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DRAGON HEIST~
CREDITS FOREWOR D
lead Designer: Christopher Perkins A simple question began rattling around in my head
Designers: James J. Haeck, James lntrocaso, Adam Lee, over two yea rs ago as I was bidding fareweJJ to Barovia,
Matt Sernett
Rules Development: Jeremy Crawford, Ben Petrisor, Kate Welch dragging myself out of the depths of Maelstrom, and
Story Consultants: Matthew Mercer, Charles Sanders planning a yearlong expedition to Chult. Where do we
go next? After mulling over several options. we decided
Managing Editor: Jeremy Crawford it would be refreshing to return to civilization.
lead Editor: Christopher Perkins
Waterdeep: Dragon Heist is a treasure hunt with an
Editors: Michele Carter, Scott Fitzgerald Gray, Kim Mohan
urban backdrop. We've visited Watcrdeep before, but
Art Director: Kate Irwin not like this. Clever heroes will respect the city's rules.
Additional Art Direction: Shauna Narciso, Richard Whitters Those who get on the city's bad side are in for a rough
Graphic Designer: Emi Tanji time, as the City of Splendors is home to some of the
Cover Illustrator: Tyler Jacobson
Interior Illustrators: Mark Behm, Eric Belisle, Zoltan Boros, Clint
most powerful figures in the Forgotten Realms.
Cearley, Sidharth Chaturvedi, Daarken, Eric Deschamps, Olga Charlie Sanders. a lifelong D&D player. brought his
Drebas, leesha Hannigan, Ralph Horsley, Tyler Jacobson, Sam experience writing for television to the project by help-
Keiser, Julian Kok, Alayna Lemmer, Christopher Moeller, Scott ing flesh out the story bible months before work on the
Murphy, Jim Pavelec, Claudio Pozas, Vincent Proce, Ned Rogers, adventure was scheduled to begin. Matthew Mercer,
Craig J Spearing, Jason Thompson, Cory Trego-Erdner, Richard
Whitters. Mark Winters, Shawn Wood, Bayard Wu, Kieran Yanner whom you might know from the livestreamed show
Interior Cartographer: Dyson logos Critical Role, lent us his boundless imagination and
Poster Map: Jason Engle helped flesh out the villains and their motives. A D&D
adventure is only as good as its villains, and Waterdeep:
Producers: Daniel Tovar, Matt Warren, Stan!
Product Engineer: Cynda Callaway
Dragon Heist has multiple baddies to choose from.
Imaging Technicians: Carmen Cheung. Kevin Yee Before I pull back the curtain and lead you into the
Art Administration: David Gershman heart of Waterdeep, I wish to thank Ed Greenwood for
Prepress Specialist: Jefferson Dunlap making the City of Splendors what it is: the kind of mag-
ical place you wish in your heart was real.
Other D&D Team Members: Bart Carroll, Pelham Greene, Ari
Levitch, Chris Lindsay, Jeremy Martin, Shelly Mazzanoble, Mike
Chris Perkins
Mearls, Hilary Ross, Liz Schuh, Nathan Stewart, Greg Tito, Trish
Yochum December 2017
O N THE COVER
In Waterdeep, a gold coin is called a dragon, and someone has
hidden half a million dragons in the City of Splendors. Tyler
Jacobson illustrates the villains hunting for the treasure. May the
gods protect any adventurer who stands in their way!
Olscloim•t: The Lords ofWot<rdeep eonno• be h•ld responsibl• for th• flogging, ban·
iskment, ir1carceraelort. or execution ofadventurers who violaie the Code legal, nor arc
th• Lords responsible for 1he 0<1ions ofbeholder erime lordi, unserupulous nobles, draw
swoshbueklers. and e•il clones. Also, don'1 be alorm1d by 1he colouol notues scouered
thro11ghoui 1he city. They·,, q"1te safe and hoven·s gone btrJerk in rears.
CE:
620C4658000001 EN
ISBN: 978-0-7869-6625·7
First Printing: September 2018
987654321
OUNCEONS & ORACONS, 0&0, W1urds of the Coast, Forgouen Realms. the dragon ampersand, Playtr's Handbook, Monster Manual, Dungeon Moster's Cu1de. 111 other Wizards of
the Coas1 product namts. and their rtsptctive logos art trademarks ofWtzards of the Cout 1n the USA and other counlriU All characters and their d1st1nct1vt likenesses are property
of Wizards of the Cont, This maitertal ts prot«:ted under the copyright laws o( the United States of Amenca. Any reproduct•on or unauthorrz.td use of the mattnal or artwork contained
herein •S prohibited without the upress wntteo permission ofWlzards of the Coast.
Printed in the USA C2018 Wizards of the Coast LLC, PO Bor 707, Renton, WA 98057·0707. USA Manvfactured by Hubro SA, Rue Em1le-Boecha131 , 2800 Oellmont, CH.
Represented by Hubro Eyrqpc 4 The Square Stockley Park lhbrtdec Middlesex UBJl JET Uk
CONTENTS
Pronunciation Guide ................................ 4 Cb. 3: FirebaU............................................ 43 Ch. 6: Hell ofa S ummer ....................... 115
Int roduction ................................................. 5 What's Happening Here?......................... 43 Cu It of Asmodeus .................................... 115
Story Overview ............................................. 5 The Crime Scene ....................................... 44 Facing the Cassalanters ........................ 117
Choose Your Villain ..................................... 6 After the Blast ............................................44 Cassalanter Villa ..................................... 117
Seasons .......................................................... 7 im's Secret ............................................... 46 Temple of Asmodeus............................... 125
Running the Adventure ............................... 7 What Renaer Knows ................................. 49 Special Events.......................................... 130
Adventure Structure ................................. 10 Gralhund Villa ............................................ 50 Ch. 7: Maestro's Fall .............................. 131
Life in Waterdcep ...................................... 10 Aftermath .................................................... 55 Facingjarlaxle ......................................... 131
Adventure Flowchart ................................ 11 Loose Ends ................................................. 56 Sea Maidens Faire .................................. 132
Villain Lairs ................................................ 11 Level Advancement ................................... 56 Scarlet Marpenoth .................................. 141
Adventure Background ............................ 11 Ch. 4: Dragon Season ............................. 57 Special Events .......................................... 145
Character Creation .................................... 12 Setting the Stage ....................................... 57 Cb. 8: Winter Wizardry ........................ 147
Character Advancement .......................... 14 Encounter Chains ...................................... 58 Facing Manshoon .................................... 147
Factions in Waterdeep.............................. 14 Encounter Chains by Season ................. 59 Kolat Towers ............................................. 148
The Yawning Portal.. ................................. 20 Encounter 1: Alley ..................................... 61 Extradimensional Sanctum .................. 157
Ch. 1: A Friend In Need .......................... 21 Encounter 2: Mistshore ............................ 65 Special Events .......................................... 161
Where to Start. ........................................... 21 Encounter 3: Street Chase ...................... 68
Zhentarim I lideout.................................... 24 Encounter 4: Mausoleum ......................... 69 Ch. 9: Volo's Waterdeep
Encounter 5: Rooftop Chase ................... 72 Enchiridion .......................................... 163
The Watch Arrives..................................... 27 Entering Waterdeep ................................ 164
Tracking Floon ........................................... 27 Encounter 6: Theater................................ 73
Xanathar Guild Hideout .......................... 28 Encounter 7: Old Tower ........................... 76 A Long History (in Brief) ....................... 164
Completing Volo's Quest .......................... 30 Encounter 8: Courthouse ........................ 80 Surviving in the City ............................... 167
Level Advancement ................................... 30 Encounter 9: Cellar Complex ................. 83 The Wards of Waterdeep ....................... 174
Encounter 10: Converted Windmill ...... 86 The City's Splendors............................... 180
Ch. 2: Troll skull Alley ............................. 31 Vault Keys .................................................... 90 Parting Words .......................................... 188
Joining Factions ......................................... 34 Vault of Dragons ........................................ 94 App. A: Magic Items .............................. 189
Open for Business? ................................... 41 Adventure Conclusion .............................. 98
Level Advancement ................................... 42 App. B: Monsters and NPCs ............... 193
Ch. S: S pring Madness ........................... 99 App. C: Haodouts ................................... 221
Facing Xanathar ........................................ 99 Yawning Portal Friendly Faces ............ 221
Foiling Xanathar's Operation ............... 100 The Code Legal ........................................222
Xanathar's Lair ........................................ 100 Trollskull Manor and Tavern ................ 223
Special Events.......................................... 114 Key to the Yawning Portal.. ...................224
PRONUNCIATI ON GUIDE
This guide shows how to pronounce many of the non-English names that appear in this adventure.
INTRODUCTION
1
AHCHAIRON S DRACO N WA RD hoard, and the adventurers' ultimate goal is to keep the
Waterdeep is blanketed by an undispellable magical effect treasure out of their clutches.
called Ahghoiron's drogonword. The effect originates from You can swap out one villain for another at any time.
somewhere under Ahghairon's Tower in the Castle Ward For example, if you decide halfway through the ad-
and is permanent. Dragons and all other creatures of the venture that because of how the story has progressed
dragon type are physically unable to enter the city (or its Jarlaxle Baenre would make a better antagonist than
sewers) as long as the dragonward persists. The effect Xanathar, you can make that change on the fly and run
doesn't extend to the harbor or into Undermountain. subsequent encounters accordingly.
A creature of the dragon type that is touched by the
Each villain is fully described in appendix Band sum-
dragonstoffofAhghoiron (see appendix A) can ignore Ah-
ghairon's drogonward and move through the city freely. The marized below.
effect lasts until the creature is touched again by the staff,
or until the passage of a period of time specified by one XANATHAR
who is attuned to the staff. Xanathar is a paranoid, megalomaniacal beholder crime
The dragonstaffis currently in the possession of an adult lord whose goal is to wipe out anyone it perceives as a
gold dragon named Aurinax (see appendix B), who guards Zhentarim operative or sympathizer, retrieve the Stone
a hidden vault under the city.
ofGolorr, and secure the cache of dragons. Its base is a
dungeon under Skullport, a subterranean settlement be-
Renaer Neverember. Agents of the Zhentarim waylaid neath Waterdeep. This lair is described in chapter 5.
him because they want to know everything that Renaer Xanathar has a healthy fear ofLaeral Silverhand and
knows about the cache of dragons. (Unfortunately for is inclined to spare those in her employ, to avoid provok-
them, Rcnaer is ignorant of lhe cache and its where- ing a conflict with Waterdeep's Open Lord. Adventurers
abouts.) If the characters rescue him, Renaer proves to who incur the wrath of the beholder can use its fear of
be a worthy ally to adventurers hoping to make a name Laeral to escape certain death.
for themselves in Waterdeep. If you choose Xanathar as the villain, the adventure
As a reward for rescuing Floon, Volo gives adventur- takes place in the spring.
ers the deed to a building in the North Ward that looks
out onto a wide cul-de-sac hemmed in by old residences THE CASSALANTERS
and shops. The property used to be a tavern with a res-
Victoro and Ammalia Cassalanter are Waterdavian no-
idence on the upper Doors. The tavern has been closed
bles and secret devil worshipers. The Cassalanters plan
for years, and the residence is haunted by a poltergeist
to use the cache of dragons to buy back the souls of their
that the characters can lay to rest.
children, which they traded to Asmodeus for power.
FIREBALL! Their estate, Cassalanter Villa, has a temple of Asmo-
deus hidden underneath it, as described in chapter 6.
As time goes on, the characters attract the attention of The Cassalanters try to misdirect and discredit the
local factions hoping to recruit them while they settle characters rather than murder them. Victoro and Am-
into the city. Eventually, these relatively peaceful times malia rely on their noble status to protect them, and the
are shattered when a fireball detonates near their new last thing they want is the City Watch on their doorstep.
residence. The characters are swept up in the aftermath If you choose the Cassalanters as the villains, the ad-
of this horrific event and can try to get to the bottom of venture takes place in U1e summer.
it. Who cast the fireball spell and why? Who was the
intended target? They can investigate the incident on be- ~RLAXLE B AENRE
half of a gui ld or a faction, or they can become involved
Jarlaxle Baenre is a drow swashbuckler and the secret
for reasons of their own.
lord of Luskan, the City of Sails.jarlaxle plans to use
One casualty of the fireball is in fact its intended tar-
the cache of dragons to buy his way into the Lords'
get: Lord Neverember's spy, Dalakhar. Whoever killed
Alliance, a confederation of cities and towns that band
the gnome now has the Stone ofGolorr, the key to find-
together against common threats.Jarlaxle also wants
ing the lost cache of dragons. One way or another, de-
the dragonstaff ofAhghairon for leverage in his nego-
pending on the alliances- and the enemies-they have
tiations. In the magical guise of a human sea captain
made in the city. the characters become embroiled in
named Zardoz Zord,Jarlaxle runs a traveling carnival
the chase for the stone and the hoard it protects.
called the Sea Maidens Faire and lairs aboard a ship in
Waterdeep's harbor that has a submarine (the Scarlet
CHOOSE Y OUR VILLAI N Marpenoth) underneath it, as described in chapter 7.
When you run this adventure, you choose its main vil- jarlaxle delights in thwarting his enemies, enjoys the
lain at the outset. Your choice determines the season of complications that arise when adventurers try to meddle
the year in which the story takes place, as well as the an- in his affairs, and loves to see the looks on their faces
tagonists in several of the encounters in chapter 4. The when he finally gets the better of them. He doesn't suffer
villain you choose opposes the player characters, while fools who threaten him, however. If forced into a violent
the villains you don't choose become part of the back- confrontation, he swiftly and brutally kills someone to
drop and could help the characters or hinder them. make an example of them and then walks off.
As another unusual feature of this adventure, the If you choose Jarlaxle as the villain, the adventure
villains aren't meant to be killed, nor are they out to kill takes place in the autumn.
the player characters. The villains are after a treasure
INTRODUCTION
MANSHOON FAER O NIAN CALENDA R
The FaerOnian calendar has twelve months that roughly
A clone of the wizard Manshoon, one of the founders of correspond to the months of the Gregorian calendar. Each
the Zhentarim, is hiding in Waterdeep. He wants to rule month has thirty days divided into th ree ten-day weeks
the city, by claiming the cache of dragons and by using (each week is called a tenday). Scattered throughout the
that wealth to bribe the Masked Lords into making him year are five holidays that aren't considered part of any
the new Open Lord. He also wants to regain control of month. Once every four years, the holiday of Shield meet is
the Black Network. Manshoon lurks in Kolat Towers, a added to the calendar as a leap day immediately following
pair of wizards' towers in the Trades Ward. This resi- Midsummer night. Collectively, these days create a cycle
dence is described in chapter 8. similar to what we have on Earth: th ree 365-day yea rs fol-
lowed by a leap year.
Manshoon creates copies of himself using the simula-
Months. The FaerOnian months are Hammer, Al turiak,
crum spell and takes great pains to conceal his identity, Ches, Tarsakh, Mirtul, Kythorn, Flamerule, Eleasis, Eleint,
since his success hinges on not attracting the attention Marpenoth, Uktar, and Nightal.
of others who would seek to thwart him before his plans Annual Holidays. The annual holidays are Midwinter
come to fruition. Manshoon avoids unnecessary con- (between Hammer and Alturiak), Greengrass (between
frontations with adventurers; only those who enter his Tarsakh and Mirtul), Midsummer (between Flamerule and
extradimensional sanctum are likely to incur his wrath. Eleasis), Highharvestide (between Eleint and Marpenoth),
If you choose Manshoon as the villain, the adventure and the Feast of the Moon (between Uktar and Nightal).
takes place in the winter.
RUNNING THE ADVENTURE
SEASONS To run this adventure, you need the D&D fifth edition
The adventure unfolds in a particular season depending core rulebooks: Player's Handbook, Dungeon Master's
on the villain you choose at the outset. If you switch to a Guide, and Monster Manual. The Sword Coast Adven-
new villain midway through the adventure, don't change turer's Guide is helpful, but not necessary.
the season to match unless the characters take enough
downtime for seasons to change naturally.
Text that appea rs in a box like this is meant to be read
SPRING
----------------- -----
In Waterdeep, early spring tends to be cold and damp.
aloud or paraphrased for the players when thei r charac-
ters first arrive at a location or under a specific circum·
Misty rain falls for days on end. It's common for fog to stance, as described in the text.
settle at night and last through the day. As the weather
improves, the city attracts more visitors, and the streets
become increasingly crowded as summer approaches. The Monster Manual contains stat blocks for most of
the creatures found in this adventure. AJI the necessary
SUMMER stat blocks are included there or in appendix B. When a
creature's name appears in bold type, that's a visual cue
Summers in Waterdeep are quite comfortable, and it's a
for you to look up the creature's stat block in the Mon-
great time for citizens and visitors to congregate outside.
ster Manual, unless the adventure's text instead refers
The markets are busier than at any other time of year.
you to the monster appendix in this book.
Sometimes, though, warm air pushes up from the south
Spells and equipment mentioned in the adventure are
and settles in the valleys north and east of the city. This
described in the Player's Handbook. Magic items are
air gets trapped, creating a hot spell that might last days
described in the Dungeon Master's Guide, unless the
or weeks. Activity in the city slows to a crawl, since Wa-
adventure's text directs you to an item's description in
terdavians are unaccustomed to such beat.
appendix A.
AUTUMN
ABBREVIATIONS
Throughout autumn, wagonloads of food arrive in Wa-
terdeep from outlying farms. Without this bounty, city The following abbreviations appear in this book:
folk would starve during the winter. Cold, howling sea hp= hit points LG = lawful good
winds remind Waterdavians that winter is near. AC = Armor Class CG = chaotic good
DC - Difficulty Class NG =neutral good
WINTER
XP =experience points LN = lawful neutral
Waterdavian winters are harsh. As snow piles up around pp - platinum piece(s) N - neutral
the city and ice fills the harbor, trade grinds to a bait and gp =gold piece(s) CN =chaotic neutral
the city seals its gates. Citizens willing to brave the cold ep = electrum piece(s) LE ~ lawful evil
still gather in local taverns and festhalls, but few venture sp =silver piece(s) CE = chaotic evil
outside the city walls.
cp =copper piece(s) NE= neutral evil
NPC= non player character DM =Dungeon Master
INTRODUCTION
MAKE WATERDEEP YOUR OWN
VoLo's W ATERDEEP ENCHIRIDIO N
Much has been written about Waterdeep over the years.
This book presents much of that information, but you The special chapter of this book titled "Volo's Waterdeep
aren 't bound by it. Feel free to embellish and change what Enchiridion" is a tour of the City of Splendors. If you're
you will. Your version ofWaterdeep is the only version that unfamiliar with Waterdeep, review this section before
matters for your campaign running the adventure. You can also share this section
with players whose characters would know general in-
formation about the city.
ADVENTURE STRUCTURE
Waterdeep: Dra~on Heist consists of an introductory LIFE IN WATERDEEP
adventure designed to familiarize player characters with
City-based adventures can be challenging to run. espe-
the city of Waterdeep and provide them with a base of
cially if your player characters are inclined to wander.
operations (chapters 1 and 2). followed by a citywide
Keeping the characters in Waterdeep, where the action
treasure hunt (chapters 3 and 4) and descriptions of the
is, requires that they feel at home. To that end, here are
villains' lairs (chapters 5 through 8).
some points to keep in mind:
In chapter 1. the characters arrive at the Yawning Por-
tal, where Volo gives them a quest. It's a straightforward • Almost anything can be bought or sold in Waterdeep.
rescue mission with a twist involving a case of mistaken There's no need for adventurers to shop elsewhere.
identity. If the adventurers complete the quest, Volo re- • Waterdavians generally hold adventurers in high re-
wards them with a valuable piece of property. gard, given that many of the city's most esteemed citi-
In chapter 2, the characters explore their new home zens are former adventurers and that the city has been
in Trollskull Alley and attract the attention of factions saved countless times by adventurers over the years.
interested in recruiting them for special missions. • Adventurers who are invested in the city are less
Chapter 3 begins days or weeks later. allowing char- likely to want to leave it. As your players flesh out their
acters time to adjust to city life and pursue their own characters' backgrounds, encourage them to establish
interests. An explosion tears through Trollskull Alley, roots in Waterdeep. The adventure further invests
prompting an investigation that hurls the characters into the characters by awarding them property in the city
conflict with some secondary villains, culminating in a and giving them opportunities to join local factions
bloody confrontation at a noble estate. and guilds.
In chapter 4. the characters race to find the gold. The
encounters in this chapter and the order in which they BREAKING THE LAW
occur change depending on the villain you've chosen. Waterdeep is a city of firm laws and swift justice. Adven-
The chapter concludes with the discovery of Lord Nev- turers hell-bent on slaughter and plunder won't fare well
erember's treasure vault and a showdown with its gold in the City of Splendors. The punishments for assault,
dragon guardian. The characters' ultimate goal is to pre- arson, theft, and murder are severe, regardless of the
vent the gold from falling into the hands of the bad guys. reason for the crime.
If all goes well, some of the gold will find its way into the If the characters express interest in knowing more
characters' pockets. Characters will have a hard time about crimes and punishments in Waterdeep, give them
claiming it all for themselves, however. the Code Legal handout in appendix C.
Chapters 5 through 8 describe the lairs of the story's Characters who overtly engage in criminal behavior
villains and can be used at any time, in a ny order, or are quickly cornered and arrested by members of the
not at a ll. The cha racters might have reason to visit one City Watch. Those charged with committing a crime
or more of these la irs in the course of the adventure. are brought before a magister to be judged. Advocates
T hwarting the villains doesn't require the characters to might intercede on behalf of the characters if they have
invade their lairs or defeat them in combat, so it's pos- allied themselves with influential NPCs and factions.
sible to complete the adventure without these chapters For example, characters who become agents of the
coming into play. Lords' Alliance are more likely to be excused for crimes
Be prepared to make adjustments on the fly if the if Laeral Silverhand, the Open Lord of Waterdeep. has
characters find themselves in a villain's lair prior to cause to let them off the hook.
completing chapter 4, as the challenges within each Given how strictly laws are enforced in Waterdeep, it's
lair are difficult for characters of lower than Srh level to possible that the adventure could end with one or more
overcome. You can gently steer characters in a different of the characters being exiled, sentenced to several
direction, drop hints that urge them to use extreme years of hard labor, imprisoned, or put to death. Tf that's
caution, or make deadly encounters easier. It also bears how their adventure ends, so be it. Hopefully, your next
remembering that the villains are meant to be thwarted. group will fare better.
not killed, and they are rarely spoiling for a fight. Ad-
venturers who get in over their heads can be knocked ARRESTING C H A RACTERS
unconscious rather than killed. Such characters might
When the authorities show up to arrest one or more
awaken in an a lley, a sewer runnel, or a prison cell, with
player characters for breaking the law, you can handle
or without their gear. Conversely, they might awaken
the arrest in one of two ways.
safe and sound with all their gear in a private residence,
The first approach is to roleplay the encounter with
being cared for by friendly NPCs who took them in.
the arresting officers of the City Watch. The benefit
I NTRODUCTION
ADVEN TU RE FLOWCHART ADVENTURE B AC KGROUND
I CHAPTER I:
A FRIEND IN NEED
I GOLD EMBEZZLED
Lord Dagult Neverember embezzles
Volo gives the adventurers Ihalf.a million gold pieces and hides
a quest and an estate :
a J ~m in the Vault of Dragons.
their reward.
._
I
r CHAPTER 2:
TROLLSKULL ALLEY
1 STONE CRAFTED
Dagult hires a wizard to create the
Adventurers settle into their Stone ofGo/orr, then hides the artifact
new estate and meet the
.____ neighbors. ___. J
l in the Palace of Waterdeep. ~
r CHAPTER 3:
FIREBALL
l D AGULT OUSTED
Dagult leaves Watcrdeep to rebuild
l
A fireball explodes in Troll- Neverwintcr and is ousted as Open
skull Alley, setting off an Lord of Watcrdeep.
investigation.
I
r C H APTER 4:
DRAGON SEASON
l r STONE STOLEN
~
h Stone of Golorr is stolen from the
Adventurers join the race
to find and un lock the Vault
lace of Waterdeep and ends up in
Xanathar's possession.
J
of Dragons. [
I
VILLAIN LAIRS STONE STOLEN AGAIN
As Zhents loyal to Manshoon try to
r-
1
CHAPTER 5:
SPRING MADNESS
forge an alliance with Xanathar, the
___,..
Stone of Golorr is stolen.
Adventurers invade Xanathar's
dungeon under the city and confront
the beholder in its lair.
AL LI ANCE ENDED
rupts when Xanathar accuses
CHAPTER 6:
the Zhents of stealing the Stone of
HELL OF A SUMMER
Adventurers storm House ___
........
Golorr. which they didn't do. J
Cassalanter and make a
diabolical discovery.
r CHAPTER 7:
DALAKHAR FLEES
l khar, a gnome thief working for
MAESTRO'S f ALL
Adventurers board JarlaxJe's ships
and learn the sinister secrets of the
Sea Maidens Faire.
E It, tries to smuggle the Stone of
Golorr out ofWaterdeep.
L
CHAPTER 8: DALAKHAR DIES
WINTER WIZARDRY
Dalakhar is killed by a fireball spell.
Adventurers search Kolat Towers Urstul Floxin steals the Stone of
for Manshoon's clone and find his ~lorr from Dalakhar's corpse.
extradimensional den.
INTRODUCT I ON
of this approach is that characters can choose to go
quietly or resist. The drawback is that the encounter CHARACTER CREATION
might devolve into a fight-or-flight situation, leading to If your players are creating 1st-level characters for this
one or more characters becoming fugitives. If the party adventure, consider setting aside the first game session
includes one or more characters who aren't lawfuJ, such for character creation. That way, the players can flesh
an outcome is likely. To mitigate this drawback, you out their adventuring party together and come up with
might allow fugitive characters to forge alliances with reasons why their characters are friends.
NPCs who can help clear their names.
If the threat of a rrest becomes tedious, you can switch BRINGING THE PARTY TOGETHER
to the second approach, which is to merely inform the The Yawning Portal is a popular adventurers' hangout.
players that one or more characters have been a rrested. Unless you have a better idea. assume that the charac-
You can describe the arrest, the subsequent detention, ters arc familiar with the establishment and have met
and the events leading up to the trial. The drawback to there before. If any of the characters are new to the city,
this approach is that player characters have no control they can be drawn to the Yawning Portal by its reputa-
over the situation. (This sense of helplessness has the tion or summoned there by Volo.
virtue of being realistic, if not fun.) To mitigate this To make the Yawning Portal feel like a familiar, wel-
drawback, you might allow characters to make ability coming place, give the players a copy of the Yawning
checks to influence the outcome; for example, a success- Portal Familiar Faces handout in appendix C and allow
ful Charisma (Persuasion) check might enable a charac- each player to select one NPC as a friendly acquain-
ter to bribe an official or sow enough doubt in the mind tance. Additional information about these NPCs can be
of a magistrate to have the case thrown out. found at the end of this introduction.
I NTRODUCTION
propriate ones in the Sword Coast Adventurer's Guide: House Rosznar. Once banished from Waterdeep for
City Watch, cloistered scholar, courtier, faction agent, smuggling, slavery. and other crimes, this Tethyrian
far traveler, inheritor, mercenary veteran, urban bounty house bas returned and is trying to overcome its dark
hunter, and Waterdavian noble. If you have access to this past and disgraceful reputation by focusing on legiti-
book, consider making its background options available mate business ventures such as wine-making and gem
to your players' characters. trading. The family motto is "We fly high and stoop
swift." Rosznar Villa is situated on ThunderstaffWay be-
WATERDAVIAN NOBLE FAMILIES tween Copper Street and Shield Street in the Sea Ward,
Waterdeep contains well over a hundred noble families. west of the High Road.
The following noble houses are fine choices for any Lady Esvele Rosznar (see "The Black Viper" in appen-
character with the noble background from the Player's dix B) is a member of this house, though she keeps her
Handbook or the Waterdavian noble background from masked identity and thieving escapades a secret.
the Sword Coast Adventurer's Guide.
House Amcathra. The Amcathras are a Tethyrian GUILD MEMBERSHIP
family that specializes in horse breeding and training, Any characters with the guild artisan background are
cattle ranching, wine-making. and weaponsmithing. The assumed to have free membership in one Waterdeep
family motto is "We trample our troubles:· The family guild of their choice. Arcane spellcasters living in the
has a large villa in the North Ward, on the east side of city are required by law to register with the Watchful Or-
the High Road between Hassantyr's Street and Tar- der of Magists and Protectors, so that they can be called
nath Street. on to defend the city with their magic in times of need.
House Margaster. The Margasters are an llluskan Waterdeep's most prominent guilds appear on the
family whose business interests lie in land-based ship- Guilds ofWaterdeep list. By law, there are no active
ping and bulk goods trading. The house also has a quiet thieves' guilds in Waterdeep, and the Xanatbar Guild
history of wizardry. The family motto is "Nothing is be- isn't an actual guild but a faction (see "Factions in Wa-
yond our grasp." The Margaster family estate is situated terdeep," page 14).
between Stabbed Sailor Alley and Shattercrock Alley in To join a guild, one must possess a background, a pro-
the North Ward. ficiency, or a status that the guild values. For example, a
House Phylund. The Phylunds are a Tashlutar family character with the sailor background is welcome to join
that captures and sells monsters. Monsters that can't the Master Mariners' Guild. One can practice a profes-
be trained as pets or guard beasts are sold to arenas sion and not be a guild member, but sucb autonomy car-
or harvested for their meat. bones, and skins. The Phy- ries a cost. The guilds do everything they can to entice
lunds sponsor adventuring parties and monster-hunt- new members to join and pay for membership, and they
ing expeditions, and their motto is "What you fear, we go out of their way to hinder independent business own-
master." House Phylund has an estate on Copper Street, ers, up to and including driving them out of business. A
west of the High Road between julthoon Street and baker who refuses lo join the Bakers' Guild might find
Trader's Way in the North Ward. her flour supply cut off. while a wizard who refuses to
INTRODUCTION
TRACKING RENOWN what the characters would earn for defeating a monster
This adventure includes side quests available only to with a challenge rating equal to their level. For example,
characters who join the factions described in this adven- a fair ad hoc award for a party of 2nd-level adventurers
ture. You can use the optional renown rules in chapter 1 would be 450 XP. which is what the characters would
of the Dungeon Master's Guide to track a character's rank earn for defeating a challenge rating 2 monster.
and ascent within a given faction. The Dungeon Master's If you dispense with XP tracking and allow characters
Guide gives names for various ranks within the Harpers,
to gain levels as the adventure progresses, use the Sug-
the Emerald Enclave, the Lords' Alliance, the Order of the
Gauntlet, and the Zhentarim. Rank names for members of gested Character Levels table as your guide.
Bregan D'aerthe, Force Grey, and the Xanathar Guild are
given below, with the renown needed to attain each rank. FACTION S I N WATERDE E P
Bregon D'aerthe Ranks: Orbb (private, 1), Kyorlinorbb
Various factions have roots in Waterdeep, and any char-
(corporal, 3), Khal'abbil (sergeant, 10), Mallasargtfin (lieu-
tenant, 25), llareth (captain, 50) acter with the faction agent background (described in
Force Grey Ranks: Cray Hand Initiate (1), junior Gray the Sword Coast Adventurer's Guide) can choose to be-
Hand (3), Senior Gray Hand (10), Force Grey Initiate (25), long to one of the factions described below, provided the
Defender ofWaterdeep (50) character meets the faction's prerequisites.
Xanathar Guild Ranks: Eyestalker (1). Agent of the Eye If you're using the optional renown rules described in
(3), Eye Ray (10), Guild Boss (25), Hand of the Eye (50) chapter 1 of the Dungeon Master's Guide, allow a player
whose character has the faction agent background to
join the Watchful Order ofMagists and Protectors might roll a d4 to determine that character's renown at the
be denied access to sages, libraries, and other useful start of the adventure. See the "Tracking Renown" side-
resou rces. bar for more information.
Guilds charge members monthly or yearly dues that Characters of other backgrounds will have opportu-
va ry. For simplicity, you can have a guild charge 1 gp per nities to join a faction later in the adventure. Any such
month or 10 gp for a year's dues paid in advance. A guild character must meet a faction's prerequisites to be eligi-
can expel a member for any number of reasons, not the ble to join it, and the character's starting renown is 0.
least of which is failing to pay dues. Characters who have renown greater than 0 in a fac-
tion can gain its support in times of need by reaching
FACTIO N M EMB ERSHI P out to an influential NPC member of that faction. As a
character's renown improves, so does the quality of the
A character with the faction agent background (de- support. A faction might also help non-members who
scribed in the Sword Coast Adventurer's Guide) must further its interests. The descriptions of tbe factions that
choose a faction to belong to (see "Factions in Water- follow include suggestions for how support from a fac-
deep" below). Characters without this background can tion can manifest.
join factions once they reach the end of chapter 1 of this You decide the extent to which a faction will assist the
adventure.
adventurers, based on each faction's perception of how
important or valuable the adventurers are. For example,
CHARACTER A DVANC E ME NT if the characters earn Laeral Silverhand's trust and her
You can track experience points or simply allow char- support of them becomes public knowledge, members
acters to level up when they reach certain points in the of Bregan D'aerthe might aid the characters so that
adventure. Ideally, the characters should fall within the jarlaxle Baenre can curry favor with the Open Lord of
desired level range as they experience each chapter, as Waterdeep.
shown in the Suggested Character Levels table.
BREGAN D 'AE RTHE
SUGGESTED CHARACTER LEVELS A character must be a drow, preferably a male, to join
Chapter Suggested Level this faction.
1. A Friend in Need 1st-2nd Bregan D'aerthe is a company of mercenaries orig-
2. Trollskull Alley 2nd inally made up of the much-derided and dishonorable
3. Fireball castaways of destroyed drow houses. The group's leader,
3rd
Jarlaxle Baenre, is always looking for new members to
4. Dragon Season 3rd-4th
fill the ranks, and loyalty is what matters to him most.
5. Spring Madness 5th or higher Almost all Bregan D'aertbe members are male be-
6. Hell of a Summer 5th or higher cause female drow rarely condescend to take orders
7. Maestro's Fall 5th or higher from a male. A female drow can earn a place in the
8. Winter Wizardry 5th or higher faction by decrying the drow matriarchy and convincing
jarlaxle that she would be an asset to the brotherhood.
If you decide to track experience points, you can slow jarlaxle employs non-drow operatives as well, none of
the rate of advancement by banking XP until you're whom know they're working for him; such individuals
ready for the party to level up. Conversely, you can has- aren't considered members of the faction.
ten level advancement by awarding ad hoc XP for com- Bregan D'aerthe is using one of Jarlaxle's legitimate
pleting goals, roleplaying well, and surviving or avoiding business enterprises-the Sea Maidens Faire- as a
deadly traps. Any such award should be no more than front in Waterdeep. The Sea Maidens Faire consists of
INTRODUCTION
three carnival ships (the Eyecatcher, the Heartbreaker, EMERAL D ENCLAV E
and the Hellraiser) crewed by disguised drow and a host
A character must demonstra te an interest in protecting
of non-drow performers (musicians, acrobats, actors,
nature or the natural order to join the Emerald Enclave.
and the like). The ships' cargo consists mostly of wagons
Druids and rangers are especially welcome.
and floats that can be hastily assembled and paraded Waterdeep harbors a few members of the faction.
through the city. The drow use these parades to draw
which seeks to foster harmony between nature and civ-
attention away from their illicit activities.
ilization. Members living in Waterdeep help guard the
fn the magical guise of a flamboyant Tlluskan captain
city against unnatural threats, including aberrations and
named Zardoz Zord,Jarlax le oversees things from the
undead. They also watch over the City of the Dead (Wa-
Eyecatcher, his flagship, and the Scarlet Marpenoth, a
terdeep's public cemetery) and the city's parks.
submarine mounted underneath it. He relies on three
Members of the Emerald Enclave can be found in
drow gunslinger s- Fel'rekt Lafeen, Krebbyg Masq'il'yr,
Phaulkonm ere. a noble villa in the Southern Ward. and
and Soluun Xibrindas- to do most of his dirty work in
at the SnobeedJe Orchard and Meadery in Uodercliff.
the city. For more information onJarlaxle and his lieu-
The walls of Phaulkonm ere enclose fabulous gardens,
tenants, see appendix B.
and the buildings are covered with moss and ivy. The
Bregan D'aerthe is skilled at infiltrating criminal orga-
place is owned by descendan ts of two wealthy families-
nizations. Xanathar's drow advisor. ar'I Xibriodas (see
the Tarms (longtime Waterdav1ans) and the Phaulkons
appendix B), is actually a Bregan D'aerthe spy.
(who are of Cormyrean descent). They spend most of the
Bregan D'aerthe support comes in these ways: year traveling abroad and entrust the estate to a half-
• The adventurer s receive small, unmarked black elf groundske eper named Melannor Fellbranch. He is
pouches of coins from an anonymous source. joined by Jeryth Phaulkon, a noblewoman turned demi-
• The adventurer s receive an invitation lo dine with god who serves Mielikki, divine lady of the forest.
Zardoz Zord aboard his flagship, during whichjar- The Snobeedle Orchard and Meadery is run by the
laxJe takes their measure and offers assistance if they Snobeedle family of halftings, among them an old druid
impress him. named Blossom Snobeedle. Blossom's youngest son,
• Bregan D'aerthe members buy off or quietly dispose Dasher, disappeare d in Waterdeep about six months
of individuals who threaten the adventurer s (usually ago. He was infected with lycanthropy and is now a
without asking). member of a wererat gang called the Shard Shunners.
INTRODUCT ION
Emerald Enclave s upport comes in these ways: rent situation, it doesn't take long for them to suspect
• Enclave members share information they've gathered that the Zhentarim is wholly or partially responsible for
from magicaJ conversations with animals in the city. the escalation of violence in Waterdeep. Harper spies
• Melannor Fellbranch (see "Emerald Enclave," page might use the adventurers as instruments to get at the
35) provides free food and care for the adventurers' truth. Various nobles and guild masters in the city are
animals at Phaulkonmere. Harper sympathizers.
• One adventurer receives a supernatural charm (see The Harpers have several secret gathering places
"Supernatural Gifts" in chapter 7 of the Dungeon Mas- in Waterdeep, among them Ulbrinter Villa, an estate
ter's Guide) bestowed by Jeryth Phaulkon (see "Emer- located on Delzorin Street between Vhezoar Street
ald Enclave,"' page 35). and Brondar's Way, in the North Ward Oust south of
Trollskull Alley). The elf lady of the house, Remallia
FORCE GREY Haventree ("Remi" to her friends), the widow of Lord
Arthagast Ulbri nter, is a high-ranking member of the
To join Force Grey, one must first become a member of faction. Other key members include Renaer Neverem-
the Gray Hands. An individual who has served in the ber, the estranged son of Lord Dagult Neverember, and
City Watch or the City Guard is eligible to join, as are Mirt, an advisor to Open Lord Laeral Silverhand. See
characters who are willing to swear oaths to defend appendix B for more information on these NPCs.
Waterdeep, its citizens, and its laws with their lives. Ad- Harpers prefer to conduct their business in bustling
venturers who show promise might be invited to join the inns and taverns such as the Yawning Porta l, or in quiet
Gray Hands, a faction overseen by the Blackstaff, Vajra locations such as the City of the Dead.
Safa hr. Members of the Gray Hands complete assign-
ments dictated by Vajra. Harper support comes in these ways:
Force Grey is an elite cadre of specialized adventur- • The Harpers make common and uncommon potions
ers, drawn from the ranks of the Gray Hands, whose and scrolls available to the adventurers at a reduced
fighting prowess is matched only by their loyalty to the or deferred cost depending on the circumstances.
city. Force Grey attracts the best of the best. Characters • Remallia Haventree (see appendix B) feeds useful bits
don't begin their adventuring careers as members of of information to the adventurers and might also offer
Force Grey, but they can work up to that status. them temporary shelter.
Whenever Waterdeep has a problem that can't be • If the adventurers are accosted and overwhelmed, one
handled by diplomats or the city's other armed forces. or more Harpers come to their rescue. A Harper res-
the Open Lord has the option to mobilize Force Grey. cue team usually consists of a bard (see appendix B)
Such action is usually taken as a last resort, since some or a mage, plus ld4 + 3 spies or veterans.
past members of the group have exhibited a tendency to
indulge in wanton violence, causing as much damage as LORDS' ALLIANCE
they ostensibly prevent.
To become a member of the Lords' Alliance faction in
Although the Open Lord sets mission goals and pa-
Waterdeep, a character must be a Watcrdavian citizen.
rameters whenever the unit is activated, the Force Grey
Those with criminal records can also join, provided they
team needed to complete any given assignment is made
demonstrate their allegiance to the city.
up of individuals handpicked by the Blackstaff.
The Lords' Alliance is a confederation of cities and
If members of Force Grey (and, in some cases, the
towns up and down the Sword Coast and throughout the
Gray Hands) are arrested for a crime, the Open Lord or
North, including (among others) Baidu r's Gate, Mirabar,
the Blackstaff will usually intervene on their behalf and
Mithra! Hall, Neverwinte r, and Silverymoon. Members
facilitate their release.
of the alliance must come to one another's aid in times
Force Grey support comes in these ways: of need, and the organization uses field operatives (dip-
Adventurers who are arrested are released under the lomats. spies, and assassins) to safeguard its interests.
loose supervision ofVajra Safahr (see appendix B). Waterdeep is one of the most influential and invested
The adventurers receive a helpful uncommon or rare members of the Lords' Alliance. Waterdeep's Open
magic item that they're allowed to use for a time (until Lord, Laeral Silverhand, uses spies to keep tabs on
it mysteriously disappears). adventurers in the city, rewarding those who place Wa-
• Meloon Wardragon (see appendix B) or some other re- terdeep's interests above their own. Laeral employs ad-
spected member of Force Grey helps the adventurers venturers as agents of the Lords' Alliance. among them
out of a tough situation. Jalester Silvermane. See appendix B for more informa-
tion on these NPCs.
HARPERS Laeral spends most of her time in the Palace of
Waterdeep. Within walking distance of the palace are
Any smart, non-evil character can join the Harpers of well-maintained government residences set aside for
Waterdeep. Bards and wizards are especially welcome. the use of representatives of other Lords' Alliance cities
Harpers are altruists who work behind the scenes to and towns.
keep power out of the hands of evil tyrants. In the cur-
INTRODUCTION
Lords' Alliance s upport comes in these ways: Xanathar Guild s upport comes in these ways:
• City Watch officials are notified that the characters • Any member given an assignment might receive a
are on "official business" for the Lords' Alliance and monstrous bodyguard or assistant (such as a bugbear,
instructed to provide support whenever they can. a kenku, or a wererat), who has secret instructions to
• Mirt (see appendix B), a Masked Lord who serves as kill the gui ld member if they fail to complete the as-
Laeral Silverhand's advisor, invites the adventurers signment as ordered.
to dinner at his dilapidated mansion as a pretense for • The guild grants access to secret tunnels and safe
sharing rumors and imparting pearls of wisdom. houses (hidden cellars) underneath Waterdeep.
• The characters are granted a brief audience with • Xanathar might send a gazer (see appendix B) to help
Laeral Silverhand (see appendix 8). (and spy on) an up-and-coming guild member.
INTRODVCTIOS
The Yawning Portal attracts
adventurers from every corner
of the Forgotten Realms and the
D&D multiverse. Not sure who
a numbered character is? Go to
page 224 for the answer key.
THE YAWNING PORTAL jALESTER SILVERMANE
LG male Chondathan human lighter
The Yawning Portal is a famous inn and tavern located
in the Castle Ward ofWaterdeep. Adventurers can meet J alester Silvermane (see appendix B) is an agent of the
all sorts of colorful characters here. Lords' Alliance who reports directly to Laeral Silver-
The place is a stone building with a slate roof and hand. The Open Lord of Waterdeep has asked him to
several chimneys. Most of the ground floor is taken spy on adventurers who might, through their actions, aid
up by the tavern's common room, which contains a or imperil the city and its citizens. Since the Yawning
40-foot-diameter open well (actually the outer s hell of a Portal attracts adventurers of all sorts,Jalester spends a
sunken stone tower) that descends 140 feet to the first lot of time here, usually seated by himself in a quiet cor-
level of Undermountain, the sprawling dungeon under ner. Durnan knows thatjalester works for Laeral and
Waterdeep. A rope-and-pulley mechanism is used to leaves the young man alone.
lower adventurers into the well and hoist them out. More Jalester is often distracted by thoughts of Faerrel Dun-
information about this entrance to Undermountain can blade, his boyfriend, who was killed in a street fight last
be found in Waterdeep: Dungeon ofthe Mad Mage. year. When not engaged in alliance business. jalester is
The upper floors of the Yawning Portal contain com- lonely and looking for love.
fortable. nicely appointed rooms for guests.
MELO ON WARDRAGON
Durnan, the proprietor, charges standard prices for
food, drink, and lodging (see chapter 5 of the Player's NE male Chondathan human adventurer under the
control ofan intellect devourer
Handbook for costs).
Meloon Wardragon (see appendix B) comes across as
FA MILIAR FACE S a cheery, optimistic, war m-hearted man eager to fight
alongside those he considers his friends. The Yawning
Give the Yawning Portal Familiar Faces handout in
Portal staff and many of the regular guests know that
appendix C to the players, and allow each of them to
Meloon is a skilled fighter with ties to Force Grey.
select one NPC as a friendly acquaintance- someone
An intellect devourer in league with Xanathar ate
the player's character knows and trusts. More than one
Meloon's brain several months ago. Now under the mon-
player can select the same NPC. The information below
ster's control, Meloon actively discourages adventurers
should be withheld from the players until their charac-
ters learn il. from exploring Undermountain and urges them to focus
on conflicts in the city instead. He also hunts down and
DURNA N kills Zhentarim operatives for his secret beholder mas-
N male llluskan human innkeeper ter. He has his eye on Davil Starsong (see appendix B)
but won't kill the elf in plain view of witnesses.
The proprietor of the Yawning Portal is a retired adven-
turer and a man of few words. Durnan (see appendix B) 0BAYA UDAY
bluntly warns adventurers of lower than 5th level that NG female Chu/tan human priest of Waukeen
entering Undermountain "isn't a good idea."' He keeps
Obaya, a pries t. bas traveled from Chult to sponsor ex-
a magic greatsword hidden behind the bar just in case
peditions into Undermountain, with the goal of bringing
something monstrous crawls up out of the entry well.
its magical treasures back to her employer, the mer-
" B ONNIE" chant prince Wakanga O'tamu of Port Nyanzaru. She
N doppelganger disguised as Tethyrian human barmaid discou rages low-level adventurers from exploring Un-
dermountain but is happy to help them with her magic
This doppelganger posing as a friendly barmaid is the until they gain enough experience to be useful to her.
leader of a gang of five doppelgangers that arrived in If you plan to run Waterdeep: Dungeon of the Mad
Watcrdeep over a year ago. To help the gang make ends Mage after this adventure, Obaya can take on a more
meet, she works for Durnan as a barmaid. Mattrim prominent role as an advisor and a source of quests.
Mereg (see below) knows her secret.
YAGRA STONEFIST
MATTRIM "THREESTRINGS" MEREG
N female half-ore thug-for-hire
LG male !Uuskan human bard
Yagra is a Black Network mercenary who gets paid to
This socially awkward bard (see appendix B) performs protect a Zhent negotiator named Davil Starsong (see
at the Yawning Portal and is a better musician than appendix B for more information on him). Yagra finds
he pretends to be. He's called "Threestrings" because the job boring and likes to pass the time by challenging
he plays a lute that has only three strings remaining. adventurers to arm wrestle. (Resolve such contests
His secret is that he's a Harper spy, and he's far more using contested Strength checks.) If the characters
eloquent and composed than he lets on. He lives at the express their opposition to the Xanathar Guild, Yagra
inn, where he spends his afternoons and evenings spy- might urge them to speak to Davil about joining forces
ing on Zhentarim agents and gathering information on with the Zhentarim to destroy the beholder crime lord.
other potential troublemakers. He recently befriended Yagra is a half-ore thug. When reduced to 0 hit points,
Bonnie and wants to help her doppelganger gang settle she drops to 1 bit point instead (but can't do this again
into the city.
until she finjshes a long rest). She has darkvision out to
a range of 60 feet. She speaks Common and Ore.
I NTR.ODUCTI ON
BAR BRAWL IN THE YAWNING PORTAL PROVES TAVERN BRAWL
that nowhere is safe from the gang war be-
tween the Zhentarim and the Xanathar Guild. As the characters are relaxing in the taproom of the
Yawning Portal. a fistfight breaks out. Read the follow-
In this atmosphere of danger, the characters
ing to set the scene:
are offered a quest by Volothamp Geddarm.
Volo promises a reward if they can rescue
his missing friend, Floon Blagmaar, who he You sit around a sturdy wooden table lit by a brightly
fears has been caught up in the conflict. Volo's burning candle and littered with plates cleared of food
quest is a straightforward introduction to the streets of
and half-drained tankards. The sounds of gamblers yell-
Waterdeep, providing the characters with an excuse to
explore the city. ing and drunken adventurers singing bawdy songs nearly
In their hunt for Volo's friend, the characters might drown out the off-key strumming of a young bard th ree
make allies and enemies who can resurface throughout tables over.
the adventure. Following the completion ofVolo's quest, Then all the noise is eclipsed by a shout: "Ya pig! Like
the characters gain a home base with an address in killin' me mates, does ya?" Then a seven-foot-tall half-
Trollskull Alley, in Waterdeep's North Ward. From their
new base, the characters can plot their own course, orc is hit by a wild, swinging punch from a male human
whether it involves interacting with Waterdeep's people, whose shaved head is covered with eye-shaped tattoos.
joining one of the city's many factions, or simply poking Four other humans stand behind him, ready to jump
around for danger. Into the fray. The half-ore cracks her knuckles, roa rs, and
leaps at the tattooed figure- but before you can see if
WHERE TO START blood is drawn, a crowd of spectators clusters around
This adventure assumes that the characters have al- the brawl. What do you do?
ready formed a party and arc presently in the Yawning
Portal, perhaps knocking back a pint of Shadowdark ale
and wolfing down a plate of quipper and chips. Alterna- The human combatants are five members of the Xana-
tively, you can begin this adventure as the characters thar Guild (CE human bandits). The one with the eye-
first enter the raucous tavern, or by having them all meet shaped tattoos on his bald pate is their leader, Krentz.
for the first time as Volo hands them their initial quest. Their foe, Yagra Strongfist, is a half-ore employed by
the Zhentarim (see the Yawning Portal Friendly Faces
handout in appendix C). Yagra fights for her pride.
I
begin, members of the Xanathar Guild ambushed and Tall, densely packed tenements leave most of the
killed the Zhent guards in the warehouse. The new ne ighbo rhood in shadow at ground level. Most of the
arrivals mistook Floon for Renaer, knocked Floon un-
streetlamps have had their glass smashed and their
conscious, and dragged him away while Renaer hid and
escaped their notice. candles stolen, and the smells of salt air and excrement
Floon was taken to a Xanathar Guild hideout in the linger as you pass by rows of run-down buildings.
sewers. A small gang of kenku was left behind at the
Zhentarim warehouse to kill any other Zhents who
might show up at the warehouse. The presence of the On the corner of Zastrow Street and Fillet Lane is a
kenku has prevented Renaer from trying to leave the shop with a peculiar window display:
warehouse.
One nearby shop stands out from the others. It has a
FINDING FLOON
deep purple facade, and in its window hangs a stuffed
Volo last saw Floon outside the S kewered Dragon, a beholder. Above the door hangs a sign whose elaborate
dubious (and Zhentarim-owned) tavern between Net
letters spell out "Old Xoblob Shop."
S treet and Fillet Lane in the Dock Ward. The followin g
encounters kick off the characters' investigation.
En route to the tavern, ·'Blood in the Streets" is a If the characters check out the shop. continue with "Old
chance for characters to see the City Watch in action. Xoblob Shop."' If they don't. they find the tavern without
If the characters decide to look around, "Searching the further incident; see "The Skewered Dragon"' below.
Dock Ward'" gives them a feel for their surroundings,
and they might discover a strange place, "Old Xoblob O LD XOBLOB SHOP
S hop," that warrants further exploration. Once they ar- When the characters enter, they quickly get a sense of
rive at their destination, "The Skewered Dragon" is an the strangeness of the place:
opportunity for the characters to get information from
the patrons, which leads them to "Candle Lane,"' where
their quest continues. A cloud of lavender-scented purple smoke trails out of
the shop's door as you peer inside. Every wall is painted
BLOOD IN THE STREETS purple, and every dusty knickknack on the shelves is
As the characters travel through the Dock Ward, they dyed a deep violet. The hairless old gnome sitting cross-
come upon the aftermath of a bloody clash between the
legged on the counter wears plum-colored robes. His
Xanathar Guild and the Zhentarim:
cheeks are decorated with nine purple face-painted eyes.
The gnome lowers a pipe and exhales a cloud of lav-
As you turn a corner, you find yourselves on a street that
ender smoke before raising a hand. "Hail and well met!
l
has been cordoned off by the City Watch. Lying on the
Come browse the shelves of the most curious curiosity
cobblestones are a half-dozen corpses, seemingly the
shop in the world! "
victims of some terrible skirmish. Watch officers have
disarmed and arrested three blood-drenched humans
and are in the midst of questioning witnesses. One of The shop is named after the stuffed beholder in the win-
dow-a fixture that is actually a magical sensor, through
the officers sees you. "Get on," she says. "Nothing to
which Xanathar can peer whenever it wishes.
see here." The shopkeeper is a wizened deep gnome who spies
for the Xanathar Guild. A few years ago, he survived
ZS
ZS ZS
Upper Level
(Street Level) ZS
0
l\1 0
I
6l
~ ~C]~=4SS~~~~9
Do
Yard Z1
0
1 square = S feet 0
cO
SECRET DOOR
A secret door in the wall of the tunnel that leads south Threadbare curtains hang on the east wall of a long
can be found with a successful DC 15 Wisdom (Percep- hall, in the middle of which a muscular half-ore in dingy
tion) check. robes stands with his foot on the chest of a male human
Q2. WATCH P OSTS with wavy red-blond hair. Fire burns around the ore's
clenched fist, and his victim cries and squirms helplessly
Two goblins are stationed here, one in area Q2a and
beneath him.
one io Q2b. Allies of the Xanathar Guild, they came here
from Undermountain. The goblins rely on dark vision Seated on a raised platform to the south is a nightmar-
to see and are supposed to be watching area QL but ish figure wearing black robes. It has large white eyes and
both have dozed off. Characters who succeed on a DC rubbery purple skin, with four tentacles encircling its in-
9 Dexterity (Stealth) check can sneak past the sleeping human mouth. It cradles and gently caresses what looks
goblins without waking them.
like a disembodied brain with feet.
TREASURE
Each goblin carries ld6 cp in a small pouch. The tentacled creature is Nihiloor (see appendix B), a
mind ft.ayer that is caressing an intellect devourer.
Q3. MESSY ROOM ~~~~~~~~- Upon seeing the adventurers, Nihiloor rises from the
Rusty weapons and threadbare clothing Utter the floor stone chair, sets .its pet down, and glides across the
of th is area, which serves as a coat room and armory. It room, intending to leave through the double door in the
contains nothing of value. west wall. The mind fl.ayer expects Grum'shar and the
intellect devourer to cover its escape.
_Q,4. EMPTY SLEEPING AREA ~~~~~~~~
Nihiloor carries a 3-incb-diameter stone orb carved
This room contains six tattered, straw-stuffed mat- to resemble an eyeball, similar to what one might see
tresses and nothing of value. If the occupant or occu- al the end of a beholder's eyestalk. This stone eye is the
pants of area Q5 have not been dealt with already, the key to activating the magic portal in area Ql 1. The mind
characters hear the sounds of activity in that room flayer uses it to return to Xanathar's lair (described in
through the thin wooden door that separates these chapter 5). It uses dominate monster to control some-
two chambers. one who gets in its way and turns any such individuals
against their allies.
REWARDS
LEVEL ADVANCEMENT
Volo is drinking alone in the Yawning Portal while anx- If you're using milestone level advancement instead of
iously awaiting news of Floon's fate. He springs up and tracking experience points, the characters advance from
runs to embrace the characters and his friend as soon 1st to 2nd level when they return to Volo after having
as he sees them. explored the Xanathar Guild hideout.
l square = l 0 feet
\-,-~-,-----;:::\]=~"'\
M11P 2 1: TROLLSKUt.L AL LEV (NORTH W11RO)
sign of a gold dragon curled around a treasure hoard SPELLS FOR SALE
of books and scrolls. Inside, the shop is decorated with Spell Cost per Spell
beautiful hardwood, and the earthy scent of old books Comprehend languages, detect magic, 25 gp
permeates the air. The library fills two floors of this feather fall, find familiar, mage armor,
three-story building, and it somehow seems to contain magic missile, shield, unseen servant
more shelves than the building should be able to hold.
Arcane lock, continual flame, darkvision, 75 gp
The shop is managed by a short dragonborn of gold
invisibility, magic weapon, misty step, rope
dragon ancestry named Rishaal the Page-Turner, who
lives on the third floor. Rishaal, a member of the Watch- trick, suggestion
ful Order of Magists and Protectors, is a mage, with Clairvoyance, counterspell, dispel magic, 150 gp
these changes: fireball, fly, nondetection, water breathing
Arcane eye.fabricate, greater invisibility, 300 gp
Rishaal is neutral.
• He has these racial traits: He can use his action to ex- ice storm, locate creature, polymorph
hale a 15-foot cone of fire (but can't do this again until Bigby's hand, cone of cold, modify memory 750 gp
he finishes a short or long rest); each creature in the
cone must make a DC 10 Dexterity saving throw, tak- T7. SEWER ACCESS
ing 2d6 fire damage on a failed save, or half as much At the east end ofTrollskull Alley is a removable metal
damage on a successful one. He has resistance to fire grate that covers an opening. Below the grate, a ladder
damage. He speaks Common, Draconic, Dwarvish, descends 20 feet into the Waterdeep sewer system.
and Elvish.
I
ends the surveillance a nd breaks off a ll contact with the following message in a melodious male voice:
characters for the time being.
On the other hand, if the characters try to confront
the drow spies, they avoid contact but leave beh ind a
black eye patch as a calling card. The next day, Jarlaxle
Baenre (see appendix B) shows up at the party's
headquarters, using his hat ofdisguise to appear as a
! "Interested in joining the Emerald Enclave? Come meet
us at Phaulkonmere in the Southern Ward."
I
estate: a noblewoman-turned-demigod and Chosen of following short message to one of the characters:
Mielikki namedjeryth Phaulkon.Jeryth, the only mem-
I
ber of her family who currently resides at Phaulkon-
mere, manifests as a disembodied female voice that can "I am Vajra Safahr, the Blackstaff. Come to Blackstaff
be heard by anyone in the villa gardens. She offers mem- Tower in the Castle Ward at once. Bring your friends."
bership in the enclave and bestows on each new mem-
ber a charm ofrestoration (see "Supernatural Gifts" in
Despite her insistent tone, Vajra doesn't take offense
chapter 7 of the Dungeon Master's Guide). Jeryth also of-
if the character refuses her invitation. A day later, she
fers Phaulkonmere as a safe haven for enclave members
casts another sending spell and reaches out to a dif-
and their friends.
ferent party member. If sbe is refused a second time,
In her disembodied state,jeryth can't be harmed. If
she doesn't contact the party again until the characters
the need arises,Jeryth can cast any spell on the druid
gain a level.
HARP ER M ISSIONS
Party Level Mission Brief Mission Requirements and Reward
2nd "One of the drays working in the city is pulled Characters can find Maxeene, a draft horse with an Intelligence
by a talking mare named Maxeene. Locate score oflO, with a successful DC 13 Intelligence (Investigation)
check. Maxeene speaks Common, and characters must try to con-
her, find out if she's learned the identity of any
Zhent operatives, and if so, determine their vince her that they're Harpers by making a DC 13 Charisma (Persua-
whereabouts." sion) check. If the check succeeds, the horse recalls giving a ride to
a sun elf and his half-ore bodyguard two days ago; she picked them
up at an intersection (she doesn't recall which one) and drop ped
them off at the Yawning Portal. They talked about hiring spies to
root out Xanathar Guild hideouts in the city. Maxeene's descriptions
of the passengers match the appearances of Davi I Starsong and
Yagra Stonefist. Reward: Each Harper character gains 1 renown.
3rd "Uza Solizeph is an old woman who sells Uza (LG fema le human Mulan commoner) describes the t hreat as a
books out of a narrow three-story building on "monstrous orb of many eyes" that chased her cat, Fillipa, into the
Sorn Street in the Trades Ward. She claims to shop. The monster is, in fact, a gazer (see appendix B). If the char-
have trapped a monster in her shop and fears acters met a gazer in chapter 1, they know what they're up against.
for the welfare of her books and her cat. The Uza lends them the keys to the front and back doors of her shop.
City Watch isn't likely to lend a hand, given Characters find the interior in shambles and hear a cat meowing
Uza's propensity for tall tales, but the Harp- on the third Aoor. The sounds are coming from the gazer, which is
ers owe her a favor. You'll find her sobbing at hunting Fillipa. The cat has so fa r eluded the nasty lit tle predator.
Felzoun's Folly, a tavern on the corner of Sorn Reward: Each Harper character gains 1 renown if the gazer is de-
Street and Salabar Street. Make haste!" feated. Uza also gives the party a used spell book containing four
1st-level and three 2nd-level wizard spells.
4th "One of our members, Mattrim Mereg, has The characters must speak with five doppelgangers, starting with
allied himself with a gang of doppelgangers their leader, "Bonnie," who works at the Yawning Portal. She needs
and believes the Harpers should recruit them. a few days to round up the other doppelgangers, who agree to meet
We need an unbiased opinion. Track down and at the tavern in human guises. Characters must interview each
speak with each of the doppelgangers, and doppelganger and succeed on a DC 16 Wisdom (Insight) check to
gauge their trustworthiness." ascertain its trustworthiness. Only "Bonnie" is trustworthy. Reward:
Each Harper character gains 2 renown. Every contributing party
member receives 50 gp.
5th "Lady Remallia Haventree is hosti ng a party at Remallia Have ntree (see appendix B) knows of the mission, but it's
House Ulbrinter, her villa on Delzorin Street, not revealed to the characters that she's a Harper. There's one drow
located between Vhezoar Street and Brondar's spy in attendance: Jarlaxle Baenre (see appendix B). He uses his hat
Way in the North Ward. We have reason to ofdisguise to appear as a young actor from Luskan named Erystian
suspect that drow spies have infiltrated the Demarne. A successful DC 24 Wisdom (Insight) check is needed
guest list. Attend the party and root out the to out Jarlaxle. Impressed by the perceptive adventurers, he thanks
disguised drow. Dress sharply." Lady Haventree for an entertaining evening and dashes off, but
not without fi rst tipping his hat to the character or characters who
exposed him. Reward: Each Harper character gains 2 renown. Every
party member who attended the party receives 200 gp.
I
in the Castle Ward), where they can be sworn into the night. The message reads:
order. The swearing-in ceremony involves the recitation
of an oath to find and destroy evil in all its forms. The "Want to be part of something big? Speak to Davi! Star-
oath is spoken while every candidate wears a silver
song at the Yawning Portal."
gauntlet (a symbol of the order). After the ceremony,
Savra gives new recruits their first mission.
1
The Belabrantas are a Waterdavian noble fami ly that If the characters seek out Davi!, Yagra S tonefist
raises gri ffons for the Griffon Cavalry. Savra is trying to (see "Familia r Faces," page 20) greets them and
regain her honor by serving Tyr, thus atoning for the evil leads interested parties to a table in the center of the
acts she committed as a member of an evil elemental Yawning Portal's taproom, where her boss waits with
drink in band.
ZHENTARIM MISSION S
Party Level Mission Brief Mission Requirements and Reward
2nd "Someone is killing elf and half-elf sailors in Characters who spend three consecutive nights loitering around
the Dock Ward-three dead so far, each one the docks spot Heldar, a drunk half-elf sailor (bandit), leaving the
decapitated by a blade in the dead of night. Mu leskull Tavern (on Ship Street in the Dock Ward). Characters who
Look into it, will you? Methinks the City Watch follow Heldar can save him from Soluun Xibrindas, a renegade drow
could use a little help." gunslinger (see appendix B). Soluun hides in the shadows, blade
drawn, waiting for the ha lf-elf to stumble by. Spotting him before
he strikes requires a successful DC 18 Wisdom (Perception) check.
Soluun flees if reduced to half his hit points or fewer. Reward: Each
Zhentarim character gains 1 renown. If Heldar survives Soluun's
attack, each character receives 50 gp.
3rd "There's a shop in the Trades Ward called Skeemo Weirdbottle (see append ix B) has placed four potions of
Weirdbottle's Concoctions. The gnome who poison in a small silk-lined coffer. The potions look, smell, and taste
runs it is a friend of ours named Skeemo. He's like potions of mind reading. Awaiting delivery near the God Catcher
made some potions ofmind reading for a client. is Esvele Rosznar, the Black Viper (see appendix B). She wears a
Pick up the potions and deliver them to the hooded purple cloak and is seated in the back of a hire-coach. She
God Catcher, one of the enormous statues in exchanges the coffer for a black velvet pouch, then orde rs her driver
the Castle Ward. Give the potions to the lady in to depart. The coach delivers Esvele to her estate in the Sea Ward.
the purple cloak, and keep the tip." Reward: Each Zhentarim character gains 1 renown. Esvele's pouch
contains 15 pp, which the characters can keep.
4th "Waterdeep's richest ha lfl ing family, the Any character who spends at least three days asking pertinent
Snobeedles, is offering 500 gold pieces for in· questions and pursuing leads in the Southern Ward or the Dock
formation leading to the safe return of a miss· Ward can, at the end of that time, make a DC 18 Charisma (Persua·
ing fami ly member named Dasher Snobeedle. sion or Intimidation) check. On a success, the character convinces
Those dragons sure would look good in our some tight-lipped halflings to arrange a meeting with Dasher. The
coffers! Investigate and see what you can meeting is scheduled to occur at highsun in Waymoot the next day.
learn, but don't get in any trouble. The City Dasher shows up to hear what the characters have to say, but he has
Watch already has it out for us." no intention of going home. He recently joined a gang ofhalfling
wererats called the Shard Shunners (so named because they detest
silver) and has since become a wererat himself (see chapter 1 for
halfling wererat statistics). The Shard Shunners are his family now.
Reward: Each Zhentarim character gains 2 renown.
5th "Skeemo Weirdbottle has betrayed us! The lit· Skeemo Wei rdbottle (see appendix B) manages to stay one step
tie worm has been feeding information to our ahead of the characters. As they approach his shop, they see him
enemies. He must be eliminated. Make it look ride off in a dray with five other passengers and a driver (all com-
like an accident." moners). If Skeemo realizes he's being followed , he casts fly and
takes to the air. If the effect is dispelled or the characters maintain
pursuit, he casts greater invisibility on himself and uses crowds to
cover his escape. If the characters fail to nab him, he takes refuge
in Kolat Towers (see chapter 8). Reward: Each Zhentarim character
gains 2 renown ifSkeemo is eliminated without implicating the
Black Network. In addition, characters who snatch Skeemo's satchel
find that it holds his spellbook (containing all the spells he has pre·
pared), a potion of mind reading, and 150 gp in a sil k coin purse.
different hand. Broxley has long believed the tavern to be haunted and
If the characters want lo speak with Tashlyn direclly, is glad to see living souls in it once more. While lament-
Yagra can arrange a meeting in the City of the Dead or ing the burdens of being a father of nine. he is quick to
some other quiet place. By the time the characters see point out that the characters' continued compliance with
her, Tashlyn has learned the following information: guild rules and regulations makes his rather difficult life
"just a bitty bit easier."
• The rumored leader of the renegade Zhent faction is
Urstul Floxin, a known Black Network assassin. HAMMOND KRADDOC
• A warrant has been issued for Urstul's arrest, but his Vintners', Distillers: and Brewers· Guild
current whereabouts are unknown. Even magical
Hammond (N male Illuskan human commoner) doesn't
scrying has fai led to reveal his location.
like adventurers, but he likes their coin. This effete,
• The botched kidnapping of Renaer Neverember won't
well-dressed man is always seen in the company of a
sit well with Urstul. He might try again. (Tashlyn
young scribe, Jinny (NG female tiefting commoner), who
doesn't actually believe this, but she knows that
wears spectacles and silently records notes and conver-
Renaer has ties to the Harpers and might share
sations in a small book as Hammond speaks.
information of interest with the characters.)
Hammond likes to stop by in the middle of the month
Weeks after his arrest, Davi! is released from cus- to inform the characters of new spirits that the guild bas
tody once the Lords of Waterdeep are satisfied that to offer, and to give them a list of which ones to push
neither he nor his associates are responsible for the re- hard. To test the extent of their willingness to cooperate,
cent violence. he chastises them for their current selection of bever-
ages, even if he previously sold them those goods.
OPEN FOR BUSINE SS? jUSTYN RASSK
If the characters intend to fix up and reopen the tavern
Guild of Butchers
in Trollskull Alley, they can expect to deal with various
guilds without whose support the business is likely to Dead-eyed, slack-jawedj ustyn (NE male llluskan hu-
fail. Repairs to the walls and the roof require the ap- man thu g) grew up in the toughest neighborhood in
proval and oversight of the Carpenters', Roofers', and the Field Ward and has the scars to prove it. The guild
Plaisterers' Guild. The Cellarers' and Plumbers' Guild doesn't pay him enough for him to afford a residence in
is best equipped to handle the refurbishing of the base- the North Ward, and going to that part of the city fills
ment and plumbing. Clean bedsheets are provided by his heart with resentment. He darkens the characters'
ihe Launderers' Guild. The streets around the establish- doorstep once a month to deliver a cartload of chopped
ment are kept up by the Dungsweepe rs' Guild and the meat for the tavern's larder. Although delivery fees are
Loyal Order of Street Laborers. Meat must come from covered by the guild's monthly dues,Justyn always de-
the Guild of Butchers; ale and wine from the Vintners', mands some extra coin for his service. If the characters
Distillers', and Brewers' Guild: and bread and pastries don't give him a gratuity of at least 3 gp, he says, '·Maybe
from the Bakers' Guild. The list goes on. next time the meat will be someone you know." He lets
The "Tavern Keeping Expenses" sidebar lists the the threat hang in the air, then departs.
costs that the characters must pay to get their place
ready for business, as well as the recurring obligations TAVE RN KE EPING E X PEN S ES
they must meet while the tavern is open for business. This sidebar summarizes the one-time payments and
continuing expenses associated with running the tavern in
SAMPLE GUILD R EPRE SENTATIV ES Trollskull Alley, as well as providing rules for determining
how much coin the business makes or loses.
Once it becomes known around the city that the tavern
in Trollskull Alley is planning to reopen its doors to the One-Time Expenses
public, the adventurers receive visits from guild repre- • 1,000 gp to renovate the tavern over 12 days
sentatives interested in the tavern's welfare. This sec- • 250 gp for guild licenses and contracts (paid up front)
tion describes a handful of these representativ es. Regular Expenses
• 50 gp per tenday for maintenance and wages of hirelings
BROXLEY f AIRKETTLE • 10 gp per tenday for all other guild expenses
Fellowship ofInnkeepers Profit or Loss
Broxley (LG male strongheart haltling commoner) At the end of every tenday, roll a dlOO + 10 and consult
is a laid-back, law-abiding halfiing with mutton chops the Running a Business table in chapter 6 of the Dungeon
Master's Guide to determine whether the tavern lost money
and bushy eyebrows. Inns and taverns are few and
or earned profit. If the characters spent coin on promoting
far between in the North Ward, so he makes frequent
their business during that tenday, add l to the roll for each
visits to the characters' place to see how it's doing and l gp they spent. If the characters have unpaid expenses,
to offer his well-wishes. If none of the characters are subtract l from the roll for each l gp they owe.
CHAPTER 3 I FIREBALL
HOUSE G RALHUN D bodies, although invisible and similarly hidden charac-
--- ters can search the crime scene further. A search of the
The heads of the Gralhund noble family, Yalah Gralhund
bodies accompanied by a successful DC lS Wisdom
and her husband, Orond, a re providing coin and shel-
(Perception) check reveals the following:
ter to Urstul and his fellow Zhents in exchange for the
promise of getting their fair share of the hidden cache • One of the dead male humans has a black, winged
of gold. But the Gralhunds aren't willing to put their snake (the symbol of the Black Network) tattooed on
trust entirely in the Black Network; they sent out their his right forearm.
own agent to shadow the Zhents, eliminate Dalakhar, • The dead gnome has dry waste on his boots and
and obtain the Stone ofGolorr on their behalf. Yalah cloak, suggesting he has spent time in the sewers
gave the would-be assassin a necklace of fireballs with recently. He also has a pouch containing five 100 gp
instructions on how and when to use it. When it seemed gemstones.
as though Dalakhar might give Urstul Floxin the slip, A character can try to snatch Dalakhar's pouch with-
this agent hurled one of the beads from the necklace to out being seen by NPC onlookers, doing so with a suc-
stop the gnome in his tracks. cessful DC 13 Dexterity (Sleight of Hand) check. On a
The Gralhunds' assassin is a nirnblewright (see failed check, the character still acquires the pouch, but
appendix B) that escaped from the House oflnspired someone observes the theft and reports it to City Watch
Hands, the temple ofGond in the Sea Ward, a month constables once they show up (see "The Watch Arrives"
ago. The construct hitched a ride on House Gralhund's below). This witness to the theft can be silenced with a
coach. Yalah Gralhund befriended it, offered it shelter, bribe of SO gp or more.
and used it as a servant until she and her husband found
a more sinister use for it.
The incident with the fireball has strained the alliance AFTER THE BLAST
between the Gralhunds and the Black Network. Urstul The characters have a few minutes to examine the
Floxin is refusing to hand over the Stone ofGolorr until crime scene before the City Guard arrives and cordons
he speaks to his secret master, Manshoon. Meanwhile, off Trollskull Alley, posting six guards at each entrance.
the Gralhunds are weighing the risks of betraying and The guards don't allow anyone in or out without permis-
murdering Urstu l in their own house. If the characters' sion from a superior officer. Another six guard s, includ-
investigation go well, they'll blunder into this den of ing a sergeant with 18 hit points, make their way to the
snakes before the chapter is done. crime scene and watch over the dead bodies until the
City Watch arrives. Lingering smoke from the fireball
UNRAVELING THE P LOT also attracts a Griffon Cavalry rider (see appendix B).
As its griffon mount circles the neighborhood, the rider
During their investigation, the characters should learn
watches the streets and alleys for suspicious figures.
who or what cast the fireball (a nimblewright), why the
attack was commitled (to steal the Stone ofGolorr), and
THE W AT CH ARRIVES
where the stone was taken (Gralhund Villa). lf the inves-
tigation stalls, friendly NPCs might step forward to help Twenty minutes after the explosion, a City Watch ser-
in exchange for compensation. One such figure is Vin- geant named Saeth Cromley (see appendix B) escorts
cent Trench, the private detective, who lives in Trollskull a member of the Watchful Order of Magists and Protec-
Alley (see chapter 2, area TS). The characters can also tors named Barnibus Blastwind (see appendix B) to the
consult with friendly factions such as the Harpers. crime scene. Barnibus quietly takes charge of the inves-
tigation at that point, while Sergeant Cromley directs a
force of twenty constables (veterans) to knock on doors
THE CRIME SCENE and question locals.
In the wake of the explosion, people emerge from their Before allowing the corpses to be removed and taken
houses and shops to survey the devastation. The fire- to local temples, Barnibus inspects the scene closely
ball didn't set any buildings ablaze, but it left eleven and reaches the following conclusions, which he prefers
people dead: to keep to himself but might share with other members
• One elderly female human who was out for a walk (no of the Watchful Order:
one recognizes her) • The gnome was running from armed pursuers, of
• Two cloaked male humans (Zhentarim sellswords) which there were three. The third person who was
clad in leather armor with sheathed longswords chasing the gnome isn't among the dead.
Two female humans and one male half-elf dressed in • The gnome and his pursuers were moving toward the
plain clothes (servants of wealthy North Ward fami- tavern in Trollskull Alley (which Barnibus will soon
lies, killed while running errands) come to realize is the characters' property).
• One male gnome (Dalakhar) wearing a burned cloak • Neither the gnome nor his pursuers saw the
and clutching a dagger blast coming.
• Two female halflings who were playing a flute and a
fiddle, and two male halflings who were dancing Given these findings, Barnibus decides to question
the tavern's owners and occupants, with Sergeant
The characters have only a few minutes to search Cromley by his side as a witness and bodyguard. Spe-
the crime scene before members of the City Guard ar- cifically, Barnibus wants to find out the gnome's identity
rive. After that, they aren't allowed anywhere near the and whether he was known to anyone. The characters,
OH APT£R 3 I FIRl!BALl.
having never met Dalakhar, have little information to
offer unless they decide to lie.
Neither Barnibus nor Sergeant Cromley is quick to
jump lo conclusions. They both prefer to have ironclad
evidence and testimony from reliable witnesses before
making any arrests. Even though the characters are sus-
pects by virtue of their proximity to the crime scene. it
hardly seems plausible that they would unleash destruc-
tive magic so close to their place of business in broad
daylight. Consequently, Barnibus intends not to take up
too much of their time.
Barnibus and Sergeant Cromley refuse requests by
characters to join the investigation. "That would intro-
duce too many new variables into an already confound·
ing equation," replies Barnibus with a frown. "Trust in
the Watch," Cromley adds dismissively. Characters who
seem truthful and honest can press Barnibus for further
information by making a DC 15 Charisma (Persuasion)
check. On a success, they nudge Barnibus into revealing
what he has discovered, as outlined above.
EYEWITN ESSES
Many other people witnessed the fireball without being
caught in the blast. Three of them have important infor-
mation to share. Any character who spends at least 1
minute talking to one of them learns what that person
saw or heard. (No ability checks are required, since the
eyewitnesses are eager to talk.)
FALA LEFALIJR
Fala, the owner of Corellon's Crown (see chapter 2, area
T4). relates the following information:
5A£T>< CROMLEY ANO BARNIBUS BLASTWINO
C HAPTER 3 I f'IRl:.BALL
SPEAKING W I TH THE VICTI MS
The House of Inspired Hands looks like a cross be-
The dead are taken to a City Watch station in the North tween a temple and a workshop. The symbol of Gond, a
Ward and kept in a cellar morgue. Clerics from local
temples are brought in to cast gentle repose spells on toothed cog with four spokes, is displayed prominently.
the corpses, to preserve them while the investigation is You see the silhouette of a humanoid shape perching
ongoing. Any character who has a renown of 1 or higher on the rooftop. It extends an arm, releasing a tiny metal
in Force Grey (the Gray Hands), the Harpers, the Lords' sparrow into the sky. The bird does a few loops in the air,
All iance, the Order of the Gauntlet, or the Zhentarim then veers right toward you.
can petition their faction representative to hire a cleric
to cast speak with de;:id on one or more of the fatalities.
The characters can hire a cleric themselves by making The creature atop the temple is Nim, a o imblewright
a donation of at least 25 gp to the cleric's temple for (see appendix B). Nim was given to the temple as a gift
each casting of the spell. They must also provide a list of from a visiting Lantanese wizard and has been creating
questions they want answered. its own inventions on the sly. One of those inventions
A speak with dead spell can pry some or all of the fol- was the nimblewright that detonated the fireball in
lowing information from Dalakhar's corpse if the right Trollskull Alley. Another less-dangerous invention, a
questions are asked: mechanical sparrow, is on an accidental collision course
with the party.
• Dalakhar stole an artifact called the Stone ofGolorr
from the lair of a beholder known as Xanathar, in a Have the characters roll initiative. Nim's mechanical
dungeon deep below the city. bird acts on initiative count 10, has a flying speed of 60
Dalakhar worked for the Open Lord of Waterdeep. feet. and starts 60 feet away from the characters. It has
(Here he refers to Lord Dagult Neverember, whom AC 15, l hit point, and immunity to poison and psychic
he believes is the rightful Open Lord, not Laeral damage. On its turn, it flies toward one party member
Silverhand.) at random and makes a melee weapon attack (+O to hit)
The Stone of Golorr is the key to finding a hoard of against that character. On a hit, the bird deals 2 (ld3)
dragons hidden in the city. piercing damage as it slams into the character with
Dalakhar heard about a group of adventurers who surprising force. On a miss, it crashes. Either way, it's
destroyed on impact.
rescued Lord Neverember's son from the Zhentarim
and thought the Stone ofGolorrwould be safe in their After the attack, Nim withdraws into the temple's attic
hands for the time being. He was on his way to deliver through a secret hatch in the roof and lies low, hoping
it to them, planning to come back and reclaim it after the characters don't report the incident to the tem-
ple's acolytes.
he had eluded his pursuers. Then the fireball went off.
The following information can be learned by casting INSIDE THE TEMPLE
speak with dead on one or both of the dead Zhentarim
sellswords: The temple of Gond is open and abuzz with activity
during daylight hours, then closes from sunset until sun-
Their names were Bashekk Ortallis and Wern rise. At night. acolytes retire to their private quarters co
Malkrave. They worked for Urstul Floxin and resided work on pet projects.
al Gralhund Villa.
• Their job was to help catch a gnome named Dalakbar. HALL OF EXEMPLARY INVENTIONS
• Dalakhar had some kind of artifact in his possession The main hal l of the temple holds two dozen marble
which, according to Urstul Floxin, would make them pedestals. Each one bears a prize-winning invention or
as rich as kings. a miniature model of some other extraordinary creation.
Among the displays are several that stand out:
N1M's SECRET • A 4-foot-tall working model of a clock tower rings at
Characters who questionjezrynne Hornraven (see "'Eye- the top of every hour. It is made of wood. iron. bronze,
witnesses'' above) can get a description of the creature and glass, with brass bells and delicate hands formed
that set off the fireball. It bears a striking similarity to from solid gold.
the automatons that sometimes march in the Day of • A wooden flying machine has wings that flap when it
Wonders parade, as anyone who has lived in Waterdeep becomes airborne.
during the fall season knows. Because the Day of Won- • A miniature model of a mechanical dragon turtle has
ders parade is sponsored by the loca I temple of Gond, a brass plate affixed to its pedestal that reads, "Big
characters might want to visit the temple and investigate Bclchy. Sank in Deepwater Harbor on the Day of
a possible connection. Wonders in 1363 DR."
• A functional "waking helmet" equipped with small,
H OUSE OF I NSPIRED HANDS articulated metal arms and hands that gently slap the
wearer if he or she falls asleep.
The House of Inspired Hands, Waterdeep's temple of
• A miniature model of a red submarine shaped like a
Gond, sits on the corner of Seawatch Street and Shark
manta ray has a brass plate affixed to its pedestal that
Street in the Sea Ward. If the characters visit the tem-
reads, "The Scarlet Marpenoth. Lantanese submers-
ple, they see the following:
ible. Launched in 1489 DR."
CHAPTER 3 I FIREBALL
MEETING VALETTA
The characters are met by Valetta, a dragonborn priest
of bronze dragon ancestry, with these changes:
• Valetta is neutral.
• She has these racial traits: She can use her action to
exhale a 5-foot-wide, 30-foot line of lightning (but can't
do this again until she finishes a short or long rest);
each creature in the line must make a DC 11 Dexterity
saving throw, taking 2d6 lightning damage on a failed
save, or half as much damage on a successful one.
She has resistance to lightning damage. She speaks
Common and Draconic.
If the characters mention the figure they saw on
the roof of the temple, Valetta identifies it as Nim, a
nimblewright that was gifted to the temple by a Lan-
tanese wizard. If they describe the incident involving
the mechanical bird, Valetta sighs and leads them up a
spiral staircase to an attic that Nim uses as a lair- only
to find the attic's door fitted with a new lock. Valetta
doesn't recognize the lock or have a key to open it, but
N1MBLEWRIGMT DETEC. TOR
a character using thieves' tools can pick the lock with
a successful DC 20 Dexterity check. A knock spell or
similar magic also opens the door. Valetta won't allow
characters to break down the door, but she does permit
them to speak to Nim through the door. A character can
persuade Nim to unlock the door with a successful DC
17 Charisma (Persuasion) check. Valetta grants advan-
tage on the roll by strongly urging Nim to comply.
MEETING NIM
Nim understands Common but can't speak. It has de-
veloped a simple sign language that Valetta and other REWARD
members of the temple staff understand. After the inci- If the characters want LO track down the wayward nim-
dent with the bird, Nim hides amid the clutter in its lair, blewright themselves, Valetta says that the House of In-
but it emerges if the cha racters find their way inside or spired Hands will pay them 500 gp to destroy it. If they
coax it into unlocking the door. If the characters ask return with proof of its destruction, Valetta sees that
about the other nimblewright, Nim admits (through ges- they receive the promised reward and also offers them
turing to Valetta) that it built the other nimblewright to one each of the following nonmagical inventions:
ease its loneliness. But then Nim's creation Red in con- Actjustable Stilts. The stilts take 1 minute to put on
fused terror a month ago. and Nim hasn't seen it since. or remove. They increase the height of any humanoid
In light of this revelation, Valetta angrily orders acolytes wearing them by 2 to 5 feet. Each stilt weighs 8 pounds
to remove Nim's tools and unfinished inventions from and is 1 foot long when fully collapsed.
the attic, while she forces Nim to look on. BacJcpacJc Parachute. A humanoid wearing this piece
Nimblewright Detector. Characters who search of gear can deploy the parachute as a reaction while fall-
Nim's attic or watch the area as it's being cleaned out ing, or as an action otherwise. The parachute requires
can find a 1-foot-long copper contraption with an um- at least a 10-foot cube of unoccupied space in which to
brella-like metallic protrusion at one end. A detect magic deploy, and it doesn't open fast enough to slow a fall of
spell reveals an aura of divination magic a round it. If less than 60 feet. If it has sufficient time and space to
asked about it, Nim tells Valetta that it built this device deploy properly, the parachute allows its wearer to land
to find the errant nimblewright and tried to seek it out, without taking falling damage. Once it has been used,
only to discover that Nim couldn't leave the temple the parachute takes 10 minutes to repack.
grounds. Once Nim explains how the nimblewright de- Barking Box. This metal cube, 6 inches on a side,
tector works, Valetta allows the characters to take it. has a crank on top. Using an action to wind the crank
To activate the nimblewright deteccor, a character activaLes the box for 8 hours. While activated, the box
must hold down its trigger. When the activated device barks whenever it detects vibrations within 15 feet of it,
comes within 500 feet of a nimblewright other than as long as the box and the source of the vibrations are in
Nim, the umbrella begins to spin, whir, and click. The contact with the same ground or substance. A switch on
spinning, whirring, and clicking accelerates as the dis- one side of the box sets the device to emit either a small
tance to the target lessens, reaching maximum velocity dog's bark or a large dog's bark.
and volume when a nimblewright other than im is
within 30 feet of the device.
CHAPTER 3 I FIREBALi.
Matchless Pipe. A switch made of flint is built into the
bowl of this fine wooden smoking pipe. With a few flicks
of the switch, the pipe lights itself.
CHAPTER 3 I FIREBALL
When dinner is concluded, Zord bids the characters
The dining cabin is bedecked with golden filigree, the farewell and sees that they are escorted safely back to
purple curtains festooned with silken tassels, the wood the docks.
paneling scented with perfume. A magnificent feast laid
DROW CHARACTERS
out on golden platters sprawls atop a mahogany table of
If the adventuring party includes one or more drow
exquisite craftsmanship. Even the doilies are something characters, Captain Zord pays close attention to what
to behold. Standing behind it all with wine glass in hand they do and say, but doesn't treat them any differently
is a well-built, scantily clad man, his scarlet apparel de- from the other party members.
signed to accentuate his trim figure and bountiful chest
hair. A Aashy rapier hangs from his stylish belt. WHAT RENAER K NOWS
"Welcome aboard the fyecatcher," he says, Aashing his At some point during their investigation, the characters
pearly white teeth. "Zardoz Zord. at your service." might want to speak to Renaer Neverember about the
fireball, given his own recent brush with the Zhentarim.
Conversely, he could decide to pay them a visit at their
This dashing figure is none other than j arlaxle Baenre tavern. If he's told that a gnome and two Zhents were
(see appendix B) magically disguised as Zardoz Zord. killed in the blast, Renaer drops a bombshell:
The characters have piqued Jarlaxle's curiosity. He
doesn't know much about them (yet) and wants to de-
"When the Lords ofWaterdeep ousted my father, I
termine whether they pose a threat {they don't). To win
them over, he shares the following information over din- thought his long, dark shadow was finally gone for good.
ner and wine: The truth is, I want nothing to do with him. But his spies
• The Sea Maidens Faire, owned and operated by Zord, hound me. One of them, a gnome named Dalakhar, had
is a seafaring carnival based in Luskan that travels been watching me for months. Then, about two tendays
along the Sword Coast. It provides good, wholesome ago, the spy was suddenly nowhere to be seen. My fathe r
entertainment in the form of fantastic street parades. didn't trust many people, but he trusted that gnome.
• The Heartbreaker and the Hellraiser are used to
"I spoke to a few of Dalakhar's friends. Apparently, he
transport entertainers, wagons, and parade floats. The
Eyecatcher is Zord's command ship and private yacht. was on a special mission to retrieve the Stone ofGolorr
All three ships are built for comfort and speed. and was afraid that the Zhentarim and the Xanathar
• Zord visits the distant island of Lantan about once Guild were close to catching him. When he heard about
a year. During his last visit, he purchased four nim- my kidnapping, he wanted more information about the
blewrights from a Lantanese wizard. He keeps two adventurers who had rescued me. I think Dalakhar was
aboard bis flagship, and one aboard each of the other
planning to pay you to deliver the Stone of Colorr to my
two vessels.
• When they're not marching in a parade, Zord's father in Neverwinter."
nimblewrights remain aboard his ships. "They're
perfectly harmless," he attests, whereupon a
Any attempt to follow up with Dalakhar's friends proves
nimblewright holding a decanter enters the dining
futile, since they have gone into hiding in the wake of the
cabin and quietly refills everyone's wine glasses.
gnome's sudden demise.
If the characters mention the Stone of Golorr, Zord If the characters tell Renaer that Fala Lefaliir saw a
shrugs his shoulders in a manner that suggests he man fleeing Trollskull Alley (see "Eyewitnesses," page
doesn't know what they're talking about. He also feigns 45), Renaer reaches out to his friends in the Harpers.
disinterest in Waterdeep politics, saying, "Every city A day later, he returns with the following information:
has problems, l suppose. My job as an entertainer is The man Fala saw matches the description ofUrstul
to make people forget about politics for a while." Char- Floxin, a suspected member of the Black Network.
acters who are suspicious of Zord can make a DC 24
• Another North Ward resident claims he saw Urstul
Wisdom (Insight) check. Any character who succeeds enter Gralhund Villa, in the North Ward, shortly after
on the check senses that there's much more to him than the fireball incident. The resident reported him to the
meets the eye. City Watch because Urstul looked suspicious.
Jarlaxle owns a hat ofdisguise but doesn't need it to
• Two City Watch constables spoke to Lord Gralhund.
hide his true form while he's aboard any of his ships.
He assured them that no one had broken into the
His disguise (and the disguises of his drow subordi-
estate and that everything was fine. The constables
nates) can be dispelled only by destroying the ship's
had no grounds to get a search warrant, so they didn't
figurehead (see chapter 7). If the characters somehow
pursue the matter.
discern his true form,Jarlaxle gives the party a slow nod
of his head, dryly says "Bravo!" and lets them make the
next move.
C HAPTE R 3 I fl R£BAll.
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Language: English
In the parlor, I stood erect, and glanced about. There was no one in
sight, but the back door was open. "Mimp!" I bellowed, stamping
across the carpet. "Where are you, you off-color blemish!?" No reply.
"This means six stripes with the knout!" I warned him.
Then I heard a faint sound, not unlike that of a fourteen-inch bolo
knife being brought down hard upon the inflating-valve of a
pseudolog hut. I felt at my belt. My bolo was missing. "Mimp!" I
hollered, much too late.
Then the whole damned room, piano, fireplace, carpet, armchair and
all, snapped in upon me, and I was wound up with those rubberized
walls tighter than the center of a golfball. I think I must have
swooned, then.
Much, much later, by dint of tooth, fingernail and sheer grit, I had
gnawed, clawed and wrenched my way free of the collapsed hut. A
stunning sight met my eyes. All about the waterhole, the flying
tuskers were still kneeling. Every one of them was dead and already
beginning to rot. But the infuriating thing was that not one of them
had so much as an inch of tusk any more.
Every beast had been detusked, the priceless pearl shafts lopped off
flush with the thick gray hides. Mimp! And with my bolo knife,
already!
At least he'd left me a canteen. I tasted it. Pffaugh! Pink Polaris III
slop! The dirty little—! But I saved it anyhow. I had a long lonely
walk back to town ahead of me.
And there it was that I learned even worse news.
Mimp had already sold the tusks and was on his way back to
Andromeda, with a fortune in his breechclout. I swore revenge, then
and there, but was unable to carry it out, since I was short the
rocketfare back to Earth and the authorities. (It seems that Polaris
III is a neutral planet. Even the mighty word "Earthman" carries no
weight there.) So I had to hock the piano, my precious Moxley .55
and what could be salvaged of the souffle, and even then I was only
able to book passage as near Earth as Sirius II.
Luckily, they had a consulate there. I was able to secure a ride
home, after some weeks' wait. By then, however, it was too late to
avenge myself.
Mimp, with his stolen fortune, had paid off his planet's debt to Earth.
Andromeda IV (his home planet) declared its independence, and the
Earth authorities throw up their hands and shrug whenever I hint at
extraditing him. Seems he's the new emperor there, or something.
They can't afford to antagonize him. Damn!
However, I suppose you're wondering just why I get goosebumps
when I recall the flying tuskers of K'niik-K'naak. Well, it wasn't so
much the danger from the beasts, nor the hideous heat of that
desert, nor my long, painful sojourn beneath the Steinway in the
shrunken hut that was so bad.
It was those tuskers. Know how they died? Mimp had poisoned the
waterhole. Unsporting, and all that, but the thing that nags my brain
is: Why didn't I think of that?
Me! Bested by a lousy purple alien!
What's the universe coming to?
*** END OF THE PROJECT GUTENBERG EBOOK THE FLYING
TUSKERS OF K'NIIK-K'NAAK ***
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