Gralhund Names a Foe
Members of two noble families, Wands and Gralhund, also Caspar charms Ammalia, and the two of them head to
seek to steal the Stone of Golorr. Neither of these groups C16. Caspar ascends to the third floor alone, getting as
know that they have competition. Their movements are noted far as C21.
in applicable encounters and in the charts below.

House Gralhund Path


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.

INTRODUCTION
2
Part 1: Planning the Heist

T
wo options for starting the adventure are The grizzled sergeant is a man of meager means, but he
provided. Choose the angle that best can offer a flat 400gp (what's left of his retirement) upon the
represents your group's playing style. 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
Option 1: Investigation to describe the artifact, he shrugs. "Apparently, it's unsettling
to look at. Fist-sized green rock covered with eyes, or some
This introduction is for heroic PCs who enjoy detective work. such. I'm hoping you'll know it when you find it."
During a visit to the Yawning Portal, the party is approached In parting, Saeth hands over the invitation scroll and gives
by a former member of the City Watch. the group a final warning:
After your recent exploits, you've come to the Yawning Portal "To get inside, you'll need to claim that you're all part of the
to relax and savor local ales. While you're at the bar, a halfling same noble house, either as family or retainers. And keep your
chef comes running out of the back with a startled expression. eyes on the other guests. I doubt you'll be the only ones trying
He approaches Durnan, the barkeep. to get to the artifact."

“Ten barrels of brandy, nine suckling pigs, and twenty pounds


of venison? Are the Cassalanters having a gods-damned eating Option 2: Noble Patron
contest?”
Use this introduction if the PCs are primarily motivated by
Durnan explains that the provisions are for the Starlit Revels, personal gain. A contact of the noble-affiliated character
an elegant ball at Cassalanter Villa. A City Watch officer eyes arranges a private meeting to discuss an opportunity of
you from a nearby table. "Sounds like quite the party. Be a
mutual benefit.
If said PC is connected to a family other than Margaster,
shame to miss it. I may be able to help with that."
replace Ovelia with an NPC from the correct noble house.
Houses Cassalanter, Wands, Adarbrent, and Gralhund should
Saeth Cromley (who may vaguely resemble Law & Order's not be connected with the group.
Sam Waterston) is a retired City Watch sergeant who spends
his free time investigating unusual crimes. He knows who's You stand inside a drawing room in Waterdeep's prestigious
who in Waterdeep and recognizes that the characters have North Ward. Although it's presently mid-day, velvet curtains
noble connections. That, alongside being off-the-grid
adventurers, makes them precisely what he needs for his cover the windows, leaving only the glow of candlelight to
latest case. illuminate the vicinity.
Saeth has a hunch that Victoro and Ammalia Cassalanter A noblewoman in a wheelchair made of clockwork enters the
aided Dagult Neverember in embezzling city funds. If he can
get someone inside the Starlit Revels, he believes he can room and comes to a stop in front of your group. "Well met. I
prove it. won't waste your time with prattle."

"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.

PART 1 | PLANNING THE HEIST


3
"Victoro Cassalanter has come into possession of something
that interests me: the Stone of Golorr. This evening, he and his
Noble Houses of Waterdeep
wife will entertain the better part of Waterdeep's high society CASSALANTER “Ascending With Grace."
at Cassalanter Villa. I'd like you to obtain the artifact during the
party."
Industry: Moneylending
Patriarch: Lord Victoro Cassalanter
She produces a vellum scroll from the folds of her gown, Crest: A rearing golden swan divided by a green
stamped with the Cassalanter crest; an invitation to a noble
pall (Y-shaped harness).
ball. WANDS “Moderation Above All."

Ovelia Margaster is a master negotiator. She wants the Industry: Magical Instruction
characters to undertake her task, but she'll ensure that the Patriarch: Lord Ellidis Wands
Crest: An elaborately furled black sleeve
terms of their deal favor her and her family. beneath three stars on a purple field.
She can describe the artifact ("A fist-sized green egg with
three eyes embedded along one side.") and provide a rough ADARBRENT “A Beacon On Every Shore."
map of Cassalanter Villa, pointing out the trophy room (area
C30) where she believes the artifact is being kept. Industries: Shipping, Exploration
Ovelia's initial offer is 250gp per person upon delivery of Patriarch/Matriarch: Lord Mylon and Lady
the Stone of Golorr. If the group is familiar with the artifact Duessa Adarbrent
and where it leads, she'll be willing to let them keep it in Crest: A scarlet sun rising before yellow cliffs.
exchange for half the contents of the Vault of Dragons. As
she'll gently remind them, adventurers would be hard-pressed PHYLUND “What You Fear, We Master."
to gain entry to Cassalanter Villa without presenting an Industry: Procurement of Monsters
official invitation. Patriarch: Lord Lukas Phylund
If they reach an agreement, Ovelia delightedly hands over Crest: A monster’s maw, a horn, and a pair of
the invitation scroll: green eyes on an orange field.

"Excellent. Glad to be in business." MARGASTER “Nothing Is Beyond Our Grasp."


"To obtain the artifact, you'll need to play your roles and Industries: Shipping, Trading
represent House Margaster. The Starlit Revels are no mere Matriarch: Lady Ovelia Margaster
trifle, you see. There will be dances, honor duels, and a grand Crest: A white eagle’s talon edged with crimson
blood.
feast. Some of you must participate in these to avoid
suspicion... and to keep an eye on any others attempting their GRALHUND “Forged In Fury."
own heist."
Industry: Blacksmithing
Matriarch: Lady Yalah Gralhund
Ovelia isn't too concerned about the characters upholding Crest: A leering face, fallow on one side and
her family's reputation at the Revels, but a slip in etiquette deepest red on the other.
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.

Dressed to the Nines


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.

PART 1 | PLANNING THE HEIST


4
Part 2: Hell of a Party

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

PART 2 | HELL OF A PARTY


5
Dancing. The pavane is an intricate processional
2b. A Grand Entrance performed in long rows. Page 5 displays the noble NPCs
Read the following when the group enters the foyer (area C5): 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
Inside the villa, the fading light of day filters through a row of
conversation opportunity.
windows onto a grand staircase. Lively music and the singing
of a choir can be heard from up the steps. Another tiefling, her Stone of Golorr. Any noble NPC can surmise that
robes emblazoned with the swan and forked harness of House
a valuable artifact would be kept in Victoro's trophy
room on the fourth floor, accessible via the piano
Cassalanter, waits nearby.
room. Some are more willing to part with this
information than others (see page 7).
Tissina, Lady Cassalanter's assistant, directs all newly If a PC stumbles more than once, Tissina or
arrived guests to the festivities upstairs. She appears to household staff might rush over to help them
greatly enjoy her work, beaming a smile at each group and recover, then guide them off the dance floor.
swaying merrily to the music.
In fact, Tissina is a cult fanatic, and her excitement is due Exits. Stairs lead down to the foyer (area C5). There are
to the evening's feast (see Part 5: Asmodeus' Due). When the two doors in the north wall, one to the kitchen (C14), and
PCs ascend the stairs, she loudly announces their name and an open folding door to the piano room (C16). If all of the
house (for example, "Andaros of House Margaster!"). PCs leave the ballroom, 1d6 staff members follow the last
When the PCs reach the ballroom (area C13), a folding ones out, moving with them from room to room until they
door opens, and the hosts make their own entrance: return.
Yalah Gralhund. Lady Gralhund holds a bouquet of white
Lord and Lady Cassalanter wear the emerald and gold of their roses. She glances occasionally at the stairs, as if anxious
house; Ammalia in a flowing gown and jeweled headdress, and to leave.
Victoro in gilded plate mail, draped with an embroidered cloak. A gift for the hosts. If asked about the roses, she
explains that Victoro and Ammalia tragically lost
"Friends and honored guests," Victoro begins, "It is our
their eldest son, Osvaldo, last winter. "I know what
privilege to host these Starlit Revels, and I thank you for being it is to lose one’s firstborn. I'm here to express my
here. In light of these troubled times, Ammalia and I have sympathies." She doesn't know the circumstances
chosen to break with tradition and share our feast with those of Osvaldo's death.
in need." Closer inspection. There's something awkward
about the way she's holding the bouquet. A DC 17
Household staff open a series of curtains to reveal a pavilion in Perception check reveals a glimmer of metal within
the villa’s courtyard. There, seated at a long table, are several the flower stems. (This is actually a non-magical
impoverished families. Gasps of astonishment from the dagger coated with poison. Yalah won't willingly
gathered nobles give way to a somber round of applause. show it to PCs under any circumstances.)
Lady Gralhund feigns melancholy (+5 to Deception
"But let us delay the festivities no longer," Lord Cassalanter rolls) to hide her anxiety about the Revels. If the
continues, "Let us drink and dance and enjoy one another’s conversation turns overly inquisitive, she asks to be
good company.” left alone.
Lucina Wands.

2c. Pavane Young Lucina leans against the wall, watching the dancers
and Ammalia in particular. "Lady Cassalanter's so perfect.
A quartet begins playing a stately pavane, drawing members of Really, what’s not to admire about her?"
Waterdeep's elite toward the dance floor. The remaining The click of heeled boots heralds Duessa Adarbrent’s
crowd mingles over flutes of zzar in the periphery. approach. “I can think of two things: her face.”
Yalah Gralhund stands at a distance from the others, her
expression remote. Nearer, Lucina Wands watches the dancers Lucina Wands is fourteen, and this is her first Starlit
wistfully. Revels. She's shyly hoping to catch the eye of Davion
Phylund, but her brother has instructed her to sit out the
dancing.
The DM may want to check with PCs individually on their Duessa Adarbrent ("DWESS-uh") is a bold and guileful
next actions, as several options have been placed before noblewoman of forty-nine winters (magical procedures
them. Members of household staff (secretly cultists) stand at have reduced evidence of this by at least a decade). The
the edges of the room, keeping watch for pickpockets and house the noble-affiliated PC represents is a threat to
disruptive behavior. Adarbrent business interests, and Duessa plans to tarnish
their reputation in front of the other guests.

PART 2 | HELL OF A PARTY


6
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."

Noble Families, Dire Agendas

T
his section details notable NPCs present at the Caspar plans to quietly seduce Ammalia Cassalanter while
Starlit Revels, their personalities, and secret Victoro is busy with guests, convincing her to allow him into
motivations. All characters use the noble stat the trophy room. If he discovers the PCs are trying to get the
block unless otherwise noted. Feel free to give artifact, he'll be glad to assist with their strategy instead.
them any rumors or adventure hooks relevant Hailing from a wizardly family, Caspar can cast minor
to your campaign. illusion (at will), charm person, and feather fall (both once per
short rest). If possible, he'll make off with the Stone of Golorr
House Gralhund at the last second, using his spells to escape.
Yalah Gralhund (alignment: NE) is quiet, calculating, and Lucina Wands (NG) has recently come of age and hopes
fiercely practical. Her family is relatively poor compared to her introduction to high society at the Revels is a success.
Her anxiety and excitement make her extremely observant
other houses and their reputation unsavory at best. She's (Passive Perception 15). She's likely to notice any covert
hatched a scheme to steal the Stone of Golorr in order to dealings in the ballroom.
fulfill a deal with the Zhentarim.
Lady Gralhund plans to slip outside during the honor House Adarbrent
duels, using her potions of flying and invisibility to reach a
window on the fourth floor (area C31). Meanwhile, she's Duessa Adarbrent (LE) uses her wiles and political savvy to
instructed her husband to create a distraction by challenging advance her family's agenda (domination over all Sword
other houses to duels. Coast trade routes).
She carries a stiletto dagger coated with crawler mucus As noted above, she sees the noble-affiliated PC as a
(DC 13 Constitution save or be paralyzed for 1 minute). threat, and will try to publicly besmirch their reputation, all
Orond Gralhund (NE) fears his wife's wrath more than the while pretending to take pity and offer guidance. If the
that of the Cassalanters. He follows Yalah's instructions PCs happen to reveal themselves as imposters, all the better
unswervingly. for shaming the family connected with such a ruse.
Hrabbaz (LE), Yalah's bodyguard, is a physically Mylon Adarbrent (CN) is nearly the same age as his sister,
intimidating presence, but unfailingly polite. He knows Lady though he's clearly used fewer magical enhancements to
Gralhund will be leaving the Revels early, but has no further preserve his looks. He's gruff and tight-lipped until downing a
information about her plans. Hrabbaz uses a unique stat flute or two of zzar, whereupon he turns into a loose cannon.
block detailed on page 17.
House Phylund
House Wands Lukas Phylund (NE) is a sneeringly prideful patriarch in his
Caspar Wands (CG) is the first son of Ellidis, the patriarch of late fifties. He's come to the Revels to show off a new addition
House Wands. He's a jovial fellow, quick with a smile and clap to his menagerie of monsters during the honor duels. For
on the back for his friends (anyone he's spoken with for five now, his displacer beast is locked in a windowless carriage
minutes becomes someone he considers a friend). parked outside the main gate.
Along with his sister Caspar has been instructed by their Davion Phylund (LN) is a cordial, if quiet young man with
father to secure the Stone of Golorr. Ellidis wants to hand the a terrible secret. He's actually a werewolf, infected months
artifact over to Waterdeep officials, thereby strengthening his ago in an accident involving one of his father's pets. Davion
family's favor with the city's Open Lord. keeps to himself, avoiding a transformation at all costs.
PART 2 | HELL OF A PARTY
7
House Cassalanter son's soul for wealth and influence, but Victoro would not be
deterred. Now, she endures a miserably unhappy marriage for
Easily the most riveting presence in any given room, Victoro one purpose: to free her twin daughter and son, Elzerina and
Cassalanter (alignment: LE) gives off the impression he Terenzio from her eldest's horrifying fate.
understands a person's struggles more deeply than they do. Ammalia is a 9th level wizard of the Enchantment
He has the air of a charismatic prophet, offering suggestions tradition.
that promise to improve lives while actually broadening his The Cassalanters are supported by Willifort, their butler,
diabolical influence. secretly a doppelganger. If the PCs are caught doing
Victoro is secretly a 15th level cleric of Asmodeus. He anything disruptive at the Revels, Lord Cassalanter or
carries a rod of rulership tipped with a vivid ruby. Willifort will give them a stern warning. "You interfere with
Ammalia Cassalanter (LE) had misgivings about matters beyond your comprehension. Cease, or you will be
following her husband into the worship of the Lord of the dealt with." Further infractions or assaulting guests will get
Nine. She was vehemently against exchanging her firstborn individual PCs thrown out, or forced to take dinner in the
pavilion (see Part 5).

PART 2 | HELL OF A PARTY


8
Part 3: Honor Duels
If PCs aren't participating, the result of the duel can be
3a. Adarbrent Names a Foe quickly determined by rolling a d20 for each side and giving
victory to the higher roll.
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
3c. The Party Names a Foe
the ballroom.
If they wish, the PCs can challenge a noble house. Victoro
will call the veteran from the piano room (area C16) as his
“My friends,” Lord Cassalanter calls, “It's time we begin the champion, imbuing her with bless. Willifort also arrives to
honor duels.” A soft tinkling of silver being tapped against watch the duel, leaving the stairs to the third floor unguarded.
crystal fills the air. Yalah Gralhund scowls in disgust and makes
If House Wands is challenged, Lucina searches in vain for
Caspar, ultimately forfeiting in embarrassment.
her way toward the staircase leading out of the ballroom.
Should no duel be initiated, Lukas Phylund speaks up:
Yalah Gralhund discreetly descends the stairs, heading Lord Phylund steps forward with a cruel gleam in his eye. "My
toward the butterfly garden. If she notices someone following family seeks a worthy adversary. Perhaps we may find one in
her (+2 to Perception rolls), she'll lock herself in a washroom
(area C16B), open a window, and drink her potions there. [PC-affiliated house]."
If any PCs remain in the ballroom, Duessa Adarbrent A pair of guards enter the ballroom, dragging a massive chain.
challenges their "house" to a duel. A towering glaive-wielder, The stairs creak with heavy footfalls as a panther fitted with an
wearing the livery of House Adarbrent, enters the open area
at the center of the crowd. Victoro asks whatever PCs are iron collar stalks toward the crowd. A pair of sinuous tentacles
present to name their own champion. sprout from the beast's shoulders, lashing the air.

Lord Cassalanter explains that the honor duel will continue Most of the guests back away from the displacer beast, but
until one side submits, one family begs pardon of the other, or Victoro accepts Lord Phylund's champion, allowing as many
copious blood is drawn.
PCs as are present to engage the creature.
If battle is joined, Lukas takes the chain and spurs the
Assistance may be given to a combatant beforehand, but once captive beast to attack. The creature's dark fur bristles,
the fight begins, interference is forbidden. Coercive magic and causing it to shimmer like a mirage. It isn't eager to fight and
powers of the mind are also not allowed.
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
The glaive-wielder, Tavrost, is a thug with AC 14 (scale unimpeded on her path, ravens can be heard shrieking
mail) and 49 hit points. He can make two glaive attacks per outside. Victoro and the crowd remain distracted by the
round (+4 to hit, 1d10+2 slashing damage). When Tavrost or spectacle before them.
his opponent are reduced to single-digit hit points, Victoro Anyone rushing toward the sound exits the villa in time to
will announce the other house the winner. see an angry trio of ravens circle back toward the roof.
Covertly assisting during the duel, such as "accidentally" Cassalanter household staff seek out the PCs, gathering
placing a foot in Tavrost's path, or casting spells to affect a them to the ballroom for the evening's feast. Proceed with
combatant are unlikely to pass notice. If Victoro detects any Part 5: Asmodeus' Due.
interference (+7 to Insight rolls), he’ll call for the fighting to
stop and announce a draw.

3b. Gralhund Names a Foe


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.

PART 3 | HONOR DUELS


9
Cassalanter Villa
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

PART 4 | EXPLORING THE VILLA


10
Part 4: Exploring the Villa

M
ajor locations at Cassalanter Villa are highly vigilant, but Willifort will periodically leave to attend to
detailed in this section. other matters (while he's present, read thoughts gives him
If PCs are turned away at the gate, advantage on Insight checks).
it's not too difficult to sneak over the The veteran has been promised 100gp at midnight if she
curtain wall on Delzorin Street (DC 10 allows no one but the Cassalanters and their household staff
Stealth and Athletics) and use the through the door.
servants' entrance to reach the foyer
(area C5). The DM can then proceed with encounter 2B. c17. Playroom
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 Toys are strewn across the floor of a playroom: dolls, a
attention of two veterans at the gate, who take aim with battered jack-in-the-box, and a rocking horse shaped like a
heavy crossbows. Laiba, a cult fanatic, arrives from the dragon. A faint glow comes from a circular rug.
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).

c2–c12. First Floor


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.

c14. Kitchen
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.

c16. Piano Room


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

PART 4 | EXPLORING THE VILLA


11
A DC 13 Arcana check reveals that the pattern of a
pentagram has been crudely carved into the rug with a sharp Tread Lightly (Optional Rule)
You
instrument. PCs using detect magic can identify the glow as Suspicious noises from upstairs won't go
click
having a Conjuration aura. unheeded by the Cassalanters and their staff. from
If anyone touches the rug, examines the ceiling, or Plea
otherwise remains in the room for more than 5 minutes, The DM can roll a Perception check (+0) for the
Terenzio voices his disapproval. Cassalanters whenever there's a loud sound on the
third or fourth floors that they wouldn't normally
A low growl comes from somewhere above. Looking up, you expect (eg. a pistol firing, but not necessarily
catch sight of a young boy, somehow scurrying across the jangling chains or running children).
ceiling on all fours. His face is twisted in a demonic snarl.
The DM should choose the DC based on the
distance of the sound from the ballroom (C13). If
Terenzio Cassalanter is eight years old and uses the noble the check passes, Willifort ascends to the third
stat block. While snarling at the PCs, he climbs along the floor to search the area.
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 c20. Linen Closet
effects of Asmodeus' claim on his soul. If grappled or brought
down from the ceiling, he returns to the behavior of a scared Empty shelves line the closet, their normal contents currently
child with no recollection or understanding of his possession. in use during the Revels. A garishly colorful blanket sits
The glow surrounding the rug fades away. folded up near the west wall. The rug of smothering attacks
if approached. A pair of boots of levitation are wrapped in the
c18. Children's Bedroom rug's folds.
In the next room, a canopied bed is surrounded by dolls of all c21. Master Bedroom
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 You enter a lavish master bedroom. The walls are adorned with
an invisible force. frescoes depicting dramatic landscapes. A four-poster bed
draped in red silk stands ahead. Along the south wall, a picture
Elzerina Cassalanter is fully engaged in the world of her tea window overlooks the Cassalanter estate. The pavilion, where
party. PCs may participate, but she refuses to stop until all of scores of peasants await their meal, lies directly below.
her guests are served. Each doll falls down seemingly by itself
when she brings an empty plate or teacup to its face. If Caspar Wands made it to the third floor, he'll be here,
Tea party. PCs taking a seat by the bed might observe a searching for a way to reach the trophy room. The young
few things: nobleman tries to diffuse any tension, leading with, "I won't
DC 10 Insight check to see a glimmer of fire in tell if you won't, hm?" He assumes that, like him, the PCs are
Elzerina's eyes at the precise moment she feeds a here for the Stone of Golorr and insists that they join forces
doll. (Caspar becomes a liability later, see Part 2).
DC 10 Investigation check to spy a silver key (opens Wall frescoes. One features a burning city surrounded by
the door to C19) on a loop of twine around a doll's black geysers, and another shows a glacier with hundreds
neck. of bodies trapped in the ice. There are nine frescoes total.
Once all of her guests are "asleep," Elzerina turns to the Bed. A DC 13 Investigation check uncovers a gold lockbox
nearest PC and says, "The man downstairs is coming. The (DC 15 to open) tethered to the underside of the bed. The
horned man. He'll take us away, and we'll never come back." box contains four empty vials labeled "Midnight Tears."
She then yawns and gets into her bed, soon falling fast Sixteen slots for additional vials are vacant.
asleep.
A pair of closets to the south contain children's clothing After PCs spend a few minutes here, whoever has the
and toys (metal jacks, a child-sized wooden helmet, etc.). highest Passive Perception hears a faint wail of wind from
the west wall. A DC 11 Investigation check reveals a secret
c19. Sitting Room door to C24.
The door to this room is locked (DC 13). If Caspar Wands has
already reached the third floor, the lock is picked and the c24. Secret Alcove
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.
PART 4 | EXPLORING THE VILLA
12
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. The drow gunslinger was sent to retrieve the Stone of
PCs have three rounds before Osvaldo's mounting rage Golorr (Jarlaxle had him teleported onto the villa's roof,
causes him to free himself completely, whereupon he gains where he climbed down into C31), but he can't seem to find
his normal attacks and grapple. However, he will not willingly the artifact amid the clutter of curios. He'll cast faerie fire on
leave the room to chase targets, terrified of his parents' the PCs at his first opportunity, readying his pistol (+6 to hit,
wrath. 1d10+4 piercing damage, plus 2d10 poison damage).
Ladder. The ladder stretches upward for 16' to a trapdoor To encourage a shoot-out in the trophy room, you can place
(secured with a DC 13 lock) in the room’s vaulted ceiling. the gunslinger near the east wall and have him take three-
If a PC begins climbing, Osvaldo might target the ladder quarters cover behind a bookshelf (his abilities allow him to
itself, attempting to pull it down with serpentine lengths of ignore the cover penalty).
metal (Strength check +4 vs. DC 21). Jars. Three dozen jars of mist are interspersed around the
room. When a jar is uncorked, a magically captured sound
c25. Butterfly Garden is released, being heard in the vicinity before returning to
Depending on when the PCs visit this location (see page 2), its vessel. Jars are labeled with subjects like, "The Tragical
Caspar Wands and Ammalia Cassalanter may be flirting with History of Doctor Faustandantilus, Act III" or "Firestorm
one another here amid rose-covered arbors. 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.
c30. Trophy Room
When they arrive at the trophy room, PCs will discover yet Objects. The display cases are crammed with arcane
antiquities. Taxidermied monster heads jut from the walls.
another faction vying for the Stone of Golorr: Jarlaxle A lone podium catches the eye, where a leatherbound
Baenre's merry band of gunslingers. book sits.
You find the villa’s top floor dominated by a museum of sorts. The book bears a rune on its scarlet cover (PCs
Rows of ornate display cases give way to bookshelves reaching proficient in Religion recognize Asmodeus' symbol).
all the way to the ceiling. Strange objects abound, including
The pages are blank, save a few tiny droplets of
what appears to be red ink. If blood is spilled onto
several glass bottles filled with swirling mist.
the paper, the words of the Cassalanters' contract
You hear a metallic click, and a drow clad in dark leathers with Asmodeus appear, written in Infernal. The
emerges from behind a display case, leveling a clockwork
contract promises the souls of Terenzio and
Elzerina to the Archfiend upon their ninth
pistol at you. “You picked the wrong room to stumble into,
birthdays. An escape clause allows the twins to
rivvil." keep their souls if Victoro and Ammalia sacrifice
ninety-nine innocent mortals instead.
If Yalah Gralhund made it here with her poisoned dagger, Finding useful items amid the clutter requires ten
the Stone of Golorr is gone and long-stemmed white roses minutes of searching, or a DC 17 Investigation
are haphazardly strewn on the floor. Players may need help check. Afterward, a few unusual trinkets are
remembering that Lady Gralhund was seen with the flowers uncovered, along with — if Yalah Gralhund or
earlier. Caspar Wands haven't made off with it — an oval-
If she was deprived of her weapon, Yalah is hiding behind a shaped chunk of mottled jade set with three black
display case next to the east wall, waiting for an opening to eyes. This is the Stone of Golorr (see Part 6).
grab the artifact and fly to safety.

PART 4 | EXPLORING THE VILLA


13
c31. Reading Room c32. Pavilion
Under a covered pavilion, ninety-five impoverished residents
Moonlight floods a small reading room. A series of windows of Field Ward wait at long tables. Some are bewildered, some
overlook the estate grounds, and Sea Ward beyond. You notice deeply uncomfortable, and others elated about the feast to
that one window hangs slightly open, allowing the evening come. Laiba, a tiefling cult fanatic, supervises the area.
breeze to flutter a curtain. 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.
From the window, it's a 15' drop to the roof over the third Anyone seated here during Part 5 will be given a dish of
floor. From there, it's a 30' drop to the first floor awning, and sumptuous food (laced with a dose of midnight tears).
a final 15' to the ground.

Part 5: Asmodeus' Due

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

PART 5 | ASMODEUS' DUE


14
Part 6: The Devil You Know

V
ictoro and Ammalia Cassalanters' fiendish As PCs arrive at Seven Masks Theatre, two barbed devils
pacts and alarming disregard for the lives of attack. A crowd of theatre-goers watch the fiends tear
others should keep the PCs watchful of future through the backdrop right in the middle of a production.
interactions. But why not push the envelope? Rongquan enlists the PCs to dispatch them while helping
him convince the crowd it's part of the show.
If you're running Dragon Heist, here are a few
nasty surprises the Cassalanters might At the Courthouse, the PCs find themselves framed by
unleash on PCs and/or other antagonists vying for the Vault corrupted city officials and forced to stand trial. Any tiny
of Dragons: infraction of the Code Legal they've made that could've
been observed by citizenry (or Ammalia's imps) is used
If PCs came by the Stone of Golorr before you intended, against them.
have the artifact require attunement and five days of Due to imp spies, the PCs are tracked to the Vault of
communion before the alien presence divulges its secrets. Dragons and attacked by the Cassalanters on the way out.
Before they can finish, Cassalanter agents ambush them, Another faction (Jarlaxle, Zhentarim, etc.) follows them in
and the game of hot potato begins! turn, leading to a climactic villain vs. villain showdown.

Maestro, If You Please!

F
- 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.
Encounter Music
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)

PART 6 | THE DEVIL YOU KNOW


15
Monsters and NPCs
Cultist Noble
Medium humanoid (tiefling), lawful evil Medium humanoid (human), varying alignments

Armor Class 12 Armor Class varies, but usually 15


Hit Points 9 Hit Points 9
Speed 30' Speed 30'

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Deception +2, Religion +2 Skills Deception +5, Insight +4, Persuasion +5
Senses Passive Perception 10 Senses Passive Perception varies, but usually 12
Languages Common Languages Common, Elvish
Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)

Dark Devotion. The cultist has advantage on saves Rapier. +3 to hit, reach 5', one target. Hit: 1d8+1
against being charmed or frightened. piercing damage.

Scimitar. +3 to hit, reach 5', one target. Hit: 1d6+1 Parry (Reaction). The noble adds 2 to their AC
slashing damage. against one melee attack that would hit them.

Cult Fanatic Veteran


Medium humanoid (tiefling), lawful evil Medium humanoid (human), lawful neutral

Armor Class 13 Armor Class 17


Hit Points 33 Hit Points 58
Speed 30' Speed 30'

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Deception +4, Persuasion +4, Religion +2 Skills Athletics +5, Perception +2
Senses Passive Perception 11 Senses Passive Perception 12
Languages Common, Infernal Languages Common
Challenge 2 (450 XP) Challenge 3 (700 XP)

Dark Devotion. The fanatic has advantage on saves Multiattack. The veteran makes two longsword
against being charmed or frightened. attacks and one shortsword attack.

Spellcasting. Spellcasting ability is Wisdom (spell Longsword. +5 to hit, reach 5', one target. Hit:
save DC 11, +3 to hit). 1d8+3 slashing damage.
Cantrips (at will): light, sacred flame, Shortsword. +5 to hit, reach 5', one target. Hit:
thaumaturgy. 1d6+3 piercing damage.
1st level (4 slots): command, inflict wounds, Heavy Crossbow. +3 to hit, reach 100/400', one
shield of faith. target. Hit: 1d10+1 piercing damage.
2nd level (3 slots): hold person, spiritual weapon.

Multiattack. The fanatic makes two melee attacks.


Dagger +4 to hit, reach 5' (or 20/60'), one creature.
Hit: 1d4+2 piercing damage.

MONSTERS AND NPCS


16
Thug (Tavrost) Displacer Beast
Medium humanoid (human), chaotic evil Large monstrosity, lawful evil

Armor Class 14 Armor Class 13


Hit Points 49 Hit Points 85
Speed 30' Speed 40'

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

Skills Intimidation +2 Senses Darkvision 60', Passive Perception 11


Senses Passive Perception 10 Languages —
Languages Common Challenge 3 (700 XP)
Challenge 1 (200 XP)
Avoidance. If subjected to an effect that allows a
Multiattack. Tavrost makes two melee attacks. saving throw to take half damage, the displacer
beast takes no damage on a success, half on a
Glaive. +4 to hit, reach 5', one target. Hit: 1d10+2 failure.
slashing damage.
Displacement. 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.
Hrabbaz
Medium humanoid (half-orc), lawful evil Multiattack. The displacer beast makes two attacks
with its tentacles.
Armor Class 12
Tentacle. +6 to hit, reach 10', one target. Hit:
Hit Points 112
Speed 30' 1d6+4 bludgeoning damage plus 1d6 piercing
damage.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 17 (+3) 10 (+0) 14 (+2) 12 (+0)

Saving Throws Str +8, Con +6


Skills Athletics +8, Intimidation +4
Senses Passive Perception 15
Languages Common, Orc
Challenge 5 (1,800 XP)

Extra Damage. If Hrabbaz has at least half of his hit


points, he deals an extra 1d6 damage on all hits.
Indomitable (2/day). Hrabbaz can reroll a failed
saving throw once.

Actions
Multiattack. Hrabbaz makes three morning star
attacks.
Morning Star. +8 to hit, reach 5', one target. Hit:
1d8+5 piercing damage.

MONSTERS AND NPCS


17
Rug of Smothering Chain Devil (Osvaldo D
Large construct
Cassalanter) M

Armor Class 12 Medium fiend (devil), lawful evil A


Hit Points 33 H
Speed 10' Armor Class 16 S
Hit Points 85
Speed 0', then 30'
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5) STR DEX CON INT WIS CHA 1

18 (+4) 15 (+2) 18 (+4) 11 (+0) 10 (+0) 12 (+1) S


Condition Immunities Blinded, Charmed, Deafened,
Frightened, Paralyzed, Petrified, Poisoned S
Senses Blindsight 60', Passive Perception 6 Saving Throws Con +6, Cha +3 S
Challenge 2 (450 XP) Damage Resistance Cold, Non-magical weapons that L
aren't silvered C
Damage Immunities Fire, Poison
Damage Transfer. While grappling, the rug takes
only half damage, and the grappled target takes the Condition Immunities Poisoned F
rest. Senses Darkvision 120', Passive Perception 8 th
Languages Infernal, Telepathy 120' th
Challenge 8 (3,400 XP)
Actions G
Smother. +5 to hit, range 5', one target. Hit: Target Multiattack. After freeing himself, Osvaldo makes o
is grappled (DC 13), restrained, blinded, and takes two attacks with his chains. c
2d6+3 bludgeoning damage at the start of its turns. at
Chain. +8 to hit, reach 10', one target. Hit: 2d6+4
slashing damage. If Osvaldo isn't restrained or In
already grappling a creature, target is grappled (D
(escape DC 14).
Unnerving Mask (Reaction). 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 M
save or be frightened until the end of its turn. at
S
1
P
ta
p

MONSTERS AND NPCS


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

MONSTERS AND NPCS


19
Acknowledgements
My intrepid D&D crew of game writers, the Deep pg. 7: Roses by MarkGillow, iStock. Dagger by
Six/Nine, for playtesting this adventure's first incarnation. carrollphoto, iStock.
Scott and Aaron for feedback on later versions. pg. 10: Original Maps by Wizards of the Coast.
Dan Irish for endless love and support. pg. 11: Imps by Wizards of the Coast.
Christopher Perkins and the designers of Dragon Heist pg. 13: Red Grimoire by author.
for conjuring up an inspiringly devilish noble house. Hail pg. 15: Ballroom by Birute, iStock.
Asmodeus!
Watercolor splashes by Draco.
Art Credits
Cover and pg. 8: “Devils You Know” by Logan Feliciano, Flowchart by Reddit users Jintonix and Thurse.
original artwork commissioned by author.
https://www.artstation.com/loganfeliciano Design and editing by Taage Storey. http://storeycraft.com/
pg. 1: Temple by Wizards of the Coast. This document was created using The Homebrewery,
pg. 3: Candle, Scroll, and Clock by denisgo, iStock. available at http://www.naturalcrit.com/
pg. 5: Nobles by Olga Sluchanko, Elisha Ovalles, Natasha DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Scheraya, and Ymir Fjeldstad. Forgotten Realms, the dragon ampersand, Waterdeep:
https://www.deviantart.com/pti-spb Dragon Heist, all other Wizards of the Coast product names,
https://www.artstation.com/elishaovalles and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries. All characters and
https://www.artstation.com/wolnir their distinctive likenesses are property of Wizards of the
https://www.artstation.com/ymirr Coast.

ACKNOWLEDGEMENTS
20

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