JllRLllKLE 811ENRE
CHAPTER 3 I FIREBALL
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.
FINDING 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 Hell raiser, 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.
Dining with Zardoz Zord. 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):