waterdeep dragon heist

(Jeff_L) #1

VAJRA SAFAHR
Blacks taffTower is a fortress a nd a wizard training
academy aJI in one. From here, Vajra Safahr watches
over the city and asserts herself as Blackstaff. S ending
s pells are her preferred way of communicating with her
operatives.
Vajra offers the characters members hip in the Gray
Hands, a private securily force under her command. She
doles out missions designed lo lax lhe cha racters' re-
sources and tesl their loyally lo Waterdeep. Characters
who complete these missions won't gain enough renown
to join Force Grey yet, but they will gaio something
valuable: the Blackstaff's patronage. Vajra continues to
take a n interest in their adventuring careers, helping out
when she can.


HARPER MISSIONS
Party Level
2nd

3rd

4th

5th

Mission Brief
"One of the drays working in the city is pulled
by a talking mare named Maxeene. Locate
her, find out if she's learned the identity of any
Zhent operatives, and if so, determine their
whereabouts."

"Uza Solizeph is an old woman who sells
books out of a narrow three-story building on
Sorn Street in the Trades Ward. She claims to
have trapped a monster in her shop and fears
for the welfare of her books and her cat. The
City Watch isn't likely to lend a hand, given
Uza's propensity for tall tales, but the Harp-
ers owe her a favor. You'll find her sobbing at
Felzoun's Folly, a tavern on the corner of Sorn
Street and Salabar Street. Make haste!"

"One of our members, Mattrim Mereg, has
allied himself with a gang of doppelgangers
and believes the Harpers should recruit them.
We need an unbiased opinion. Track down and
speak with each of the doppelgangers, and
gauge their trustworthiness."

"Lady Remallia Haventree is hosting a party at
House Ulbrinter, her villa on Delzorin Street,
located between Vhezoar Street and Brondar's
Way in the North Ward. We have reason to
suspect that drow spies have infiltrated the
guest list. Attend the party and root out the
disguised drow. Dress sharply."

HARPERS
The Harpers approach good-aligned characters who
show promise as spies. One s uch character r eceives
the following message, written on a paper bird (see
appendix A):

" Renaer tells us you are a good bet. He bought you
tickets to the opera to night at the Lightsinger Theater
in the Sea Ward. If you are interested, meet Mirt at
intermission. Private Box C. Formal attire is required for
admittance."

Mission Requirements and Reward
Characters can find Maxeene, a draft horse with an Intelligence
score oflO, with a successful DC 13 Intelligence (Investigation)
check. Maxeene speaks Common, and characters must try to con-
vince her that they're Harpers by making a DC 13 Charisma (Persua-
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 dropped
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.
Uza (LG female human Mulan commoner) describes the t hreat as a
"monstrous orb of many eyes" that chased her cat, Fillipa, into the
shop. The monster is, in fact, a gazer ( see appendix B). If the char-
acters met a gazer in chapter 1, they know what they're up against.
Uza lends them the keys to the front and back doors of her shop.
Characters find the interior in shambles and hear a cat meowing
on the third Aoor. The sounds are coming from the gazer, which is
hunting Fillipa. The cat has so far eluded the nasty little predator.
Reward: Each Harper character gains 1 renown if the gazer is de-
feated. Uza also gives the party a used spell book contain ing four
1st-level and three 2nd-level wizard spells.
The characters must speak with five doppelgangers , starting with
their leader, "Bonnie," who works at the Yawning Portal. She needs
a few days to round up the other doppelgangers, who agree to meet
at the tavern in human guises. Characters must interview each
doppelganger and succeed on a DC 16 Wisdom (Insight) check to
ascertain its trustworthiness. Only "Bonnie" is trustworthy. Reward:
Each Harper character gains 2 renown. Every contributing party
member receives 50 gp.
Remallia Haventree (see appendix B) knows of the mission, but it 's
not revealed to the characters that she's a Harper. There's one drow
spy in attendance: Jarlaxle Baenre (see appendix B). He uses his hat
of disguise to appear as a young actor from Luskan named Erystian
Demarne. A successful DC 24 Wisdom (Insight) check is needed
to out Jarlaxle. Impressed by the perceptive adventurers, he thanks
Lady Haventree for an entertaining evening and dashes off, but
not without first 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
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