waterdeep dragon heist

(Jeff_L) #1
Melannor is a half-elf druid, with these changes:
Melannor is chaotic good.


  • He bas these racial traits: He has advantage on saving
    throws against being charmed, and magic can't put
    him to sleep. He has darkvision out to a range of 60
    feet. He speaks Common and Elvish.


j ERYTH PHAULKON
When the characters arrive at Phaulkonmere for the
first time, Melannor introduces them to the lady of the
estate: a noblewoman-turned-demigod and Chosen of
Mielikki namedjeryth Phaulkon.Jeryth, the only mem-
ber of her family who currently resides at Phaulkon-
mere, manifests as a disembodied female voice that can
be heard by anyone in the villa gardens. She offers mem-
bership in the enclave and bestows on each new mem-
ber a charm of restoration (see "Supernatural Gifts" in
chapter 7 of the Dungeon Master's Guide). Jeryth also of-
fers Phaulkonmere as a safe haven for enclave members
a nd thei r friends.
In her disembodied state,jeryth can't be harmed. If
the need arises,Jeryth can cast any spell on the druid


FORC E GREY (GRAY HANDS) MISSIONS
Party level
2nd

3rd

4th

5th

Mission Brief
"Seek out Hl am, a monk who lives in a cave on
the side of Mount Waterdeep. Ask him what
he's heard about threats to the city, but try not
to annoy him or overstay your welcome."

"A young bronze dragon has taken up resi-
dence in Deepwater Harbor. It startled a few
sailors recently but hasn't hurt anyone. Con-
front the dragon and learn its intentions."

"A member of Force Grey has been act-
ing strangely oflate. His name is Meloon
Wardragon, and his happy-go-lucky demeanor
has soured. He's been hanging around the
Yawning Portal more than usual. Observe him
for a tenday, then report back to me."

"Xanathar is using intellect devourers to
take control ofWaterdavians in key positions
throughout the city. We must deal with this
problem at once. Infiltrate Xanathar's lair and
destroy whatever is responsible for creating
these creatures."

CHAPTER 2 I TROLLSKULL ALLEY

spell list. She uses her spells in defense of her estate
and its beautiful gardens. A member of the Emerald
Enclave can petitionjeryth to cast a spell, which she
is happy to do if that character's renown in the enclave
equals or exceeds the spell's level.

FORCE GREY (GRAY HANDS)
The Blackstaff, Vajra Safahr (see appendix B), is friends
with Renaer Neverember, and word of his rescue quickly
reaches her ears. She uses a sending spell to deliver the
following short message to one of the characters:

I


"I am Vajra Safahr, the Blackstaff. Come to Blackstaff I
Tower in the Castle Ward at once. Bring your friends."

Despite her insistent tone, Vajra doesn't take offense
if the character refuses her invitation. A day later, she
casts another sending spell and reaches out to a dif-
ferent party member. If sbe is refused a second time,
she doesn't contact the party again until the characters
gain a level.

Mission Requirements and Reward
Those who climb the mountainside to reach the cave must succeed
on a DC 12 Constitution saving throw or arrive with ld4 levels of
exhaustion. Trying to get Hlam (see appendix B) to share informa-
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.
Vajra gives each character a potion of water breathing to complete
this mission. They find a young bronze dragon, Zelifarn, swimming
around a barnacle-covered shipwreck at the bottom of the deep
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.
Characters can befriend Meloon Wardragon (see appendix B) or
watch him from afar. Each day at dawn, Meloon engages in a tele-
pathic contest of wills with his magic axe, Azuredge (see appendix
A), before leaving his room at the Yawning Portal. The axe wants
a new wielder, but Meloon refuses to part with it. Characters who
observe Meloon during 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 of secrets.
The characters must slay Nihiloor the mind flayer (see appendix B).
They can stake out a Xanathar Guild hideout (see chapter 1) and
wait for Nihiloor to show up there, or confront the mind flayer in
Xanathar's lair (see chapter 5). Reward: Each Gray Hand character
gains 2 renown. Every character who participated in the raid re·
ceives a potion of resistance. In addition, Vajra covers the cost of any
raise dead spells needed to bring back dead characters.
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