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WATERDEEP

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

Gratitude to Elliott Zastrow for his extensive research.

Special thanks to the hundreds of playtesters whose feedback made


this adventure more fun at every turn.

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.

N ame Pronunciation Name Pronunciation


Agorn Fuoco AY-gorn foo-OH-koh Marro Qaz'arrt MAW-row kah-ZART
Ahghairon ah-GAIR-awn Mattrim Mereg MAT-trim MAIR-egg
Ahmaergo ah-MAIR-go Melannor Fellbranch MEL-ah-nor
Alcedor Kolat awl -SEE-door KOH-lat Meloon Wardragon may-LOON
Alturiak (month) awl-TUR-ee-ak Mi rt MERT or MEERT
Amath Sercent AH-math SER-sent Mirtul (month) MER-tul
Ammalia Cassalanter ah-MAW-lee-ah KAS-ah-lan-ter Nar'I Xibrindas NAR-ul zeh-BRIN-das
Arn Xalrondar ARN zal-RON-dar Nihiloor NYE-heh-lure
Aurinax OR-ah-nax Obaya Uday oh-BYE-yahoo-DAY
Avareen Windrivver ah-vah-REEN Orond Gralhund oh -ROND GRAWL-hoond
Bregan D'aerthe BRAY-gan DAIRTH Raelyn Auvryndar RAY-lin ah-VRIN-dar
Corylus Thann KOR-eh-luss Remallia Haventree reh-MAW-lee-ah
Davil Starsong DAH -vil Renaer Neverember reh-NAIR
Duhlark Kolat doo-LARK KOH-lat Rishaal ree-SHAWL
Eleasis (month) eh-LEE-sis Rongquan Mystere RONG-kwan m1s-TAIR
Eleint (month) eh -LAI NT Saeth Cromley SAYTH KROM -lee
Esvele Rosznar EZ-veh-lay RAWJ-nar Savra Belabranta SAV-rah bel-ah-BRAN-tah
Fala Lefaliir FAH-l ah LEF-ah-leer Seffia Naelryke SEF-yah NAIL-rike
Fel'rekt Lafeen FEL-rekt lah-FEEN Sidra Romeir SID-rah roh-MEER
Fenerus Stormcastle FEN -er-us Skarn Zarphoul SKARN ZAR-fool
Flamerule (month) FLAME-rool Skeemo Weirdbottle SKEE-moh
Floon Blagmaar FLOON SLAG-mar Soluun Xibrindas soh-LOON zeh -BRIN-das
Hlam huh-LAWM Talisolvanar Fellbranch tal-iss-AWL-van-ar
Holvan Ebberek HOLE-van EBB-er-ek Tarsakh (month) TAR-sack
Hrabbaz hrah-BAWZ Tashlyn Yafeera TASH-lin yah-FEER-ah
Hyustus Staget HEW-stus STAG-it Tissina Khyret teh-SEE-nah KYE-ret
lokaste Daliano i-oh-KAW-stay daw-lee-AH-noh Tylan llueph TYE-Ian ill-00-eff
lstnd Horn ISS-trid Umbero Zastro um-BAIR-oh ZASS-troh
Jalester Silvermane JAH-less-ter Urlaster Ghann ur-LASS-ter GAN
Jarlaxle Baenre jar-LAX-ull BANE-ray Urstul Floxin UR-stool FLOX-in
)elenn Urmbrusk juh-LEN URM-brusk Vaelle Lurval vay-ELLE lur-VAWL
)eryth Phaulkon JAIR-ith FAWL-kon Vajra Safahr VOJ-rah sah-FAR
Jezrynne Hornraven JEZ-rin Velgos Ephezzrin VEL-gohs eh-FEZ-rin
Kaevja Cynavern CAVE-yah SIN-ah-vern Vevette Blackwater veh-VET
Kala in kah-LAIN Vhaspar Holmdreg VASS-par HOLM-dreg
Karabal L'enz KAWR-ah-bawl LENZ Vrctoro Cassalanter vik-TOR-oh KAS-ah-lan-ter
Khafeyta Murzan kah-FAY-tah mur-ZAWN Volkarr Kibbens VOAL-kar KIB-enz
Korgstrod Uxgulm KORG-strawd UX-gulm Volothamp Geddarm VOH-loh-thamp geh-DARM
Krebbyg Masq'il'yr KREH-big MASK-il-eer Westra Moltimmur WES-trah MOLT-im-ur
Kythorn (month) KY-thorn Xanathar ZAN-ah-thar
Laeral Silverhand LAIR-awl Yagra Stonefist YAG-raw
Lalba Rosse LAY-bah ROSS-uh Ya lah Gralhund YAW-law GRAWL-hoond
Llorath Pham LOR-ath FARN Yaliek lltizmar yah-LEEK ill-TIZ-mar
Losser Mirklav LOSS-er MER-klav Zaibon Kyszalt ZYE-bawn kij-ALT
Manshoon man-SHOON Ziraj the Hunter zeer-AWJ
Margo Verid a MAR-go veh-REE-dah Zorbog Jyarkoth ZOR-bog jee-AR-koth
INTRODUCTIO N
ELCOME TO WATERDEEP, THE CROWN OF USING THE P OSTER MAP
the North, where a wondrous tale of urban The map in the back of this book has the city ofWaterdeep
adventure is about to unfold. Our story on both sides. One side can be shown to players. The
begins with the gathering of adventurers other side is for the OM and includes tags marking import·
at the Yawning Portal Inn and Tavern. ant locations in the adventure.
Volothamp Geddarm, the famous explorer
and raconteur, has a quest for them-one The Stone of Golorr is actually an aboleth transformed
that entangles the characters in a bitter conflict between by magic. In this inanimate state, the aboleth can read
two nefarious organizations. lf the adventurers com- the mind of any creature that attunes to the stone, as
plete his quest, Volo rewards them handsomely. Yet a well as modify that creature's memory. A creature at-
much greater prize lies hidden somewhere in the City of tuned to the stone can also extract information from the
Splendors, waiting to be claimed. aboleth, including lore about Neverember's vault.
Waterdeep: Dragon Heist is a DUNGEONS & DRAGONS Built long ago by dwarves, the vault is warded against
adventure designed for characters starting at 1st level. all forms of magical detection and intrusion. Its current
By the end of the story, the characters will be at least protector is an adult gold dragon named Aurinax, who
5th level. If you're planning to run through the adven- is also the current wielder and guardian of the dragon-
ture as a player, stop reading now! staff ofAhghairon, which bas the power to prevent other
If you're looking for higher-level adventure content set dragons from entering the city. Tn exchange for the staff,
in Waterdeep, a companion product titled Waterdeep: Aurinax promised to guard the gold until such time as
Dungeon ofthe Mad Mage explores the vast dungeon Neverember or his appointed vassals removed it.
under Waterdeep known as Undermountain and is de-
signed for characters of levels all the way up to 20th. WAR IN THE STREETS
Beneath the city streets lurks a criminal underworld,
STORY O VERVI EW its leader a beholder called Xanathar. Hoping to gain a
Waterdeep: Dragon Heist is a treasure hunt set against political foothold in Waterdeep, agents of the Zhentarim
an urban backdrop. The adventure's plot can be summa- (also known as the Black Network) recently tried to ally
rized as follows: their organization with the Xanathar Guild. The archi-
tect of this attempt was a clone of the wizard Manshoon,
• Half a million gold coins are hidden somewhere in
a founder of the Black Network long thought dead.
Waterdeep. Many individuals know about the cache
While the two sides were negotiating in Xanathar's
and are looking for it. Adventurers can join the hunt
lair, the Stone ofGolorr suddenly disappeared from
and prevent the cache from falling into evil hands.
where Xanathar had hidden it. The paranoid beholder
• The city is threatened by escalating tension between
accused the Black Network of stealing it and slew the
two power groups that is on the verge of flaring into
Zhentarim envoys who were present. When the Zhents
violence. The Zhentarim, a shadowy network of mer-
retaliated by attacking Xanathar Guild outposts, Xana-
cenaries, and Xanathar, the beholder crime lord of
thar took their actions as confirmation of the Black
Waterdeep, are at odds, and when they clash, the char-
Network's vile intentions. Now the bad blood between
acters are pulled into the conflict.
the Zhentarim and Xanathar has begun to spill into the
streets, threatening peace throughout the city.
CACHE OF DRAGONS
Who actually stole the Stone ofGolorr? The answer:
In Waterdeep, a gold coin is called a dragon. Before he a rock gnome named Dalakhar. After Lord Neverember
was ousted from his position as the Open Lord ofWater- used magic to discern the gemstone's location, he sent
deep, Dagult Neverember embezzled half a million forth a succession of spies to infiltrate Xanathar's lair
dragons and hid them in a secret vault. As a security and obtain it. Dalakhar succeeded where many others
precaution, he arranged for all knowledge of the vault's before him had failed, but his success turns out to be
location and defenses to be magically erased from his short-lived.
mind and the minds of his subordinates. The wizard
who performed the procedure trapped this knowledge VOLO 's QUEST
within an artifact called the Stone ofGolorr. The wizard
The Yawning Portal serves as the default starting point
disappeared shortly thereafter, and Dagult hid the stone
for this story. One of the first people the adventurers
in the Palace ofWaterdeep.
meet there is Volothamp Geddarm. He has just returned
Dagult was off rebuilding the city of Neverwinter when
from a tour promoting his latest book, Volo'.s Guide to
the other Lords ofWaterdeep voted him out of office. He
Monsters, and he has a quest for the characters.
immediately made plans to retrieve the Stone ofGolorr
One ofVolo's friends, a handsome simpleton named
and smuggle his cache of dragons out ofWaterdeep. His
Floon Blagmaar, has disappeared, seemingly kid-
spies plucked the stone from the palace but were killed
napped. The search for Floon leads to the revelation
while trying co leave the city. The stone was stolen and
that he was caught up in a case of mistaken identity, and
passed from one hand to another like a common jewel
the characters are actually looking for two victims. The
until it wound up in the clutches ofXanathar.
intended target was Lord Neverember's estranged son,

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.

NAMING NPCs BUYING EQUIPMENT AT lST LEVEL


Important NPCs in the adventure are given names, but All the equipment in chapter 5 of the Player's Handbook
many of the secondary NPCs aren't named. Xanathar's
is available for purchase in Waterdeep at normal prices.
Guide to Everything contains an appendix of tables you
can use to randomly generate names for human and non-
human NPCs if you have trouble coming up with names
CHARACTER BACKGROUNDS
on your own. Players looking for background options beyond those
described in the Player's Handbook can find several ap-

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

GUILDS OF WATER DEEP


Bakers' Guild Launderers' Guild
Carpenters', Roofers', and Plaisterers' Guild League of Basket-makers and Wickerworkers
Cellarers' and Plumbers' Guild League of Skinners and Tanners
Coopers' Guild Loyal Order of Street Laborers
Council of Farmer-Grocers Master Mariners' Guild
Council of Musicians, Instrument-makers, and Choristers Most Careful Order of Skilled Smiths and Metalforgers
Dungsweepers' Guild Most Diligent League of Sail-makers and Cordwainers
Fellowship of Bowyers and Fletchers Most Excellent Order of Weavers and Dyers
Fellowship of Carters and Coachmen Order of Cobblers and Corvisers
Fellowship of Innkeepers Order of Master Shipwrights
Fellowship of Salters, Packers, and joiners Order of Master Tailors. Glovers, and Mercers
Fishmongers' Fellowship Saddlers' and Harness-makers' Guild
Guild of Apothecaries and Physicians Scriveners', Scribes', and Clerks' Guild
Guild of Butchers Solemn Order of Recognized Furriers and Woolmen
Guild of Chandlers and Lamplighters Splendid Order of Armorers, Locksmiths, and Finesmiths
Guild of Fine Carvers Stablemasters' and Farriers' Guild
Guild of Glassblowers, Glaziers, and Spectacle-makers Stationers' Guild
Guild of Stonecutters, Masons, Potters, and Tile-makers Surveyors', Map-, and Chart-makers' Guild
Guild of Trusted Pewterers and Casters Vintners', Distillers', and Brewers' Guild
Guild of Watermen Wagon-makers' and Coach Builders' Guild
jesters' Guild Watchful Order of Magists and Protectors
jewelers' Guild Wheelwrights' Guild

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.

ORDER OF THE GAUNTLET ZHENTARIM


Any non-evil character can join the Order of the Gaunt- The Black Network has an open recruitment policy. Any-
let in Waterdeep. Clerics, monks, and paladins are one can join. Tenacity and loyalty are highly valued (but
especially welcome. particularly if they worship Helm, not essential) traits in new members.
Torm, or Tyr. The Zhentarim is a shadow organization that trades
The order's mission is to seek out and destroy evil mercenaries and goods (including weapons) for profit. ft
before it gains a foothold. The surge of violence in Wa- has long sought to gain political influence in Waterdecp,
terdeep spurs members of the order to find adventurers but the strength of the city's Masked Lords, nobility, and
who can help return peace to the city. professional guilds makes that difficult.
An individual can be a member of the faction and also The Zhentarim in Waterdeep is a fractured organi-
a member of the clergy or a knight pledged to a specific zation. Those who support Manshoon want to destroy
god or temple. Members of the order act alone or in Xanathar and seize political and economic control of the
small groups. Some are Waterdavian natives; others city. Those who oppose Manshoon want to expose and
hail from distant settlements and have come to the city destroy him before they are themselves apprehended or
on temple business. driven out of the city by the local authorities.
Adventurers can't join Manshoon's cause, but they can
Order of the Gauntlet s upport comes in these ways:
join and receive aid from the Zhents who are opposed
• If the adventurers require healing or other magic, a to him. The leaders of this branch of the Black Network
member of the order can facilitate meetings with local are retired adventurers who have become business
priests who worship non-evil deities. entrepreneurs. Their adventuring party was called the
• If the adventurers get in trouble with the law, a mem- Doom Raiders because their specialty was plundering
ber of the order puts in a good word for them and lich lairs (which are called "dooms"). They are desper-
tends to their affairs while they're incarcerated. ately trying to gain a legitimate economic foothold in
• Hlam (see appendix B) might show up and help the Waterdeep, which requires making alliances with local
characters in an impending battle. guilds and nobles. Manshoon's war against the Xana-
thar Guild has thrown their plans into upheaval.
XANATHAR GUILD The Doom Raiders (described in appendix B) con-
Anyone can join the Xanathar Guild, which, despite its sider themselves the true Zhentarim ofWaterdeep. The
name, doesn't have official guild status in Waterdeep. group's leaders are Davi! Starsong (Master of Opportu-
Before membership is granted, however, an applicant nities and Negotiations), lstrid Horn (Master of Trade
must pass a test that always involves the perpetration and Coin), Skeemo Weirdbottle (Master of Magic), Tash-
of a serious crime. Possibilities include murdering a lyn Yafeera (Master of Arms and Mercenaries), and Ziraj
guild member who has failed Xanathar in some fashion, the Hunter (Master of Assassination).
kidnapping a Waterdavian citizen, collecting a ransom, Zhentarim support comes in these ways:
robbing a hire-coach, or looting a warehouse.
Davi) can arrange meetings with influential nobles
Among low-ranking guild members, rampant specu-
and members of city guilds.
lation goes on about the true nature ofXanathar. Few
• Adventurers can procure discounted potions and poi-
have any inkling that their boss is a beholder, and fewer
sons from Skeemo's shop, Weirdbottle's Concoctions,
still have seen or spoken to the eye tyrant.
which is located in the Trades Ward.
Given that the faction is fundamentally evil, advance-
• Tashlyn offers affordable mercenaries, either thugs
ment is based on one's wiles or one's ability to dispose
costing 2 sp per day each or veterans costing 2 gp
of rivals. Competition within the organization is fierce
per day each.
and often deadly. Evil characters can thrive in this envi-
• Istrid offers loans of up to 2,500 gp with an interest
ronment, but the risks are seldom worth the reward.
rate of 10 percent per tenday.
• Adventurers can hire Ziraj to assassinate someone, in
return for some undisclosed favor to be called in later.

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.

CHAPTER 1 J A FRIEND IN Nl!l!D


GETTING INVOLVED If any of the characters are reduced to 0 hit points
If the characters choose to join the fray, have everyone during the fight, employees of the Yawning Portal step
roll initiative. But the fight is almost over by the time forward to stabilize them.
they push through the rowdy spectators. Krentz has
only 3 hit points remaining and is trying to escape from MEET ING VOLO
underneath Yagra, but the four other Xanathar Guild Once the troll and the stirges are dealt with, Volo
members are poised to tackle her. pushes against the tide of patrons staying clear of th~
Pu !ling Yagra away from Krentz requires a successful monster to greet the characters, lavishing praise on
Strength check contested by Yagra's Strength check. them for their bravery (whether justified or not): "You be
Yagra thanks the characters if they help her, but is disap- adventurers, am I right? I could use your help. Let's find
pointed that they interfered in the fight. a table to talk, shall we?"
Remember how the characters deal with Krentz in Volothamp Geddarm is known to most Waterdavians
this scene. Ifhe survives, the characters might meet him as a braggart and a notorious embellisher of facts. For
again in one of the Xanathar Guild's sewer hideouts (see all his faults, though, Volo is a soft-hearted sort who
area QS, page 28). cares for nothing as much as his friends. At present,
he is grievously concerned for the well-being of one of
HANGING BACK
them. He begins his request with an air of charm and
1f the characters don't interfere in the brawl, Yagra mystery, but it quickly devolves into tearful sincerity.
knocks Krentz out cold but is then beaten unconscious
by his companions. Durnan, the proprietor of the Yawn-
ing Portal, points toward the door. "Out!" he snarls, and The figure who approached you strokes his mustache,
the Xanathar Guild members flee carrying Krentz's un- adjusts his floppy hat, and tightens his scarf. "Volothamp
conscious form. Geddarm, chronicler, wizard, and celebrity, at your
TROLL AND FRIENDS service. I trust you've noted the violence in our fair city
these past tendays. I haven't seen so much blood since
In the third round of the brawl, trouble arises from out
my last visit to Baldur's Gate! But now I fear I have mis-
of the gaping well in the middle of the Yawning Por-
tal's taproom: placed a friend amid this odious malevolence.
"My friend's name is Floon Blagmaar. He's got more
beauty than brains, and I worry he took a bad way home
Shouts of alarm suddenly ring out as a hulking creature
a couple nights ago and was kidnapped-or worse. If you
climbs up out of the shaft in the middle of the tap·
agree to track him down with all due haste, I can offer
room-a monster with warty green skin, a tangled nest
you ten dragons apiece now, and I can give you each ten
of wiry black hair, a long, carrot-shaped nose, and blood·
times that when you find Floon. May I prevail upon you in
shot eyes. As it bares its yellow teeth and howls, you can
my hour of need?"
see that a half-dozen bat-like creatures are attached to its
body, with three more circling above it like flies. Everyone
in the tavern reacts in fear except for the barkeep, Volo gives each character a small pouch containing 10
Durnan, who shouts, "Troll!" gp simply for accepting his quest. Characters who want
to discover his intentions must make a DC 10 Wisdom
(Insight) check. On a success, a character discerns that
The troll, which currently has 44 hit points, has crawled Volo is honest but might be stretching the truth about
up from the first level of Undermountain to feed on tasty how much he can pay. (Currently low on cash, Volo is
humanoid flesh, bringing nine stirges with it. Once in awaiting royalty payments from Volo's Guide to Mon-
the taproom, the troll rises to its full height of 9 feet sters. To make more coin. he began work on a new book,
and rolls initiative. The stirges also roll initiative, but Vo/o's Guide to Spirits and Specters. As it happens, his
only the three flying above the troll pose a threat. The knowledge of spirits mostly concerns the alcoholic vari-
remaining stirges are bloated, having drained copious ety, and the writing has not been going well.) If pressed,
amounts of the troll's blood, and fly back down the shaft Volo urges the characters to trust him, and promises
to digest their meal. As the troll regenerates, the effects he'll have the rest of the reward, 100 gp per character,
of its blood loss become less apparent. ready to deliver once Floon is returned to him alive.
Most tavern patrons and staffers flee or take cover Volo describes Floon as a handsome human male
at the sight of the troll. The stirges attack the nearest in his early thirties with wavy red-blond hair. He was
characters as Durnan (see appendix B) draws his great- dressed in princely garb when Volo last saw him. Two
sword, springs over the bar, and confronts the monster nights ago, before Floon disappeared, he and Volo were
himself. As he attacks, he calls on the characters to drinking and merrymaking at the Skewered Dragon, a
focus on s laying the stirges and then douse the troll dark, bawdy tavern in the Dock Ward. Volo recommends
with lamp oil and set it on fire when it falls. Yagra joins that the characters start their search there.
the fight if she's conscious. To any characters who help
defeat the troll, Durnan says matter-of-factly, "You
fought well."

O FIAPTl!R 1 IA F.RIEND IN NEED


WHAT HAPPENED THAT NICHT? The skirmish that occurred here has nothing to do with
Volo is embarrassed to admit he might have gotten his Floon·s disappearance but represents an escalation in
friend Floon in trouble, and he resists providing all the the conflict between the Zhentarim a nd the Xanathar
details of what happened the night Floon disappeared. Guild. A dozen guards of the City Watch have arrested
Beset by writer's block, Volo met Floon Blagmaar for three bandits and are questioning witnesses while
drinks at the Skewered Dragon two nights ago. They waiting for wagons to take away the criminals and
drank and gambled for a few hours, and then Volo left. the corpses. The survivors of the skirmish have been
That's the last he saw of Floon. stripped of their weapons and forced to kneel with their
Unbeknownst to Volo, not long after he departed, a hands on their heads. All three, loyal Zhentarim agents
drunken Floon met another acquaintance, Lord Ren- (employed by Urstul Floxin; see appendix B). are likely
aer Neverember, at the tavern. The two left together, to be accused of murder. They coldly catch the eye of
with Renaer offering to walk Floon home. Five Zhen- anyone who passes by, but the City Watch won't let the
tarim thugs working for Urstul Floxin (see appendix characters anywhere near the prisoners .
B) jumped both Floon and Renaer. They took them to
SEARCHING THE DOCK WARD
a warehouse in the Dock Ward, so they could question
Renaer- the son of Lord Dagult Neverember-about The Dock Ward is unsafe. You can set the mood by read-
the whereabouts of the Stone of Golorr and his father's ing the following to the players:
hidden cache of dragons. Before the interrogation could

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

CHAPTlR I IA FR I END IN NF.l' D


the detonation of a gas spore in Undermountain and CANDLE LANE
inherited some stray beholder memories. Driven by a The buildings on either side of Candle Lane are so tall
compulsion to carve out his own domain, the gnome and so tightly packed together that light touches the
settled in Waterdeep, bought the Old Xoblob Shop from street only at highsun.
its previous owner, and tried renaming it after himself,
yet everyone kept calling it the Old Xoblob Shop. He
therefore restored the old name and changed his name Gloom envelops a narrow alley as dark as a dungeon-
to Xoblob. ·'No relation to the eye tyrant hanging in the and as odorous as one, too. Nearly all the streetlamps
window!" he says. have been smashed. The only light that pierces the
Trinkets. The gnome sells an assortment of trinkets. darkness is a faint flickering from down the lane, like a
As the characters search the shelves, roll on the Trin-
distant candle.
kets table in chapter 5 of the Player's Handbook to de-
termine what catches their eye. Xoblob sells any trinket
for ld6 gp. The flickering comes from the one streetlamp still intact
Floon's Fate. The gnome doesn't know Floon by on Candle Lane, kept alight by a continual flame spell.
name, but he recognizes liis description. He is reluctant A warehouse is directly across the street from the lamp,
to share information, but offering him a new purple which illuminates a black winged snake (the symbol of
item or succeeding on a DC 13 Charisma (Intimidation the Zhentarim) painted above the door's handle. Char-
or Persuasion) check loosens his tongue. He says that acters who have ties to the Zhentarim recognize the
Floon and a well-dressed fellow of similar appearance symbol, while others can recall its significance with a
and bearing (Renaer Neverember, though the gnome successful DC 10 Intelligence check.
doesn't know his name and didn't recognize him) were
jumped outside the shop by rough-looking men in black
leather armor. Xoblob thinks there were five attackers,
Z H ENTA RIM HIDEOUT
but none of them looked familiar. One of them had a The hideout on Castle Lane (see map 1.1) is a ram-
black tattoo of a winged snake on his neck. shackle two-story warehouse. The Black Network has
other sanctuaries in run-down buildings like this one
THE SKEWERED DRAGON throughout Waterdeep (meaning that the floor plan of
The Skewered Dragon faces an alley that runs between this locale can be reused for other Zhent hideouts).
Net Street and Fillet Lane in the Dock Ward, not far The warehouse stands at the back of an outer yard be-
from the Old Xoblob Shop. When the characters ap- hind a high fence. The gate on the fence isn't locked. The
proach it, read: building's three points of entry-a front door, a large
warehouse loading door, and a painted-over window-
are locked. The front door has a sliding peephole that
The Skewered Dragon looks like a ruin. Both of its can be opened from the inside. Either of the doors or
front-facing windows are smashed, and a ship's anchor is the window can be unlocked by a character who makes
lodged in the roof. Through the windows, you can see a a successful DC 12 Dexterity check using thieves' tools,
group of haggard patrons drinking from huge tankards. or can be forced open with a successful DC 10 Strength
(Athletics) check.
Knocking at the doors or the window alerts a group of
F loon has not been at the Skewered Dragon since the kenku inside that someone is coming. The kenku scram-
night of his disappearance, and the dive's dockworker ble to hide behind toppled furniture, making a ruckus
patrons are loath to talk to strangers. A bribe or a suc- that any character who has a passive Wisdom (Percep-
cessful DC 13 Charisma (Intimidation or Persuasion) tion) score of 16 or higher can hear. These kenku are all
check gets them to open up. that remain of the Xanathar Guild force that murdered
Floon's Fate. Several of the regulars remember see- almost everyone in the warehouse after the five Zhen-
ing Volo and Floon drinking together a couple of nights tarim thugs captured Renaer Neverember and Floon
ago. After Volo left, Floon stuck around long enough to Blagmaar and brought them here. Floon was taken
meet with another friend: Renaer Neverember, the son away, but Renaer succeeded in staying alive by hiding.
of Waterdeep's previous Open Lord, Dagult Neverember. Now, the young noble is trying to figure out how to slip
"Chip off the old block, that one!" sneers one patron. past the kenku, who are lazily searching the warehouse
'Just another spoiled, rich noble who likes to rub our for loot while waiting to see if any more Zhents show up.
noses in it!" says another.
The two drank and played a few rounds of Three- Zl. MAIN ROOM
Dragon Ante before leaving around midnight. Five men The Black Network's main business is recruiting,
followed them out, and no one in the tavern knows what training, and equipping sellswords. Crates packed with
happened after that. The men who left shor tly after weapons, rations, boots, black uniforms, and other gear
F loon and Renaer haven't returned to the tavern since, fill the warehouse.
but they're known to frequent a warehouse on Candle When the characters try to enter, determine if the four
Lane. "Look for the snake symbol on the door," says one kenku inside are aware of their presence before reading
of the tavern regu lars. the boxed text.

CHAPTER 1 I A FRIEND IN NEED


A character with thieves' tools can pick the lock on a DC 10 Charisma (Intimidation) check forces captured
door or the window with a successful DC 10 Dexterity kenku to divulge what they know.
check. Characters who enter quietly can try to catch the
WHAT THE KEN KU KNOW
kenku by surprise. If the characters knock before en-
tering or announce their arrival in some other way, the When kenku speak, they mimic sounds and voices they
kenku hide as described above. have heard before. Under interrogation, they repeat the
following phrases:
In a deep voice with an orcish accent: "Xanathar
Tables and chairs have been carelessly tossed across the
sends its regards.,.
floor. The corpses of a dozen men lie along the walls, • In a thin, nasally voice: "Tie up the pretty boy in the
their rapiers and daggers lying nearby. On the no rth side back room!" and "Follow the yellow signs in the sew-
of the area, stairs rise to an open level above. ers." (This remark refers to tunnels in the sewers that
are marked with Xanathar's symbol where they lead
to the Xanathar Guild hideout.)
If the kenku aren't hidden, add: • In a scratchy voice: "No time to loot the place.just get
him to the boss."
Four short, avian creatures with long beaks and black
Z2 . STORAGE CLOSET
feathers look over in surprise from where they stand in
The door to this back room hangs loosely on broken
the middle of the warehouse. Each wears a hooded cloak
hinges. The cramped chamber beyond smells strongly
and wields a shortsword. of sour fish and vinegar. It is filled with discarded ropes.
canvas tarpaulins, and splintered wood from smashed
The corpses belong to five human Zhentarim sellswords barrels. Renaer Neverember (see appendix B) is hjding
(the same ones who kidnapped Floon and Renaer) and here, having slipped free of his rope bonds. The charac-
seven human Xanathar Guild thugs, a ll of them clad in ters can hear his ragged breathing coming from unde r a
leather armor. Each Zhent has a black tattoo of a winged tarpaulin at the north end of the room.
snake on his neck or forearm, and one of the Xanathar
ROLEPLAYING RENAER
Guild members has a black tattoo on the palm of his
Renaer is unarmed. Marred by grime and the lingering
right hand that looks like a circle with ten spokes radiat-
stench of rancid pickled herring, he speaks with grace
ing out from its circumference (the symbol of Xanathar).
and articulation, as befits his noble upbringing. His trust
The kenku fight until two of them are incapacitated or
is easily gained but impossible to restore once broken.
killed, whereupon the survivors try to nee. A successful

CHAPTER I IA FRIEND IN NEED


Street

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

MAP 1.1: ZHENT11R1M H 1oe-ouT (Ooc1< W11RO)

On the night of the abduction, Renaer was concerned TREASURE


that Floon was too intoxicated to find his way home by The Zhents have stashed two wooden crates here. The
himself and offered to escort him. The two were jumped first, stolen from the docks, contains four wood-framed
by five thugs as they left Fillet Lane and headed north on paintings wrapped in leather. The paintings depict
Zastrow Street. the cities of Luskan, Neverwinter, Silverymoon, and
Renaer feels guilty that Floon was taken, since he be- Baldur's Gate and are worth 75 gp each.
lieves (correctly) that they mistook Floon for him. If the The second crate, stolen from a caravan on the High
characters ask Renaer to join their search for Floon, he Road, contains fifteen 10-pound silver trade bars, all
agrees to do so, arming himself with a dagger and a ra- black from corrosion but still worth 50 gp each.
pier scavenged from the dead Zhents in the warehouse.
If a character asks Renaer why the Zhents kidnapped Z4. BALCONY
him, he gives the following truthful reply:
The open second level is stacked with crates where it
overlooks the main warehouse. Characters who search
"The Zhentarim thinks that my father embezzled a large through the crates find all sorts of junk, including moth-
amount of gold while he was Open Lord, and that he eaten bolts of cloth, bottles of spoiled olive oil, and hun-
hid the dragons somewhere in the city. They think they dreds of pairs of wooden-soled sandals that were all the
rage last summer but are now out of fashion. None of
can find it by using an artifact called the Stone ofColorr, this junk is valuable.
which was in the hands of the Xanathar Guild until re·
cently. Apparently, someone stole it. The Zhents thought Z5 . O FFICES
I knew something about all of this, but I don't. My father The upper floor contains a suite of offices that get little
and I haven't spoken in years." use by the Zhents. The rooms have desks, chairs, and
bare shelves covered with dust and draped in cobwebs.
I
Harmless rats skitter about.
Mounted above each office door is a steel alarm bell.
Z3 . SECR ET ROOM The bells are connected by wires to the secret door in
This room is hidden behind a secret door that can be area 23, and they ring loudly when that door is opened.
found with a successful DC 15 Wisdom (Perception)
check. When the secret door is opened, the characters TREASURE
can hear the faint sound of a bell ringing in the offices A character who searches the offices finds an unused
above them (area ZS). paper bird (see appendix A).

CHAPTER I IA FR1£ND fN NEED


THE W ATC H ARRIVES TRACKIN G FLOON
Shortly after the characters find Renaer, a captain of the At this point, the characters likely know that F loon was
City Watch named Hyustus Staget (LG male Illuskan kidnapped by Xanathar Guild members who mistook
human vetera n) leads a dozen vete rans to the ware- him for Renaer Neverember, and that he was taken to a
house. Having received a report of suspicious activity, hideout in the sewers. If the characters didn't learn from
they barge in and try to prevent anyone from leaving. the kenku where Floon was taken, asking questions of
Kenku that are still alive and present are taken into the locals can reveal that many people saw him being
custody, and it doesn't take long for the City Watch to dragged off. A successful DC 15 Intelligence (Investi-
conclude that the dead men are members of the Zhen- gation) check or 5 gp in bribes allows the characters
tarim and the Xanathar Guild, since violent encounters to trace the kidnappers' path through back alleys to a
between the two factions are becoming ever more fre- circular metal cover inset in the pavement. T he cover is
quent. While his constables search the warehouse, Cap- easily lifted, revealing a ladder down into the sewers.
tain Staget questions the characters.
Captain Staget is an uptight man who helps keep the NAVIGATI NG T H E SEWER S
peace in the Dock Ward. Every shopkeeper, guild mem- The sewers have no natural light. Characters without
ber. innkeeper. and tavern keeper in the Dock Ward darkvision need light sources to see.
knows him, and most respect him regard less of their
opinions of the City Watch in general. Staget doesn't
believe in rumors or gossip, he doesn't drink, and he A putrid stream flows along this sewer tunnel, which
doesn't let anger get the better of him. His job is to curb leads in two directions. In one direction, you see a tiny
the violence in the Dock Ward, but he has been dragging symbol drawn on the wall in yellow chalk: a palm-sized
his heels. After all, he reasons, if the Xanathar Guild circle with ten equidistant spokes radiating out from its
and the Zhentarim want to destroy each other, why
circumference.
not let them?
Staget once had the warehouse under surveillance,
but elected to pull the detail to bolster patrols through- The hideout of the Xanathar Guild operatives who
out the Dock Ward-a decision he now regrets. That sur- snatched up Floon is deep in the city's labyrinthine sew-
veillance was part of an attempt to catch a known Zhent ers. At every location where characters must make a de-
instigator named Urstul Floxin, a "big fish'' rumored cision about which direction to go, a symbol scrawled in
to be responsible for much of the recent strife. Staget yellow chalk- a stylized representation of Xanathar- is
doesn't share this information with strangers. marked next to the tunnel that leads in the right direc-
Staget and Renaer recognize each other, though they tion. The symbols are erased by members of the Xana-
aren't well acquainted. The involvement of a Neverem- thar Guild or the Dungsweepers' Guild every few days,
ber noble prompts the captain to be on his best behavior. but these markings have yet to be removed.
He is prepared to overlook any crimes committed by the
characters as long as Renaer is with them, but he gives GAZER GUARD
them a folded sheet of parchment with the Code Legal Before arriving at the Xanathar Guild hideout, the char-
written on it and encourages them to read it. (Give the acters have an encounter in the sewers:
players a copy of the Code Legal handout in appendix C,
if you haven't done so already.)
If the characters ask for the Watch's help in locating After an hour of following signs through the tunnels,
Floon. Staget makes it clear that he won't send a force you come to a three-way intersection where a ladder
into the sewers in search of someone who might well leads up into a stone shaft capped by a circular metal
be a Zhent or Xanathar Guild spy. If they appear intent cover. One of the familiar chalk symbols is marked on a
on involving themselves further in the conflict between
wall nearby, and floating near the symbol is a spherical,
the Zhentar im and the Xanathar Guild. Staget imparts
some free advice before letting them go: grapefruit-sized creature with a bulging central eye and
fou r stumpy eyestalks. It bares its teeth at you.
• "Best not to meddle in criminal matters. Leave this
dirty business to the City Watch."
"Not all City Watch officers are as nice as me." A hostile gaze r (see appendix B) that is in league with
"Keep the blood off the streets, okay?" (This is a Grum'shar, the local Xanathar Guild boss, guards this
common saying among City Watch officials, who care intersection. Once the characters defeat it, they can
more about what happens in the city above than what press on, following the corridor where the chalk symbol
happens in the sewers below.) is located; they reach the hideout after following the cor-
Characters who stir up trouble in the Dock Ward are rect tunnel for 5 minutes.
likely to run into Captain Staget again. Though he is Ladder. Characters who climb the ladder and push
secretly pleased to have adventurers doing some of his open the metal cover find themselves in the cellar of the
work for him, he can't let them overshadow his own Spouting Fish, a tavern in the Dock Ward.
efforts to keep the peace without risking a reprimand
from his superiors.

CH APTE R I IA FRIEND IN NEE D


XANATHAR G UILD HIDEOUT Q5. S LE EPINGAR
_ E_A
_ _ __
The Xanathar Guild has hideouts throughout Water- This room contains six tattered, straw-stuffed mat-
deep's sewers. The floor plan of this locale (see map 1.2) tresses and a hostile member of the Xanathar Guild,
can be reused for other hideouts. a duerga r named Zemk. If Krentz (CE human bandit)
The boss of this hideout is a half-ore named escaped from the Yawning Portal after the tavern brawl
Grum'sbar. When the characters arrive, Grum'shar is that kicked off the adventure, he's here as well.
interrogating Floon Blagmaar in area Q7. His display of When the characters arrive, Zemk is using pieces of
torture techniques is a ploy to impress his other guest: a furniture to barricade the door to area Q6. If Krentz is
mind flayer named Nihiloor (see appendix B). here, he's trying to explain that Zemk's approach won't
All the doors in the hideout are unlocked. Grum'shar work, and is telling him to plug the gap at the bottom of
assumes that only those who have guild business will be the door with blankets. Neither of them notices intrud-
able to find their way here. ers right away unless the interlopers make a lot of noise.
Once combat starts, Zemk fights to the death. How
Ql. CENTRAL HUB Krentz reacts to the adventurers depends on how they
The characters approach this area from the east. slog- treated him earlier. If they helped him, he gives them a
chance to leave in peace, but he fights alongside Zemk if
ging through 1-foot-deep water and sewage.
they refuse to withdraw. If the duergar is killed, Krentz
flees if he can or surrenders if he must.
The main sewer tunnel expands into a circular hub with Neither Zemk nor Krentz carries any treasure. Both
a pair of arrow slits carved into its outer walls, directly report to Grum'shar (see area Q7).
across from each other. Two passages continue on to the
north and south. A stone door is set into the back wall of
Q,6. LAVATORY
a stone ledge to the west. This room has a hole in the floor that opens into a cess-
pit. A gr ay ooze has emerged from the pit and killed
two goblins that were sent into the room to dispose of it.
If the characters talk loudly or otherwise make a lot of The goblins' bones float amid the ooze's gooey form, and
noise here, the goblin sentries in areas Q2a and Q2b their pitted weapons lie on the floor nearby. None of the
awaken and shoot arrows at them through the arrow gear is salvageable.
slits. The slits provide the goblins with three-quar-
ters cover. Q7. Boss FIGHT

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.

CHAPTER l I A FRIEND IN t{EED


1 square = 5 feet

MAP t . 2: Xl\Nl\T ..l\R Gu1LO H10EOUT (Soun•ERN Wl\RO)

The half-ore is Grum'shar, a low-end Xanathar Guild Q8 . GETAWAY PASSAGE


boss. As soon as his minions retrieved who they thought
This room looks empty, but a thorough search accompa-
was Renaer Neverember. the half-ore begged Nihiloor
nied by a successful DC 10 Wisdom (Perception) check
let him witness the interrogation of the captive, not real-
reveals a rough-hewn tunnel hidden beneath a loose
izing until after he did so that he had mistaken the pris-
flagstone. The low tunnel leads north to area Q9.
oner's identity. Grum'shar attacks the characters in the
hope of salvaging his reputation. He is an a pprentice
wizard (see appendix B), with these changes:
Q9. PRIVATE CELLA R
---
An innocent halRing family, the Peabodys, brews beer
• Grum'shar is chaotic evil. in this cellar, which lies beneath their home on Fishgut
• He has these racial traits: When reduced to 0 hit
Alley in the Dock Ward. Their cellar contains brewing
points. he drops to 1 hit point instead (but can't do this
supplies and lots of worthless clutter.
again until he finishes a long rest). He has darkvision
The halfiings haven't noticed the secret tunnel that
out to a range of 60 feet. He speaks Common and Ore.
leads to the Xanathar Guild hideout; it's concealed be-
R OLEPLAYIN G FLOON neath a large flagstone that requires a Strength score of
As a result of Grum'shar's torture. Floon Blagmaar (see 10 or higher to be lifted.
appendix B) has 1 hit point left. If he is healed by the D EVELOPMEN T
characters, he is eternally grateful and shows his affec-
If the characters ascend out of the cellar and enter
tion by hugging them. He stays close to them, trusting in
the Peabodys' small house, the halfiings are initially
their ability to protect him. lf Renaer is with the party,
alarmed but can be easily calmed. Upon learning of the
he can shoulder the burden of protecting Floon.
secret trapdoor, they vow to seal it up again but allow
TREASURE the characters to make use of it if the need arises.
In a satchel. Grum'shar carries his spellbook, which
contains the following spells: burning hands. disguise
Ql0. SLEEPING Q UARTE RS
---
self. false life, shield, unseen servant, and witch bolt. Straw pallets lie on the floor, and rusty manacles are
Tucked behind the stone chair is a small, unlocked bolted to the walls.
wooden chest containing two potions of healing, 16 gp,
82 sp, and 250 cp. Qll. B ACK DOOR
This hideout contains a secret roure to Xanathar's lair.

CHAPTER 1 IA FRIEND!:'\ NEED


A GOOD DEED
In the middle of th is otherwise empty room is a stone
If the characters reunite Volo with Floon. Volo gives
pillar carved with a small symbol: a perfect circle with them a rather sheepish look as he explains their reward:
ten equidistant spokes radiating outward from its cir-
cumference. In the middle of this circle is a smaller cir-
" I confess that I have but few coins to spare. But never
cular indentation that bears a passing resemblance to a
let it be said that Volo reneges on a promise. Allow me to
lidless eye.
present something much more valuable." He holds out
a scroll tube. ''The deed to a remarkable property here in
If the stone eye in Nibiloor's possession is pressed into Waterdeep! We'll need a magistrate to witness the trans-
the circular indentation, an opaque black doorway mag- fer of ownership. I'll arrange a meeting with one after
ically opens in the south wall. The opening is 8 feet tall
you've inspected the estate and deemed it satisfactory."
and 4 feet wide. Any creature that passes through it ap-
pears in area X22 of Xanathar's lair (see chapter 5). The
door is a one-way portal, and it closes again 1 minute The tube contains a deed to Trollskull Manor, a historic
after the stone eye is removed from the pillar. building in the North Ward that the characters can
claim as a home base. The deed has been notarized and
NOT-SO-SECRET DOOR
appears legitimate (because it is). Volo recently bought
The secret door is plainly visible to anyone who ap- the property because it is rumored to be haunted, and he
proaches it from the east. was hoping that investigating it might yield a chapter for
his next book. Volos Guide to Spirits and Specters.
Ql2. HOSTEL CELLAR lf the characters accept their reward, Volo sets up a
A narrow passage leads to the cellar of a halfling-owned meeting with a tiefting magistrate named Kylynne Sil-
hostel on Spices Street in the Dock Ward. Medium char- merhelve. The brief session takes place at a courthouse
acters must squeeze co reach this area from the tunnel. in the Castle Ward at highsun. Magistrate Silmerhelve
The hostel is used as a base by the Shard Shunners. a witnesses the transfer of the deed, rendering the new
gang of ha Ifling wererats. They are aware of the Xana- ownership official, with the impatience of one who has
thar Guild hideout, and the two gangs are tenuous allies. more important matters to attend to. S he also collects
Roscoe Underbough, a Shard S hunner in hybrid form , an estate transfer tax of 25 gp, which is normally paid
guards the cellar. He hides in the northwest storeroom, by the new owners. If the characters can't afford this fee
ready to jump out and scare away anyone who heads for or don't want to pay it and they have befriended Renaer
the stairs. Not eager to commit murder, Roscoe allows Neverember, be makes s ure that Volo has a pouch of
retreating characters to Ree back to the sewers. He is a coins to cover the expense.
wererat . with these changes:
FINE FRIENDS
Roscoe is Small and has 27 (6d6 + 6) hit points.
Volo, Floon. and Renaer all express their gratitude
He has these racial traits: He can move through the
through camaraderie. If the characters need to call upon
space of a Medium or larger creature. He has ad-
their new friends for an occasional favor, a ny of them
vantage on saving throws against being frightened.
are happy to oblige. F loon has little to offer the charac-
He speaks Common and Halfling, and he knows
ters, but friendship with Volo and Renaer has its perks.
thieves' cant.
Volo knows the best places to ear and find merriment.
DEVELOP ME NT He can also give characters a tour ofWaterdeep. lf
If the characters defeat Roscoe or s lip past him, they the characters accept his offer, share the information
can make their way up into the hostel, which caters to a in chapter 9, "Volo's Waterdeep Enchiridion," with
mostly halfling clientele. With none of the other Shard the players.
S hunners currently present. the characters are greeted Although Renaer is estranged from his rich and pow-
warmly by staff a nd patrons, who point them in the di- erful father, he still has friends in high places. including
rection of the nearest bathhouse. Harpers who can come to the characters' rescue if they
need it. If the characters are looking for an audience
with influential persons in Waterdeep, Renaer can set
COMPLETING VoLo 's Q UEST up meetings with Mirt, Rema Ilia Haventree (see ap-
Returning to the Yawning Portal with Floon Blagmaar pendix B for both), or just about any other Waterdavian
in tow marks the end of this introductory quest. All that noble, if he thinks the characters will comport them-
rema ins is for the characters to collect their reward. selves well.

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.

CHAPTER I I A l'llIENO IN NEED


ROLLSKULL ALLEY IS FILLED WITH PEOPLE SPIRIT ON TAP
who can shape the characters' day-to-day The former tavern is haunted by the poltergeist (spec-
lives in Waterdeep. The characters will ter) of the tavern's previous barkeeper, a half-elf named
likely return to Trollskull Alley many times Lif. Maintaining the tavern was his life's work. and he
during the adventure and get to know their couldn't abandon the place in death.
neighbors as time passes. The poltergeist understands Common and Elvish, but
The locations described below are it can't speak. ll invisibly causes mischief at the expense
keyed to the map ofTrollskull Alley (map 2.1, page 33). of the new owners by smashing plates, breaking beer
Buildings not specifically identified on the map are row- barrels, and so forth. If the characters don't take the
houses that serve as private residences for upper-mid- hint, it writes not-so-subtle warnings (such as "Closing
dle class Waterdavians who can afford housekeepers. time!" and "Last call!") on dusty floors and grimy win-
groundskeepers, and nannies. dows. To truly claim the tavern as their own, the charac-
ters must either appease the poltergeist or destroy it.
T l. TROLLSKULL MANOR Appeasing Lif. If the characters work to repair and
See appendix C for a handout showing the floor plan of renovate the tavern with the goal of opening it to the
this building. Give a copy of this handout to your players public again, the poltergeist begins to accept them as
as their characters begin to explore Trollskull Manor. the new owners and gradually becomes quite accom-
Four stories tall and boasting balconies, a turret, and modating: pulling out a chair when a character wants to
five chimneys, the abandoned building is one of the sit down, pouring a beer and delivering it to a character,
grandest in Trollskull Alley. Characters can refurnish, taking coats when folks come in from the rain, and so
rebuild, rename, and otherwise personalize their new forth. Once the business is up and running, Lif can also
stronghold to their hearts' contenl. perform other helpful functions, such as locking doors,
sweeping floors, and so forth.
TAVERN ROOMS Destroy ing Lif. Li f's poltergeist is destroyed if its hit
When the characters first arrive, the tavern's taproom is points are reduced to 0. If attacked, it flees to the up-
filled with broken furniture, tarnished silverware. casks permost level of the turret when reduced to half its hit
of wine that have turned to vinegar. and worthless detri- points. From there it fights to the bitter end.
tus. The tavern's other rooms are all empty, except for
cobwebs, dust, and harmless rats .

CHAPTER 2 I TROLLSKULL ALU ' Y


T2. THE B ENT NAIL T4. CoRELLoN's CROWN
A small wooden sign above this shop's main door is bare Fala Lefaliir, an herbalist and a member of the Guild
except for a large, bent nail sticking out of it. The front of Apothecaries and Physicians, operates out of this
room contains displays of ornate wooden furniture, as stately, three-story town house, the third floor of which
well as a selection of bows and crossbows. The wall has been converted into a greenhouse. Its translucent
behind the counter is lined with rows of finely carved glass walls allow anyone on the street to see the rain-
wooden canes, quarterstaffs, and shields. bow of flowers blossoming within.
Talisolvanar "Tally" Fellbranch, the owner and chief Fala Lefaliir is an outgoing wood elf with long,
artisan of the Bent Nail, is a male half-elf carpenter and braided hair. Like the elven god Corellon Larethian,
woodcarver. He is a commone r, with these changes: Fala is neither male nor female. If referred to as "he"
• Tally is chaotic good. or "she," Fala gently requests to be addressed by name
• He has these racial traits: He has advantage on saving or as "they." Fala is friends with a member of the Zhen-
throws against being charmed, and magic can't put tarim named Ziraj, who saved Fala's life. He visits Fala
him to sleep. He has darkvision out to a range of 60 from time to time, and Fala has set aside a room for him
feet. He speaks Common and Elvish. on the second floor.
Fala is a druid, with these changes:
SERVICES • Fala is chaotic good.
Tally sells wooden weapons and shields at normal cost. • Fala bas these racial traits: Fala has advantage on
He also crafts and sells furniture and wood sculptures. saving throws against being charmed, and magic can't
put Fala to sleep. Fala has a walking speed of 35 feet
T 3. STEAM AND STEEL and darkvision out to a range of 60 feet. Fala speaks
During daylight hours, smoke and steam billow from Common, Druidic, and Elvish.
the many windows around this indoor forge where
SERVICES
metal weapons, armor, and tools are made. The forge is
owned and operated by a married couple: a fire genasi In addition to nonmagical herbal remedies, Fala sells
named Embric and a water genasi named Avi. Both are potions of the types listed in the Fa la's Potions table.
members of the Most Careful Order of Skilled Smiths Fala keeps ld6 vials of each potion in locked cabinets
and Metalforgers. As an armorer, Avi also belongs behind the shop counter.
to the Splendid Order of Armorers, Locksmiths, and
Finesmiths. fALA' S POTIONS
Embric tends the forge and is an expert weaponsmith. Pot ion Cost
He claims descent from the efreet of Calimshan and is Potion of animal friendship l2S gp
prone to extreme mood swings. He has the statistics of a Potion of climbing so gp
bandit captain, with these changes: Potion ofgreater healing 2SO gp
Embric is neutral good. Potion of healing so gp
He has these racial traits: He can cast produce flame Potion of water breathing 2SO gp
at will. (Constitution is his spellcasting ability, and
he has a +4 bonus to hit with spell attacks.) He has T5 . TIGER'S EYE
darkvision out to a range of 60 feet and resistance to
fire damage. He speaks Common and Primordial. This private detective's business is w1remarkable on
the outside, its only distinguishing mark an orange-
Avi worships Eldath, god of peace, and uses his magic and-black sign featuring a cat's eyes. Inside is a regal
to quench hot steel. He is an expert armorsmith. Avi is apartment dimly lit by flickering oil lamps. The door is
laid back and speaks plainly. He has the statistics of a locked, and visitors must knock or ring the bell before
pries t, with these changes: being let in.
Avi is neutral good. They are met by Vincent Trench, a human detective
• He has these racial traits: At will, he can control the and the owner of the Tiger's Eye. He speaks concisely,
flow and shape of water in a 5-foot cube, or cause the dresses in a sharp suit, and smokes a slim pipe. Vincent
water to freeze for up to 1 hour. He has a swimming is in fact a raksbas a named Valantajar that always casts
speed of 30 feet, and he can breathe air and water. He disguise self on itself before seeing visitors. The rak-
has resistance to acid damage. He speaks Common shasa has lived in Waterdeep for years. switching iden-
and Primordial. tities as often as needed to keep its true nature hiden.
It has grown accustomed to living among mortals and,
SERVICES much to its own astonishment, is rather fond ofWater-
The genasi couple sells all metal weapons, armor, and deep and its citizens.
shields listed in chapter 5 of the Player's Handbook at
normal cost. SERVICES
Trench can discover any secret in Waterdeep, for a fee.
Use you r judgment when pricing its services; 50 gp is
sufficient for most investigations, but if the characters
want to learn secrets relating to the major antagonists

CHAPTER 2 I T.ROI:.LSKULL AUEY


Northeast

l square = l 0 feet

\-,-~-,-----;:::\]=~"'\
M11P 2 1: TROLLSKUt.L AL LEV (NORTH W11RO)

of this adventure, the rakshasa might require a service SERVICES


in payment, such as slaying enemies that are hunting it, The shop contains books of all sorts. In addition, Rish-
posting advertisements for its business in their tavern, aal has a small collection of spell books and allows
or keeping tabs on someone Vincent has been hired wizards to copy spells from them at the cost listed in the
to spy on. Spells for Sale table. He can scribe any of these spells
as a spell scrol/ but charges twice the listed cost for
T6. BOOK WYRM'S TREASURE
----
The front of this bookstore is adorned with a charming
this service.

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.

CHAPTER 2 I TROLLSKULL ALLEY


mission. An increase in renown quickly follows. The
JOINING FACT IONS missions and the manner in which they can be com-
Word begins to spread throughout Waterdeep that a pleted are described in the tables throughout this sec-
group of adventurers helped Volothamp Geddarm and tion. You can use missions from these tables or replace
rescued Renaer Neverember. Within days, faction rep- any of them with ones of your own creation.
resentatives begin to approach the characters and try If a mission ends in failure, the characters can try
to recruit them. This book's introduction describes the again after 24 hours, unless the failure has created cir-
various factions and what they look for in recruits . The cumstances where doing so is impossible.
characters need not all join the same faction, and some
might not want to join a faction at all. BREGAN D 'AERTHE
A character who belongs to a faction is given a mission
If one or more characters are drow,Jarlaxle Baenre has
upon gaining a level, from 2nd through 5th level. Com-
his lieutenants, three drow gu nslingers, shadow these
pleting the mission increases that member's renown in
potential new recruits while keeping a safe distance.
the faction. Other characters who aren't faction mem-
Fel'rekt Lafeen and Krebbyg Masq'il'yr watch the char-
bers can assist in the mission's completion. A character
acters at night, and Soluun Xibrindas watches them
who belongs to a faction other than the Lords' Alliance
during the day (doing his best to stay out of the sunlight).
can turn down a mission without consequence.
See appendix B for details on these lieutenants.
Each faction has a representative who serves as its
Characters who have a passive Wisdom (Perception)
primary contact. This NPC delivers mission briefings
score of 18 or higher see fleeting glimpses of the drow
and dispenses the tangible rewards for completing a
spies over a period of several days and can, with a sue-

BR EGA N D'AER T HE MISSI O NS


Party Level Mission Brief Mission Requirements and Reward
2nd "I'd like you to steal a silk handkerchief from a Finding a noble isn't hard, but snatching one's handkerchief without
Waterdavian noble and give it to a tiefling girl being detected requires a successful DC 12 Dexterity (Sleight of
who lives in a crate at the corner of Net Street Hand) check. One can also convince a noble to surrender it with
and Dock Street, by the wharf." a successful DC 12 Charisma (Deception, Intimidation, or Persua-
sion) check. The tiefling girl in the crate thanks the characters for
the hanky. Reward: Each Bregan D'aerthe character gains l renown.
3rd "This mission is so easy, a gang of street ur- )arlaxle has written an expose on devil worship among unnamed
chins could pull it off. I want you to deliver an Waterdavian noble families. The story mentions orgies and secret
expose to Gaxly Rudderbust, the publisher of a deals happening behind closed doors. ()arlaxle never passes up a
local broadsheet called The Waterdeep Wazoo, chance to rattle the nobility and sow political unrest.) A character
without his knowing who wrote it or where it can break into Gaxly's office while it's closed, either during lu nch
came from. You'll find his office at the corner hour or after hours. Getting in and out without being seen requires
of Im mar Street and Stallion Street, in the two successful DC 15 Dexterity (Stealth) checks, and getting past
North Ward. Leave the story on his desk." a locked door requires a successful DC 10 Dexterity check using
thieves' tools (or a knock spell or similar magic). Reward: Each Bre·
gan D'aerthe character gains l renown.
4th "We've captured a member of the Xanathar Characters who search the basement of their Trollskull Alley tavern
Guild, and I'd like you to guard him for three find Ott Steeltoes (see ap pendix B) bound by iron bands of Bilarro.
nights until I or another member of Bregan How he got there is anyone's guess; even he doesn't know. On the
D'aerthe reclaims him. You'll find him trapped first night, Xanathar sends a gang of six bugbears to attack the tav-
in your basement." ern and rescue Ott. If the characters have moved Ott elsewhere, the
bugbears attack the tavern anyway. On the second night, four mem-
bers of the Dungsweepers' Guild (commoners) with intellect de-
vourers in their skulls visit the tavern. They order drinks and scope
out the tavern, attacking if they find Ott or leaving if they don't. On
the third night, a beholder zombie attacks. After the third attack, Ott
disappears as mysteriously as he arrived, along with t he iron bands
of Bi/arro. Reward: Each Bregan D'aerthe character gains 2 renown.
5th "We have a spy deep within Xanathar's orga- )arlaxle identifies the traitor as a drow mage named Nar'I Xibrindas
nization, but I fear he has been compromised. (see appendix B) and furnishes the characters with a route to Xana-
It breaks my heart to do this, but I'm sending thar's lair through underground passageways. (Xanathar's lair is de-
you to eliminate him. Make it quick and pain· scribed in chapter 5. Characters who follow )arlaxle's route arrive at
less, and for Lolth's sake, be discreet." area Xl .) Reward: Each Bregan D'aerthe character gains 2 renown.
Each party member who contributes to the mission receives a tro-
phy bearing a gold statuette of )arlaxle (worth 250 gp).

OH APTER 2 I TROLLSKULL ALLEY


cessful DC 15 Wisdom (l nsight} check, ascertain that EMERALD ENCLAVE
these s pies are paying particular attention to the activi-
T he Emerald Enclave takes an interest in characters
ties of the drow party members.
who seek to preserve the balance within Waterdeep
JA R LAXLE B AENRE (particularly clerics of nature, druids, a nd rangers). Any
If the party reports the drow to the City Watch,Jarlaxle s uch character is visited by a white cat that s peaks the

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."

T he cat is an ordinary animal upon which an animal


haberdashe r named J.B. Nevercott. In this guise, he m essenger spell was cast. h dashes away after deliver-
asks to s peak privately with drow characters who he ing its invitation.
thinks might make suitable Brcgan D'aerthe recruits.
Only drow are given serious consideration, butjarlaxle M E LA NNOR F ELLBRANCH
doesn't care if they're ma le or fe male. As a test, he offers The characters' main contact in the Emerald Enclave
them their first mission. is Melannor Fellbranch, the friend ly but humorless
Jarlaxle is a cons ummate actor who never lets down grounds keeper of Phaulkonmere, a compound located
his guard. Even if the cha racters discern his true iden- one block south of Kolat Towers (see chapter 8). Phaul-
tity, he never admits to being anything other than what konmere is owned by the Tarm and Phaulkon noble
he pretends to be. fa milies. Melannor delivers missions by way of animal
messenger spells and is pa rtia l to using cats and pi-
geons as couriers. He quickly assigns new members
their firs t mission.

EM ERALD EN CLAVE MISSIONS


Party Level Mission Brief Mission Requirements and Reward
2nd "Outlying farms are being terrorized by a Not one but three scarecrows are terrorizing Undercliff. One wears
scarecrow come to life. It has slaughtered live· a sackcloth hood, another has a rotting pumpkin head, and the
stock, chased horses, and spooked farmers. third is covered with a threadbare blanket. Characters who camp in
No people have been killed as yet, so the City a field for the better part of a day or night have a 10 percent chance
Guard is dragging its heels. Something must of encountering one of the scarecrows. The attacks continue until
be done!" all three scarecrows are destroyed. Reward: Each Emerald Enclave
character gains l renown for ending the threat.
3rd "Sir Ambrose Everdawn, a grizzled old cham- Convincing Ambrose Everdawn (LG male huma n Tethyrian knight)
pion of Kelemvor, has offered to help the City tha t the party intends to help requires a successful DC 13 Charisma
Guard catch a necromancer who's stealing (Persuasion) check. If the check succeeds, Sir Ambrose asks the
bones from the City of the Dead and animating party to patrol the southern half of the cemetery for ten consecutive
them as skeletons. Sir Am brose could use your nights while he patrols the north half. The characters have a cumu·
help, if you're no t too busy." lative 10 percent chance each night of encountering six skeletons,
but there's no sign of the necromancer who animated them. Once
the skeletons are destroyed, no further encounters occur. After a
tenday, Sir Ambrose releases the characters from service. Reward:
Each Emerald Enclave character gains 1 renown. Each party mem-
ber who patrolled the cemetery for all ten nights receives 100 gp.
4th "Doppelgangers threaten the balance of power The characters need to confront "Bonnie" the doppelganger and,
in Waterdeep. Rumor has it a group of them with a successful DC 15 Charisma (Intimidation or Persuasion)
are hiding in the Yawning Portal. Root them check, convince her to leave Waterdeep and take her gang with her.
out and rid the city of them if you can." Reward: Each Emerald Enclave character gains 2 renown.
5th "The Xa nathar Guild is releasing monsters Locating the grell requires a successful DC 18 Intelligence (lnves·
to distract the City Watch and the City Guard tigation) check followed by a successful DC 18 Wisdom (Survival)
while its members stir up trouble elsewhere. check. Each check, whethe r successful or not, represents l hour of
The authorities are having trouble catching gathering information o r tracking spoor. In fact , there are two grells.
and killing a flying horror known as a grell. One grell tries to flee if the other is killed. Reward: Each Emerald
This aberration was latest seen snatching up Enclave character gains 2 renown. )eryth bestows a charm of hero·
an old woman in the Dock Wa rd. Unless we ism (see "Supernatural Gifts" in chapter 7 of the Dungeon Master's
intervene, she won't be the last." Guide) on each party member who helped slay the grells.

CHAP I !OR 2 I TROLLSKULL ALLEV


Melannor is a half-elf druid, with these changes: spell list. She uses her spells in defense of her estate
Melannor is chaotic good. and its beautiful gardens. A member of the Emerald
Enclave can petitionjeryth to cast a spell, which she
• He bas these racial traits: He has advantage on saving
throws against being charmed, and magic can't put is happy to do if that character's renown in the enclave
him to sleep. He has darkvision out to a range of 60 equals or exceeds the spell's level.
feet. He speaks Common and Elvish.
FORCE GREY (GRAY HANDS)
j ERYTH PHAU LKON The Blackstaff, Vajra Safahr (see appendix B), is friends
When the characters arrive at Phaulkonmere for the with Renaer Neverember, and word of his rescue quickly
first time, Melannor introduces them to the lady of the reaches her ears. She uses a sending spell to deliver the

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.

FORC E GR EY (G RAY HANDS) MISSIONS


Party level Mission Brief Mission Requirements and Reward
2nd "Seek out Hlam, a monk who lives in a cave on Those who climb the mountainside to reach the cave must succeed
the side of Mount Waterdeep. Ask him what on a DC 12 Constitution saving throw or arrive with ld4 levels of
he's heard about threats to the city, but try not exhaustion. Trying to get Hlam (see appendix B) to share informa-
to annoy him or overstay your welcome." tion requires a DC 12 Charisma (Persuasion) check. If the check
succeeds, he tells the characters, "Evil's twin hides its face for now.
Expect that to change before winter's end." (This is an oblique ref-
erence to Manshoon.) The characters can descend the mountain
safely. Reward: Each Gray Hand character gains 1 renown.
3rd "A young bronze dragon has taken up resi- Vajra gives each character a potion of water breathing to complete
dence in Deepwater Harbor. It startled a few this mission. They find a young bronze dragon, Zelifarn, swimming
sailors recently but hasn't hurt anyone. Con- around a barnacle-covered shipwreck at the bottom of the deep
front the dragon and learn its intentions." harbor. The friendly dragon tries to coax as much treasure as it can
from the characters. Those who converse with Zelifarn can make a
DC 13 Wisdom (Insight) check. A successful check reveals that the
dragon poses no danger to Waterdeep. If no one succeeds on the
check, the dragon's true intentions can't be gleaned. Reward: Each
Gray Hand character gains 1 renown.
4th "A member of Force Grey has been act- Characters can befriend Meloon Wardragon (see appendix B) or
ing strange ly oflate. His name is Meloon watch him from afar. Each day at dawn, Meloon engages in a tele-
Wa rd ragon, and his happy-go-lucky demea nor pathic contest of wills with his magic axe, Azuredge (see appendix
has soured. He's been hangi ng around the A), before leaving his room at the Yawning Portal. The axe wants
Yawning Portal more than usual. Observe him a new wielder, but Meloon refuses to part with it. Characters who
for a tenday, then report back to me." observe Meloon du ring this exchange can ascertain what 's going on
with a successful DC 15 Wisdom (Insight) check. Reward: Each Gray
Hand character gains 2 renown. If the characters rid Meloon of the
intellect devourer in his skull, Vajra gives the party a wand ofsecrets.
5th "Xanathar is using intellect devourers to The characters must slay Nihiloor the mind flayer (see appendix B).
take control ofWaterdavians in key positions They can stake out a Xanathar Guild hideout (see chapter 1) and
throughout the city. We must deal with this wait for Nihiloor to show up there, or confront the mind flayer in
problem at once. Infiltrate Xanathar's lair and Xanathar's lair (see chapter 5). Reward: Each Gray Hand character
destroy whatever is responsible for creating gains 2 renown. Every character who participated in the raid re·
these creatures." ceives a potion of resistance. In addition, Vajra covers the cost of any
raise dead spells needed to bring back dead characters.

CHAPTER 2 I TROLLSKULL ALLEY


VAJR A SAFAHR H A RPERS
Blacks taffTower is a fortress a nd a wizard training The Harpers approach good-a ligned characters who
academy aJI in one. From here, Vajra Safahr watches show promise as spies. One such character receives
over the city and asserts herself as Blackstaff. S ending the following message, written on a paper bird (see
spells a re her preferred way of communicating with her appendix A):
operatives.
Vajra offers the characters members hip in the Gray
Ha nds, a private securily force under her command. She "Renaer tells us you are a good bet. He bought you
doles out missions designed lo lax lhe cha racters' re- tickets to the opera to night at the Lightsinger Theater
sou rces and tesl their loyally lo Waterdeep. Characters in the Sea Ward. If you are interested, meet Mirt at
who complete these missions won't gain enough renown
intermission. Private Box C. Formal attire is required for
to join Force Grey yet, but they will gaio something
valuable: the Blackstaff's patronage. Vajra continues to admittance."
take a n interest in their adventuring careers, helping out
when she can.

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.

CllAPTER 2 I TROLLSKULL ALLEY


Enclosed are tickets for the entire party to The Fall LORDS' ALLIANCE
ofTiamat, an opera sung in Giant describing the evil
dragon queen's defeat at the Well of Dragons. Characters who place the security of the city and the
realm ahead of their own interests are invited to join
MIRT this faction. Potential recruits must be residents of
If any of the characters join the Harpers, Mirt (see ap- Waterdeep.
pendix B) becomes their main Harper contact through-
j ALEST ER S I LVERMANE
out the adventure.
Lightsinger Theater is a high-end establishment lo- The characters' primary contact is j alester Silvermane
cated in the Castle Ward. If the characters meet Mirt (see appendix B), a field agent who reports to Open Lord
in bis private box during the opera's intermission, he Laeral Silverhand. Jalester spends much of his time in
describes the Harpers and offers membership to eligi- the Yawning Portal and other taverns that adventurers
ble characters. Characters who accept receive a silver are known to frequent.
pin of a harp within a crescent moon, along with their Jalester offers membership in the Lords' AJ!iance to
first mission (see the Harpers Missions table). Mirt those who qualify. Members are expected to complete
also tells them that if they ever need to speak with him whatever missions are assigned to them in a timely, pro-
directly, they are welcome to visit his manor in the Sea fessional manner. Refusing to accept or complete a mis-
Ward. If the characters do visit Mirt's manor, there's a sion can result in suspension or dismissal. An alliance
90 percent chance that Mirt isn't home and no one an- member who is suspended receives no a lliance missions
swers the door. until the suspension ends, while dismissal from the
alliance means a loss of membership and the loss of all
renown in the faction.
LORDS' ALLIANCE MISSIONS
Party Level Mission Brief Mission Requirements and Reward
2nd "A gang war is causing unrest throughout the Each morning, the characters meet with a team of four dungsweep-
city. We have offered protection to members ers (commoners) and head to the Trades Ward, where the sweepers
of the Dungsweepers' Guild, and you have spend the day cleaning up waste in the streets. It's boring work.
been assigned to protect a group of them. On the ninth day, around highsun, a carrion crawler emerges from
Meet them at the Muleskull Tavern, on Ship a nearby alley, pursued by two City Watch guards. The characters
Street in the Dock Ward, at six bells and guard can help slay the carrion crawler, which came up from the sewers.
them while they work. Do this every day for a Reward: Each Lords' Alliance character gains 1 renown.
tenday."
3rd "Harko Swornhold, an evil adventurer who was Whichever character leads the search must succeed on three DC
exiled three yea rs ago for attempting to bribe a 14 Intelligence (Investigation) checks before gaining thr~e failures,
city magistrate, has returned to Waterdeep ille- with each check representing 8 hours of investigation. Other char-
gally. We think the Xanathar Guild is using him acters can assist, granting advantage on the checks. Harko (bandit
to incite violence. He was last seen recruiting ca ptain) has two ke nku companions that fight by his side. Reward:
kenku in the Dock Ward. Find him and quietly Each Lords' Alliance character gains 1 renown.
put him to the sword."
4th "The Zhents are courting a Red Wizard ofThay The characters can create a rift between the Zhentarim and Es-
named Esloon Bezant, trying to add his gang loon's gang by sowing rumors of betrayal. They must spend 25 gp
of thugs to their ranks. All we know about him in bribes and succeed on a DC 16 Charisma (Deception or Persua-
is that he fled his homeland a few years back sion) check. Conversely, they can confront Esloon Bezant (LE male
and is too smart to get caught doing anything Thayan human mage) and his gang of five thugs and either defeat
illegal. He and his gang of bullies prowl the them or bribe them with at least 500 gp. Reward: Each Lords' Alli-
Dock Ward. Scuttle the deal, and do it fast!" ance character gains 2 renown. The characters can also deprive Es-
loon of his spellbook, which contains all the spells he has prepared.
5th "The City Watch is overwhelmed by the recent Whichever character leads the hunt must succeed on three DC 18
surge in violence and needs our help. We have Intelligence (Investigation) checks before gaining three failures,
reports of an assassin prowling the rooftops, with each check representing 8 hours of investigation. Other char-
picking off targets with arrows and alarming acters can assist, granting advantage on the checks. If the search
citizens. My sources say he goes to ground succeeds, characters corner the assassin, Ziraj the Hunter (see ap-
somewhere near Trollskull Alley. Find him, pendix B), in the greenhouse of Corel Ion's Crown in Trollskull Alley
alert the City Watch to his whereabouts, and (area T4). Ziraj surrenders to the City Watch without a fight, believ-
aid in his arrest if you can. Don't kill him, since ing that his fellow Zhents will find a way to free him. Reward: Each
doing that could escalate the violence further." Lords' Alliance character gains 2 renown. Every character who aids
in Ziraj's capture receives SO gp.

CHAPTER 2 I TROLLSKULL ALLEY


ORDER OF THE GAUNTLET cult called the Howling Hatred. Savra's sins a re irrele-
vant to this adventure, but you can learn more about her
The Order of the Gauntlet looks for members who seek past in Princes of the Apocalypse. Whenever she has a
to fight evil in all its forms. Adventurers who worship mission for the characters, she communicates the mis-
Helm, Torm. or Tyr are especially sought after. sive to them herself.
SAVR A BELA:BRANTA
ZHE NTARIM
If the party includes one or more likely recr uits, Savra
Belabranta (NG female Tethyrian human knight) visits The Doom Raiders try to contact evil-aligned or mora lly
the characters' residence and invites them to the Halls ambiguous characters. A flying snake with a parchment
of Justice, the temple ofTyr (localed west of the Market tied about its body visits one character in the dead of

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.

ORDER OF THE GAUNTLET MISSIONS


Party Level Mission Brief Mission Requ irements and Reward
2nd "We hear that the Zhents are paying gangs in The characters must visit the Field Ward and, as a fight threatens
the Field Wa rd to attack suspected Xanathar to break out, make three successful DC 12 Charisma (Intimidation)
Guild members. Fights are breaking out in the checks before failing three checks, or else defeat four thugs (pref-
ward daily. Stop a fight before it happens. We erably without killing them) to disperse the would-be brawle rs.
need to send a message to these thugs that Reward: Each Order of the Gauntlet character gains 1 renown.
further altercations won't be tolerated."
3rd "A notorious thief called the Black Viper, long The characters can meet with Gaxly Rudderbust (N male llluskan
thought dead, has apparently returned to human commoner), the publisher of The Waterdeep Wazoo, and
Waterdeep. She has already robbed at least either succeed on a DC 12 Charisma (Intimidation or Persuasion)
a dozen noble estates. No one knows her check or bribe him with at least 50 gp. If they do so, Gaxly shares
identity because she wears a mask, but it was his suspicions that the Black Viper is the secret, evil twin sister of
reported in The Waterdeep Wazoo that she's Ammalia Cassalanter (see appendix B), and that she wears a mask
a noble. Find out what else the broadsheet's to hide a disfigurement. Interviewing the Cassalanters at their villa
publisher knows about her and re port back to (see chapter 6) or conducting a day-long investigation and succeed-
me." ing on a DC 15 Intelligence (Investigation) check reveals that no
such person exists. Reward: Each Order of the Gauntlet character
gains 1 renown for reporting what Gaxly said.
4th "Guards at the End shift Tavern, located on The inn is being harassed by the Shard Shunners, a gang of halAing
Endshift Street in the Field Ward, are being wererats, because the innkeeper's guards once threatened a gang
robbed nightly, and the innkeeper says he's member. To end the harassment, the characters must defeat three
seen giant rats prowling around the back al- wererats or scare them off with a successful DC 17 Charisma (Intim-
leys. Sounds dull, but it's a plea for help that idation) check. Reward: Each Order of the Gauntlet character gains
we can't ignore." 2 renown and receives a potion of healing.
5th "I just received a report that spined devils are The characters must help Savra defeat five spined devils, which
terrorizing citizens in Twelvedog Court, in the have locals pinned down in nearby buildings. Right afterward, Gy-
Field Ward. Come, let us slay them together sheer Omfreys (LE female Tethyrian human cult fanatic) emerges
and find their evil summoner!" from an alley and attacks Savra. Gysheer is an overzealous member
of a devil·worshiping cult led by Victoro Cassalanter (see appendix
B). Savra tries to subdue and question her, but only magical com-
pulsion can force her to implicate Victoro. Since devil worship isn't
illegal in Waterdeep, Savra has no grounds to stir up trouble with
the Cassalanters, and she advises characters not to do so, either.
Reward: Each Order of the Gauntlet character gains 2 renown. Every
character who took part receives a potion of greater healing.

CHAPTER 2 I TROLLSKULL ALLl::Y


DAVIL STARSONG his colleagu es want to end the violence and restore
Davil Starsong (see appendix B) is the c ha racters' the peace.
primary contact in the Black Network, at least initia lly. Davi! offers membership in the faction to interested
Over drinks, he shares the following inform ation: characters, then assigns them their first mission (see
• Davi! is a r etired adventurer. He and his adventuring the Zhentarim Missions table). Subsequent mission
companions joined the Zhentarim a few years back. briefings a re written on scrolls and delivered by fly.
They h elp people in need. (More specifically, they pro- ing snakes.
vide loa ns. mercenaries, and other services.)
• Another Black Network gang has recently infiltrated T ASHLYN YAFEERA
the city and tried to take over the Xanathar Gui ld. After the characters complete two missions for Davil,
They failed, setting off a war in the streets. Davi I and he is arrested by the City Watch and held in Castle Wa-
terdeep while he waits to be questioned by the Lords

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.

CHAPTER 2 I TROLLSKULL ALLEY


ofWaterdeep about the Black Network's operations in members of the guild, he strongly urges them co join
the city. The characters continue to receive missions, "to avoid further harassment." The cost of member-
but they come from Tasblyo Yafeera (see appendix B). ship in the Fellowship of Innkeepers is included in the
Characters first become aware of this change when they regular expenses outlined in the "Tavern Keeping Ex-
receive their next mission briefing, since it's written in a penses~ sidebar.

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.

C H APTE R 2 I TROLLSKULl. ALLEY


ULKORIA STONEMARRO W throw around right now, his plan to ruin the characters'
Watchful Order of Magists and Protectors establishment begins with borrowing some money.
Ulkoria (NG female shield dwarf ar chmage) has de-
PLANS
fended Waterdeep with her magic more times than
Emmek secures a 150 gp loan from lstrid Hom (see ap-
she can recall. She's known as ''the Gargoyle" because
pendix B). He spends 50 gp for the services of the Shard
her face is frozen in a scowl that frightens adults and
Shunners, a gang of halfling wererats with which he has
children alike. No one knows where she lives. but it's
had nefarious dealings in the past. He pays the halflings
believed to be underground, possibly a cellar or dungeon
to hinder the characters' efforts while he works fever-
under one of the city's oldest estates. She uses teleport
ishly to manage his own business.
spells to enter and leave her home. and she's never seen
Four gang members have been assigned to work
without her shield guardian close by.
with Emmek: two males named Kelso Fiddlewick and
A little known fact is that Ulkoria once owned the
Dasher Snobeedle. and two females named Danika Fid-
tavern in Trollskull Alley. She sold it to a family of shield
dlewick (Kelso's younger sister) and Brynn Hilltopple.
dwarves, who fell on hard times and sold it to a woman
These halnings are wererats, with these changes:
who made it into an orphanage. "Turned out to be a hag
who was cooking and eating the children," Ulkoria re- Each wererat is Small and has 27 (6d6 + 6) hit points.
calls. The estate passed through several more hands in • It has these racial traits: It can move through the
the years that followed. Ulkoria hopes the new owners space of a Medium or larger creature. lt has advantage
make something good of it. on saving throws against being frightened. It speaks
Anytime she passes through the North Ward, Ulkoria Common and Halfling, and it knows thieves' cant.
stops by the tavern for a drink and to check out the place Emmek's strategy for ruining the competition and the
while her shield guardian waits outside. If she doesn't consequences for putting it into action are summarized
like what the characters have done with the establish- in the table below.
ment, she keeps her criticisms to herself. The characters
can hire her to cast glyphs of warding on the place, for EM MEK'S PLANS
which she charges 300 gp apiece.
Element Description
B USI NESS RIVAL: EMMEK F REWN Event The wererats scope out the characters' tavern in
halfling forms and might try to get jobs there.
Emmek Frewn, a saJty northerner (NE male Illuskan
Event The wererats plant morsels of food inside the
commoner), recently tried to buy the tavern in Trollskull
Alley but was outbid by Volothamp Geddarm. Stung by characters' place and bore tiny holes in the out·
the loss, he bought a smaller, less impressive building side walls to attract rats, creating an infestation.
in the same alley and turned it into a pub, which he calls Action Emmek spreads rumors that the characters' tav-
Frewn's Brews. If you decide to introduce Emmek as a ern is rat-infested, which is why he didn't buy it.
business rival, choose an unmarked building on map 2.1 Apply a -10 penalty on the next three rolls char·
to serve as the pub. acters make on the Runn ing a Business ta ble
Emmek's family migrated to Waterdeep after its hold- (see "Tavern Keeping Expenses," page 41).
ings in Neverwinter were destroyed by the eruption of Event The Shard Shunners claim they've done enough
Mount Hotenow in 1451 DR. The family struggled to
for their coin and demand more.
make ends meet by tanning leather in the Trades Ward.
Action Emmek pays the were rats another SO gp to
After Emmek's parents died, his sisters took over the
business and bought him out. He never liked the work creep around the characters' tavern at night
anyway, and he particularly hated dealing with the in hybrid and rat form, carve rat faces into the
League of Skinners and Tanners. doors of neighbors, and otherwise draw atten-
Emmek is on shaky financial footing because he bas tion to themselves.
sunk most of his wealth into this latest endeavor. He's Action Emmek convinces several local residents to sign
a lso in trouble with two of the guilds. First, he tried to a letter he has drafted, then dispatches it to the
save coin by fixing the roof himself. in defiance of the City Watch. The letter accuses the characters of
Carpenters', Roofers'. and Plaisterers· Guild. Then he of- running a front for a guild of wererat thieves and
fended a member of the Cellarers' and Plumbers' Guild urges the Watch to close their establishment.
by comparing the dwarf's beard to barnacles on a ship.

GOALS LEVEL A DVANCEM ENT


Emmek wants his pub to be the most successful tavern Jn this section of the adventure, the characters should
in the North Ward, and he wants the characters' busi- advance to 3rd level by engaging in faction mis-
ness to fail spectacularly. sions, dealing with Emmek Frewn, or partaking in
self-directed activities. This period of time represents an
ASSETS
opportunity for the characters to make friends and gain
Emmek is stingy when it comes to certain kinds of ex-
a reputation (for good or ill) in Trollskull Alley-and in
penses and foolish with his coin in other ways. He tends
Waterdeep itself-before the events of chapter 3 embroil
to spend a lot on big, showy items and cut corners on the
them in a greater plot.
little amenities. Because he doesn't have much coin to

C.. HAPTER ?. 11 RO LLS KU LL ALLEY


ESIDENTS OF TuOLLSKULL ALLEY ARE SHAKEN
WHAT' S HAPPE NING HERE?
by a loud whoosh, rattling windows, and the
screams of city folk. A fireball spell has just Dalakhar, a rock gnome spy working for Lord Dagult
detonated in the street, and the neighborhood Neverember, was on his way to see the characters when
the fireball went off, killing him and ten other people.
is thrown into chaos. As members of the City
Guard, the City Watch, and the Watchful Order The gnome is important because he was carrying the
of Magists and Protectors rush to the scene, Stone ofGolorr(see appendix A)-the key to finding
Lord Neverember's hidden cache of gold.
the characters are afforded a chance to assess the
Hounded by agents of the Zhentarim, the Xanathar
damage and investigate further. This incident sets into
Guild, and Bregan D'aerthe. Dalakhar was unable to
motion the main plot and puts the characters on a colli-
escape from Waterdeep with the artifact, so he planned
sion course with those who want to find and claim Lord
to entrust it to the characters briefly, for surely the folk
Neverember' s hidden cache of gold.
who rescued Lord Neverember' s son could keep it safe
The fireball goes off early in the morning, at a time
where he could not.
when all the characters are in Trollskull Manor. Read
By the time the events of this chapter have played
aloud the following text ro set the scene:
out, the Stone ofGolorr has changed hands a few times
and the characters have learned more about the big pic-
Windows rattle as the roar of an explosion fills Trollskull ture-though they still have a long chase ahead of them.
Alley. Charred bodies and anguished screams Ay through
ZHENTS CAUGH T I N THE ACT
the air. A thick cloud of acrid smoke billows outward
from the blast, which seems to have occurred right out- Three members of the Black etwork, including the
Zhent assassin Urstul Floxin (see appendix B), were
side your door.
close to nabbing Dalakhar when they were caught in the
blast. Of the three, only Urstul survived. Though he was
Let the players tell you what their characters are doing wounded, he was able to pluck the Stone ofGolorr from
at this moment and how they react to the explosion. Dalakhar's pocket before fleeing the scene. While other
Those who want to guess the nature of the explosion survivors were coming to their senses, Urstul stumbled
can, with a successful DC 13 Intelligence (Arcana) through the smoke and haze and eventually made his
check, conclude that someone just cast a fireball way back to Gralhund Villa a short distance away.
spell outside.

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

"I was watering plants in the greenhouse on the second


floor of my shop when the blast blew out some of the Jezrynne doesn't know what the "puppet" hurled to
windows. Lucky I wasn't injured! Through the smoke, cause the fireball. She took her eyes off the thing during
I saw a cloaked man take something from the body of the chaos and doesn't know where it went.
a dead gnome. then start limping away. He was badly MARTEMTR EC
burned and casting glances over his shoulder, like he was This 12-year-old boy watched as his halning friends per-
afraid someone might be following him. He was headed ished in the flames. He didn't see much beyond that, but
toward the Bent Nail." he found something important after the blast went off:

"Right after the explosion, I ducked behind a rain barrel. ]


Pala saw Urstul Floxin fleeing the scene with the Stone
ofGolorr in his clutches. He circled around the Bent ] Then I heard a 'plop' and found this in the barrel."
Nail (see chapter 2. area T2) on his way out of Troll-
skull Alley.
Martem produces a necklace of fireballs with two beads
jEZRYNNE HORNRAVE N remaining and a broken clasp. As it fled across a roof-
A Waterdavian born of wealth and privilege. j ezrynne top, the nimblewrigh t accidentally yanked on the neck-
was leaving the Tiger's Eye (see chapter 2, area TS), hav- lace. which came off, fell to the roof, slid off the edge,
ing just hired Vincent Trench to spy on her philandering and plopped into the rain barrel next to Martem.
husband, when she witnessed the following: He doesn't know what to make of this object but was
planning to keep it. A character can snalch it from him
or convince Martem to relinquish it with a successful
"I tell you, it was not a man. More like a puppet shaped DC 8 Charisma (Intimidation or Persuasion) check.
like a man. A puppet without strings. It was on the Characters who withhold the necklace, and knowl-
rooftop. It hurled something into the crowd below that edge of it, from the City Watch are guilly of a crime in
caused the explosion. I saw those halflings burned alive! Waterdeep. Hampering justice by concealing evidence
can result in a fine of up to 200 gp and hard labor for up
I saw them!"
to a tenday.

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.

FIN DING N1M's CREATION


Equipped with the nimblewright detector, the characters
can search for Nim's escaped creation. A ward-by-ward
search is the best approach, but let the players tell you
how their characters conduct the search. Depending on
where they go, the search could take days.
A character mounted on a griffon can complete a
city-wide search in a couple of hours. To secure the
use of a gr iffon, a character must either be a member
of the Order of the Gauntlet on good terms with Savra
Belabranta or a member of the Lords' Alliance on good
terms withjalester Silvermane. As it happens, a young
griffon named Bonesnapper is being trained to serve
as a mount in the Griffon Cavalry. If Savra or jalester is
inclined to help the party, the characters can arrange to
meet the griffon and its trajner outside the R iver Gate
the following morning shortly after dawn. (The griffon
and its trainer normally reside in Peaktop Aerie atop
Mount Waterdeep, but most civilians aren't welcome
there.) To gain Bonesnapper's trust, a character must
succeed on a DC 16 Wisdom (Animal Handling) check.
The griffon won't allow any character who fails the
check to ride it.
Nim's errant nimblewright is in Gralhund Villa on
Saerdoun Street, in the North Ward. It isn't, however,
the only nimblewright to be found outside the House
of Inspired Hands. If the characters decide to search
the Dock Ward, the nimblewright detector starts to
whir when it comes within range of a couple of the
ships in port.

DOCK WARD DISTRACTION


Zardoz Zord, owner of the Sea Maidens Faire, has
brought his three ships to Waterdeep. Two of these gal-
leons, the Heartbreaker and the Hellraiser, are docked.
Zord's flagship, the Eyecatcher, is anchored in Deepwa-
ter Harbor. Each of the th ree ships (described in chapter
7) has at least one nimblewright aboard.
The docks are bustling and chaotic during the day,
except in winter. At night, darkness provides sufficient
cover for characters to approach the docked vessels
unseen. If one or more characters are caught aboard a
ship, the crew tries to corner them until the shjp's cap-
tain can have words with them. The nimblewrights, they
say, are "attractions and nothing more." If the characters
ask to speak to the owner of the fleet, a sending spell is
used to contact Zord, who invites the characters to dine
with him aboard the Eyecatcher.
JllRLllKLE 811ENRE
Dining with Zardoz Z ord. Characters who accept
Zord's offer are shuttled by dinghy to his flagship,
welcomed aboard by drow crew members magically
disguised as attractive humans (see chapter 7 for more
information). and led to the captain's dining cabin
(areajlO):

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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Title: The Flying Tuskers of K'niik-K'naak

Author: Jack Sharkey

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Language: English

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*** START OF THE PROJECT GUTENBERG EBOOK THE FLYING


TUSKERS OF K'NIIK-K'NAAK ***
The Flying Tuskers Of K'niik-
K'naak
BY JACK SHARKEY

Handsome, athletic, debonair, a


man of powerful charm as well as solid
worth, I'd give anything to conquer my
one real fault—my darned modesty!

[Transcriber's Note: This etext was produced from


Worlds of If Science Fiction, May 1961.
Extensive research did not uncover any evidence that
the U.S. copyright on this publication was renewed.]
I have trod many tangled jungles, explored the floors of innumerable
oceans and braved death in so many forms that a man less
magnificent than myself would have died of fright. But if there is one
event that stands out in my perfect memory that can still raise a
goosebump or two on my broad tanned shoulders, the event is when
I went hunting for the flying tuskers of K'niik-K'naak. There we were,
myself and my faithful old purple Andromedan guide, Mimp, out in
the vast blue-white desert of Polaris III, looking for the flying
tuskers.
K'niik-K'naak, the region we trod, was much feared by the Polaris III
natives. They were a superstitious bunch anyway, who panicked at
the very thought of being trampled or gored, and never ventured
into the region of the tuskers. I, a man of clear head and no
nonsense, laughed at their primitive fancies. I set out nonetheless
into the desert, with only the barest rudiments necessary for
survival. We could get none of the local boys for bearers, so Mimp
had to carry everything. Naturally I had to have both hands free to
use my Moxley .55, the best ray-rifle you can buy anywhere in the
colonized universe.
Aside from the ray-rifle, I carried nothing save a fourteen-inch
carbon-steel bolo knife slung to my belt, my ever-present calabash
pipe, crammed full of steaming Yekkweed—expensive to have
imported from the Martian canals, but I buy it by the carton—and
my trusty f9-ultiflex binoculars on a short platinum chain.
Mimp struggled along behind me as we set off into the desert. Even
his mighty plum-hued muscles quivered under the load of our gear,
which included an inflatable pseudolog hut (with fireplace, an
optional extra), a double-oven radium-powered cookout stove and a
seven-pound crate of signal flares, just in case we got lost.
Three days we ranged the shifting blue-white sands of K'niik-K'naak,
watching everywhere for signs of the herd we'd heard occurred in
that region. Nothing.
"Keep sharp lookout," I snapped at Mimp, over my shoulder. Mimp
was like a brother, but you have to keep these aliens in their place.
"Yes, Bwana," said Mimp. (He called me Bwana, always.) "Soon we
come to waterhole."
I didn't ask him how he knew. Andromedans have a knack for
geography. In many ways, they're almost as good as an Earthman.
"Good," was all I answered. It was short, to the point, and showed
who was boss.
Onward we trekked, a sunburnt duo casting long bronze shadows
across the burning sands of K'niik K'naak. A thin plume of Yekkweed
fumes marked our passage. It was nearly sunset when we spotted
the pink glitter of that sickening slop that is the Polaris III excuse for
water. I stood watching the sunset, while Mimp unloaded all the gear
and began to set up camp. As the last rays faded in the sky, I turned
and entered the pseudolog hut Mimp had inflated. Hard on his lungs,
of course, but I hadn't wanted to burden him with the extra weight
of a hand-pump. I'm a stern man, but I'm fair.
He had my slippers laid out beside the armchair by the fire and a
cool mint julep awaiting me on the small teakwood taboret. He was
busying himself in the kitchenette, whipping up a quick souffle with
one hand and tossing a small salad with the other.
"Hurry it up there," I growled jovially. "Time is money, time is
money!" A bit of friendly joshing is good for the relationship; shows
Mimp I'm tolerant of him sharing the same quarters, without actually
making me act like an equal, if you know what I mean.
"I hurry, Sahib," said Mimp. "Coming up." (He always called me
Sahib.) He rushed across the room and began setting the table, with
my pearl-handled silverware.
"No, not there," I yawned, picking up my julep and settling back into
the armchair. "I think I'd like the table nearer the piano, so you can
play Chopin Nocturnes while I dine." I added, as a kindly
afterthought, "You can reheat your share of the souffle later, after
I've gone to bed." Personally, I hate cold souffle.
"Yes, Effendi," said Mimp. (He always called me Effendi.) Rapidly, he
moved the table over to the Steinway, set out the finished souffle
and salad and then hurried to the piano and began laboriously
plunking out glorious melody. I took a sip of my julep, then spat it
out on the carpet.
"Mimp!" I roared, incensed. "Did you make this drink with Polaris III
water?"
Craven and cowering, he fell at my feet, whining for mercy. But I
was adamant. You let an alien take an inch, and the next thing, he's
swiped a parsec. "The knout," I said, keeping my voice emotionless
and holding out my hand.
"Please, Kimosabe," whimpered Mimp, "I dared not use the water in
the canteens. You know that Polaris III water is poisonous to us
Andromedans, while you Earthmen can tolerate it."
"I can not!" I raged.
"I was speaking medically," he mewed piteously.
"And I, esthetically," I snarled. "The knout, now, and be quick about
it."
He scurried on all fours to the bureau where I kept my odds and
ends, and came crawling back with the brutal leather whip. I
weighed the infraction, decided that three stripes should be lesson
enough and I laid them onto his bare back with a steady hand.
"Now," I said, wearied by the effort, "play something gay and
lilting."
Hastily, he dragged himself to the Steinway and complied. Dinner
was really delicious.
Next morning, before sun-up, we lay in wait for the herd behind a
rock beside the waterhole. The sky was growing pale saffron near
the horizon, then light yellow, and finally glaring brass as the sun
arose. (By "sun," I mean the star Polaris, of course. Our sun is a
star, you know. Or did you? I knew, naturally.) Then, afar off, I
espied the bulky blobs in the sky that were the flying tuskers of
K'niik-K'naak. No man had ever hunted one before. I felt pretty
proud, let me tell you.
Onward they came through the air, their large skin-type gray wings
flapping stolidly up and down, about three strokes to the mile.
Enormous creatures they were, with fiery little eyes, and long trailing
trunks that had a wicked little hook at the tip. But the thing that
really caught one's eye was their tusks. Ten of them. Eight
originating in the mouth, and one in either fore-knee. Each tusk was
seven feet in length, long, white, straight-tapered and flawless. But
not ivory, not on these babies. Pure pearl. That lovely lustrous
calcareous concretion! Each tusk would bring fifty thousand
interplanetary credits on the open market. And there were ten per
elephantine beast, and at least sixty of them in the herd.
"Look at that, will you!" I cried to Mimp. "Look, feast your ugly eyes
on that gleaming fortune swooping down upon us, Mimp!"
"I look, I feast," he murmured servilely, huddled behind me behind
the rock behind the tree. Aliens tend to be cowardly when their lives
are in danger.
Carefully, I raised the rifle and took a bead on the youngest beast in
that descending herd. It's slightly illegal to shoot the fledglings, but
after all, I wasn't going to bring him back with me, so no one would
know. It's just that I find that when I shoot the eldest in a herd of
wildlife, the others miss their protector and flee. But if I shoot one of
the babies, the elder ones stay around to protect it, and I get to kill
lots more. Nasty, perhaps, but that's the hunting game for you.
Anyhow, I took this bead on the beast. I was just in the act of
depressing the firing stud when an unwonted lightness in the
weapon caught my attention. Irritated, I cracked open the firing
chamber. "Mimp!" I growled, in one of my rare real wraths. "You
didn't load the ray-rifle! Even a Moxley .55 is no damned good
without cartridges!"
"A thousand pardons, boss," muttered Mimp, inclining his loathsome
lavender face in a subservient bow. "I go get."
He wriggled away across the sand and into the hut, fortunately not
disturbing the herd, which was now kneeling on the slope above the
waterhole and inhaling that putrid pink liquid through their trunks. I
drooled a bit, seeing the rainbow glint of sunlight on those
magnificent tusks. Seconds passed, then minutes. The herd was
practically slaked, and still no crawling Mimp reappeared from the
hut.
Soon they'd fly off, and cost me a fortune.
I was already pretty much in hock after paying the fare to Polaris III
from Earth. (I'd been able to save a little by listing Mimp as
baggage, and storing him in the hold for the flight.) Angry, irked,
and pretty well enraged, I moved swiftly toward the hut on hands
and knees, scuttling in the doorway as fast as I could, lest the herd
see me and flee, or attack.

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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