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(D&D 5 E) Waterdeep: Dragon Heist PDF

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Preview (D&D 5 E) Waterdeep: Dragon Heist

WATERDEEP DRAGON HEIST~ CREDITS FOREWORD lead Designer: Christopher Perkins A simple question began rattling around in my head Designers: James J. Haeck, James lntrocaso, Adam Lee, over two years ago as I was bidding fareweJJ to Barovia, Matt Sernett dragging myself out of the depths of Maelstrom, and Rules Development: Jeremy Crawford, Ben Petrisor, Kate Welch 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 most powerful figures in the Forgotten Realms. Interior Illustrators: Mark Behm, Eric Belisle, Zoltan Boros, Clint 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! Dragon Heist has multiple baddies to choose from. Product Engineer: Cynda Callaway 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 December 2017 Yochum 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. ON 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 ofa dventurers who violaie the Code legal, nor arc th• Lords responsible for 1he 0<1ions ofb eholder 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 Summer ....................... 115 What's Happening Here? ......................... 43 Cu It of Asmodeus .................................... 115 Introduction. ................................................ 5 The Crime Scene ....................................... 44 Facing the Cassalanters ........................ 117 Story Overview ............................................. 5 After the Blast ........................................... .44 Cassalanter Villa ..................................... 117 Choose Your Villain ..................................... 6 im's Secret ............................................... 46 Temple of Asmodeus. .............................. 125 Seasons .......................................................... 7 What Renaer Knows ................................. 49 Special Events .......................................... 130 Running the Adventure ............................... 7 Gralhund Villa ............................................ 50 Adventure Structure ................................. 10 Ch. 7: Maestro's Fall .............................. 131 Life in Waterdcep ...................................... 10 Aftermath .................................................... 55 Facingjarlaxle ......................................... 131 Loose Ends ................................................. 56 Adventure Flowchart ................................ 11 Sea Maidens Faire .................................. 132 Level Advancement ................................... 56 Villain Lairs ................................................ 11 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 Encounter 2: Mistshore ............................ 65 Ch. 1: A Friend In Need .......................... 21 Special Events .......................................... 161 Encounter 3: Street Chase ...................... 68 Where to Start. ........................................... 21 Ch. 9: Volo's Waterdeep Encounter 4: Mausoleum ......................... 69 Zhentarim I lideout.. .................................. 24 Encounter 5: Rooftop Chase ................... 72 Enchiridion .......................................... 163 The Watch Arrives ..................................... 27 Entering Waterdeep ................................ 164 Tracking Floon ........................................... 27 Encounter 6: Theater. ............................... 73 A Long History (in Brief) ....................... 164 Encounter 7: Old Tower ........................... 76 Xanathar Guild Hideout .......................... 28 Encounter 8: Courthouse ........................ 80 Surviving in the City ............................... 167 Completing Volo's Quest .......................... 30 The Wards of Waterdeep ....................... 174 Encounter 9: Cellar Complex ................. 83 Level Advancement ................................... 30 The City's Splendors. .............................. 180 Encounter 10: Converted Windmill ...... 86 Ch. 2: Troll skull Alley ............................. 31 Parting Words .......................................... 188 Vault Keys .................................................... 90 Joining Factions ......................................... 34 Vault of Dragons ........................................ 94 App. A: Magic Items .............................. 189 Open for Business? ................................... 41 Adventure Conclusion .............................. 98 App. B: Monsters and NPCs ............... 193 Level Advancement ................................... 42 Ch. S: Spring 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 PRONUNCIATION GUIDE This guide shows how to pronounce many of the non-English names that appear in this adventure. Name 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-lah 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 Yalah 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 Verida MAR-go veh-REE-dah Zorbog Jyarkoth ZOR-bog jee-AR-koth INTRODUCTION ELCOME TO WATERDEEP, THE CROWN OF USING THE POSTER 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 ofA hghairon, 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 oft he 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 VERVIEW 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 AHCHAIRON1S DRACONWARD 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 dragonstoff ofA hghoiron (see appendix A) can ignore Ah marized below. ghairon's drogonward and move through the city freely. The effect lasts until the creature is touched again by the staff, XANATHAR or until the passage of a period of time specified by one 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. Their estate, Cassalanter Villa, has a temple of Asmo FIREBALL! 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 BAENRE half of a guild 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 ofA hghairon 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 VILLAIN 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 FAERONIAN CALENDAR 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 three 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 similar to what we have on Earth: three 365-day years fol dence is described in chapter 8. lowed by a leap year. Manshoon creates copies of himself using the simula Months. The FaerOnian months are Hammer, Alturiak, 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), Ify ou 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 appears in a box like this is meant to be read -SP-R-IN-G- ------------ ----- aloud or paraphrased for the players when their charac In Waterdeep, early spring tends to be cold and damp. 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 The following abbreviations appear in this book: terdeep from outlying farms. Without this bounty, city 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 NP C= non player character DM =Dungeon Master INTRODUCTION

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Waterdeep Dragon Heist PDF is a popular Role Play Gaming Book by Wizards RPG Team. It was originally published on September 18, 2018. It is the Fifth Edition of the Dungeons & Dragons.
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