waterdeep dragon heist

(Jeff_L) #1
MANSHOON
A clone of the wizard Manshoon, one of the founders of
the Zhentarim, is hiding in Waterdeep. He wants to rule
the city, by claiming the cache of dragons and by using
that wealth to bribe the Masked Lords into making him
the new Open Lord. He also wants to regain control of
the Black Network. Manshoon lurks in Kolat Towers, a
pair of wizards' towers in the Trades Ward. This resi-
dence is described in chapter 8.
Manshoon creates copies of himself using the simula-
crum spell and takes great pains to conceal his identity,
since his success hinges on not attracting the attention
of others who would seek to thwart him before his plans
come to fruition. Manshoon avoids unnecessary con-
frontations with adventurers; only those who enter his
extradimensional sanctum are likely to incur his wrath.
If you choose Manshoon as the villain, the adventure
takes place in the winter.

Seasons


The adventure unfolds in a particular season depending
on the villain you choose at the outset. If you switch to a
new villain midway through the adventure, don't change
the season to match unless the characters take enough
downtime for seasons to change naturally.

SPRING
----------------------
In Waterdeep, early spring tends to be cold and damp.
Misty rain falls for days on end. It's common for fog to
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.

SUMMER
Summers in Waterdeep are quite comfortable, and it's a
great time for citizens and visitors to congregate outside.
The markets are busier than at any other time of year.
Sometimes, though, warm air pushes up from the south
and settles in the valleys north and east of the city. This
air gets trapped, creating a hot spell that might last days
or weeks. Activity in the city slows to a crawl, since Wa-
terdavians are unaccustomed to such beat.

AUTUMN


Throughout autumn, wagonloads of food arrive in Wa-
terdeep from outlying farms. Without this bounty, city
folk would starve during the winter. Cold, howling sea
winds remind Waterdavians that winter is near.

WINTER


Waterdavian winters are harsh. As snow piles up around
the city and ice fills the harbor, trade grinds to a bait and
the city seals its gates. Citizens willing to brave the cold
still gather in local taverns and festhalls, but few venture
outside the city walls.


FAERO NIAN CALENDAR
The FaerOnian calendar has twelve months that roughly
correspond to the months of the Gregorian calendar. Each
month has thirty days divided into th ree ten-day weeks
(each week is called a tenday). Scattered throughout the
year are five holidays that aren't considered part of any
month. Once every four years, the holiday of Shield meet is
added to the calendar as a leap day immediately following
Midsummer night. Collectively, these days create a cycle
similar to what we have on Earth: three 365 -day years fol-
lowed by a leap year.
Months. The FaerOnian months are Hammer, Alturiak,
Ches, Tarsakh, Mirtul, Kythorn, Flamerule, Eleasis, Eleint,
Marpenoth, Uktar, and Nightal.
Annual Holidays. The annual holidays are Midwinter
(between Hammer and Alturiak), Greengrass (between
Tarsakh and Mirtul), Midsummer (between Flamerule and
Eleasis), Highharvestide (between Eleint and Marpenoth),
and the Feast of the Moon (between Uktar and Nightal).

Running the Adventure


To run this adventure, you need the D&D fifth edition
core rulebooks: Player's Handbook, Dungeon Master's
Guide, and Monster Manual. The Sword Coast Adven-
turer's Guide is helpful, but not necessary.

Text that appears in a box like this is meant to be read
aloud or paraphrased for the players when their charac-
ters first arrive at a location or under a specific circum·
stance, as described in the text.

The Monster Manual contains stat blocks for most of
the creatures found in this adventure. AJI the necessary
stat blocks are included there or in appendix B. When a
creature's name appears in bold type, that's a visual cue
for you to look up the creature's stat block in the Mon-
ster Manual, unless the adventure's text instead refers
you to the monster appendix in this book.
Spells and equipment mentioned in the adventure are
described in the Player's Handbook. Magic items are
described in the Dungeon Master's Guide, unless the
adventure's text directs you to an item's description in
appendix A.

ABBREVIATIONS
The following abbreviations appear i n th is book:

hp= hit points
AC = Armor Class
DC -Difficulty Class
XP =experience points
pp - platinum piece(s)
gp =gold piece(s)
ep = electrum piece(s)
sp =silver piece(s)
cp =copper piece(s)
N PC= non player character

LG = lawful good
CG = chaotic good
NG =neutral good
LN = lawful neutral
N -neutral
CN =chaotic neutral
LE ~ lawful evil
CE= chaotic evil
NE= neutral evil
DM =Dungeon Master

INTRODUCTION
Free download pdf