Although Manshoon lost the original Eye he had obtained, as Dragon Heist begins the Zhentarim seize possession of the Eye unwittingly carried by Renaer Neverember. This Eye is then immediately taken back to Kolat Towers and secured.
Unlike the other lairs in Dragon Heist, Kolat Towers operates more like a fortified bunker. This creates a very non-typical heist scenario which, in some respects, will play more like a raid or dungeoncrawl scenario. The primary heist-like aspect of the scenario, in fact, is simply gaining access to the Towers in the first place.
Kolat Towers is structured like an onion:
- You need to obtain a pass-amulet in order to pass through the force field surrounding Kolat Tower. A pass-amulet is a silver disc with the initials “DK” (for Duhlark Kolat) written in Espruaran runes on either side of a small, central blue gemstone. Someone holding a pass-amulet, or touching someone holding a pass-amulet, can simply walk through the force field as if it wasn’t there. (Other methods for bypassing the force field are described on pages 148-149 of Dragon Heist.)
- You need to obtain a teleporter signet ring in order to reach the inner sanctum., as described on page 157 of Dragon Heist. These brass signet rings have a stylized M. written upon them.
SURVEILLANCE OPPORTUNITY
Barring unusual circumstances or out of the box thinking, the PCs are unlikely to have a surveillance opportunity inside Kolat Towers.
More traditional surveillance (i.e., simply watching the Towers from a nearby building) reveals the crucial point of data required, however: The use of pass-amulets by anyone entering or leaving the tower. (They may glimpse some taking them out from their shirts and holding them aloft, although that’s not strictly necessary. They may also note the strange habit of those accompanying pass-amulet holders of touching them as they move through the force field.)
In addition, most of the Towers’ inhabitants will simply assume that anyone who has bypassed the force field must have a pass-amulet and, therefore, must have legitimate business there. Their incredible security system has, ultimately, made them somewhat lax when it comes to actual security, and PCs who are smart enough to lean into that assumption can effectively seize a surveillance opportunity for themselves mid-heist.
BLUEPRINT NOTES
The original tower which stood on this site was a small library owned by the Watchful Order of Magists & Protectors. The Kolat brothers purchased the site, altered the original tower, and built a second tower. Buried deep in its records, the Watchful Order still has copies of the original plans drawn up when they acquired the tower as part of a deceased wizard’s estate. These plans, however, only show the Tower as it existed before the Kolat brothers began their renovations. It:
- Consists of only of the Main Tower.
- Does not include areas K7, K8, K12, K13, or K14.
- Level 6 is a single room.
It should be noted that Xanathar has a superior set of blueprints for the Towers, obtained by his agents (see Part 4D).
THE TOWERS
Area K14 – Servants’ Quarters: Sidra Romeir also bunks in this room (in a larger bed opposite the four bunk beds used by the thugs she bunks with). She keeps her teleporter signet ring in the locked drawer in the bedside table.
Area E9 – Library: Alabaster shelves line the porphyry walls and jut out into the center of the room. On one wall, an arcane rune has been carved into the porphyry and filled with some form of bright green metal.
- Books: 10 particularly rare books have bookplates identifying them as belonging to Duhlark Kolat are laid out on a small table with a notebook nearby showing that someone has been studying them and taking notes; they are worth 50 gp each. The entire collection is worth 5,000 gp.
- Rune: This rune is the keymark for an astral vault bloodlocked to Manshoon. By design, Manshoon (and only Manshoon) can trace a specific set of patterns on the rune, causing the wall to temporarily phase out of existence and grant access to a small astral vault. In practice, dispel magic can disable the bloodlock or a disguise self (or similar illusion) can fool it, while an Intelligence (Arcana) or Dexterity check can figure out the pattern (defeating it like any other lock).
- Inside the Astral Vault: The vault contains the Eye, 5 pass-amulets, a dozen teleporter signet rings, and Manshoon’s Report on the Grand Game (see Part 6D).
Area E10 – Audience Chamber: This room is lit by a sunglobe which levitates in midair near the ceiling. (On command, a sunglobe glows with the light of the sun itself. It can be commanded to maintain its current position, levitating in mid-air until grasped.)
ADVERSARY ROSTER
Sidra Romeir + 2 thugs | Area K2 - Dining Room | (playing Three-Dragon ante) |
Manafret Cherryport* | Area K3 - Kitchen | |
2 gargoyles | Area K4 - Musty Library | (stationary) |
Yorn the Terror* | Area K7 - Reading Room | |
Lady Gondafrey | Area K13 - Holding Cell | (stationary) |
4 thugs | Area K14 - Servants' Quarters | |
3 apprentice wizards* + barlgura | Area K15 - Summoning Chamber | (chanting ritual; cannot be disturbed) |
animated armor | Area K16 - Construct Workshop | (stationary) |
spectator + 4 flying snakes | Area K22 - Teleportation Circle | (stationary) |
Kaejva Cynavern* | Area E3 - Guard Station | (can see into area E1) |
Urstul Floxin* | Area E5 - Laboratory | |
Manshoon Simulacrum* | Area E7 - Simulacrum | |
Vevette Blackwater* + Agorn Fuoco* | Area E8 - Reading Room | |
Havia Quickknife* + Mookie Plush* | Area E10 - Audience Chamber | |
Area E11 - Zhent Quarters | (Kaevja, Vevette, Agorn, Havia, Mookie) | |
Manshoon (01-50%) | Area E12 - Manshoon's Quarters | |
Manshoon (51-00%) | Area E13 - Manshoon's Study |
* Has a teleporter signet ring.
STAT REFERENCE
Sidra Romeir (LE female Callishite human) – veteran, MM p. 350
Manafret Cherryport – lightfoot halfling mage, MM p. 347; see DH p. 149
Yorn the Terror – half-orc thug, MM p. 350; see DH p. 150
Lady Gondafrey – gargoyle, MM p. 140; see DH p. 152
Kaejva Cynavern (female Mulan human) – mage, MM p. 347; see DH p. 158
Urstul Floxin – assassin, MM p. 343; see DH p. 216
Vevette Blackwater (CE female Tethyrian human) – swashbuckler, DH p. 216
Agorn Fuoco (NE male Turami human) – bard, DH p. 195
Havia Quickknife / Mookie Plush (LE lightfoot halfling) – martial arts adepts, DH p. 209
- Lawful Evil
- 49 (11d6+11) hit points
- Racial Traits: Small, walking speed 25 ft., move through the space of a Medium or larger creature, advantage on saving throws vs. being frightened.
- Speak Common and Halfling.
Manshoon Simulacrum – DH p. 209
Manshoon – DH p. 209
Thugs – MM p. 350
Apprentice Wizards – DH p. 194
Animated Armor – MM p. 19
Barlgura – MM p. 56
Spectator – MM p. 30
Flying Snakes – MM p. 322
QUESTIONING THE ZHENTARIM
Thugs know the general layout of the tower:
- They’ve been told not to enter the Outer Tower or go above the third level of the Main Tower.
- Manshoon’s lieutenants wear special rings that let them access Manshoon’s sanctuary atop the Outer Tower (although they don’t know that this is actually an extradimensional space; they think he just lives up there).
Apprentice wizards know the same, but also know:
- That Manshoon lives in an extradimensional sanctum.
- He protects his valuables in an astral vault hidden somewhere in the sanctum. His former fourth apprentice tried to gain access to it and was disintegrated when Manshoon caught him.
- That the Stone of Golorr was blinded and Manshoon is attempting to find its three Eyes. He already has one. He once had another that was stolen by Xanathar. And he has recently identified that a local noble family has the third. (They don’t know the identity of the noble family.)
Manshoon’s lieutenants know what the apprentice wizards know, but also:
- The layout of the extradimensional sanctum, including the location of the astral vault.
- That the Cassalanters are the noble family who possess the third Eye.
THE DEMON
If the PCs encounter the summoning ritual in Area K15 and don’t disrupt it, then eventually the apprentice wizards succeed in binding the barlgura and Manshoon is able to send it on a mission. Options to consider might include:
- Attacking the PCs at Trollskull Manor.
- Sending it as part of an operation to steal back “his” Eye from Xanathar, possibly inflicting damage in Xanathar’s Lair. (This could easily happen in the middle of the PCs attempting their heist there.)