TEXT: Waterdeep Faction Adventures:
  Scrying Into His 
  Handkerchief 
  �
  An adventure introducing a shady benefactor
  Expanding on the ﬁrst Bregan D’aerthe faction mission 
  in chapter 2 of Waterdeep: Dragon Heist
  Adaptable to other factions in Waterdeep
  or an intriguing character in any campaign setting
  by PAUL METZGER
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  Cover illustration on dmsguild.com depicting Jarlaxle Baenre as “J.B. Nevercott” by Edgar Degas (1834-1858). Public Domain. Digital Image courtesy of the Getty’s Open 
  Content Program.
  First edition. 2018-10-10 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   1
  
  Scrying Into His Handkerchief
  Adventure Background
  The adventurers have recently attained a bit of 
  notoriety in Waterdeep, causing the eccentric 
  haberdasher J.B. Nevercott to take interest. He 
  issues a simple challenge to test the party’s 
  mettle: obtain a personal item from a certain 
  young Waterdhavian noble; perhaps his 
  handkerchief.
  In truth, J.B. Nevercott is a false identity of the 
  drow swashbuckler and secret lord of Luskan, 
  Jarlaxle Baenre. He is attempting to forge a 
  relationship with the current Open Lord of 
  Waterdeep, Laeral Silverhand. His spies have of 
  yet been unable to breech her inner circle, but 
  they report that a young noble with political 
  ambitions of his own, Regnet Amcathra, recently 
  rose through the ranks to become one of her 
  closest advisors.
  An orphan Tieﬂing girl named Advertence lives 
  in homeless squalor near the wharf, her face 
  baring only scar tissue where here eyes once 
  were. When cultists worshipping Asmodeus 
  ripped her eyeballs from their sockets in a twisted 
  ritual, they unwittingly bestowed a powerful 
  blessing from the archdevil upon her: uncanny 
  powers of divination. Far from blind, she has thus 
  far eked out a meager existence on the street as 
  a fortune teller. 
  Her own fortune is about to change. Jarlaxle 
  has ascertained the possibility of her true nature 
  and seeks to test her as he is similarly testing the 
  adventurers. If she is able to use the personal 
  item taken from Amcathra to scry upon the young 
  noble, thus learning Laeral Silverhand’s secrets, 
  he will incorporate her into his shadowy cabal of 
  drow mercenaries, the Bregan D’aerthe.
  If the adventurers are able to deliver 
  Amcathra’s handkerchief to Advertence, Bregan 
  D’aerthe might have further work for the party: 
  Breaking into newspaper ofﬁces. Guarding 
  prisoners. Ignorantly executing innocent men. 
  Stuff like that.  
  Waterdeep: Dragon Heist 
  This adventure is based on the 1st Bregan D’aerthe 
  mission (for 2nd level characters) on page 34 of the 
  hardcover campaign Waterdeep: Dragon Heist.  
  Rather than limit the Bregan D’aerthe missions to drow 
  or particularly unscrupulous characters, I suggest that 
  Jarlaxle approach any non-lawful character. He need 
  not reveal anything about his organization to them in 
  order to engage their services as outlined in the 
  chapter.  
  Since the characters won’t be learning anything 
  interesting about the Bregan D’aerthe faction by 
  completing this particular mission, it would also be a 
  ﬁne introductory mission for another non-lawful faction 
  like the Zhentarim or the Xanathar’s Guild (or maybe 
  even Force Grey). Contrive a different alter ego for 
  your antagonist to replace J.B. Nevercott. 
  This adventure gives the characters a chance to 
  explore a bit more of Waterdeep that I had a great 
  time learning about from old source material like     
  FR1 - Waterdeep and the North, City of Splendors, and 
  Ed Greenwood’s fantastic Volo’s Guide to Waterdeep. 
  Look for more expanded chapter 2 faction adventures 
  from Paul Metzger on dmsguild.com 
  This adventure could also be used to introduce a  
  shady benefactor in any campaign setting. 
  Overview
  The adventure consists of these sections:
   Are You Daring Enough? Under the guise of 
  potential benefactor J.B. Nevercott, Jarlaxle 
  challenges the party to obtain Regnet Amcathra’s 
  handkerchief.
  Finding the Way. The characters determine 
  who their target is and where they can ﬁnd him.
  The Gentle Mermaid. Gambling, drinking, and 
  pilfering. Perhaps a back-alley ﬁght to cap things 
  off.
  The Virtue of Advertence. If the characters 
  were able to obtain the handkerchief, they deliver 
  it to the tieﬂing girl and receive a glimpse into their 
  future. But not before dealing with a more 
  unseemly side of the Dock Ward.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   2
  
  Are You Daring Enough?
  After Jarlaxle Baenre (under the guise of J.B. 
  Nevercott) makes contact with the characters and 
  engages in some small talk and ﬂattery, he offers 
  a challenge:
  “I value bravery and quick thinking. With my 
  connections, I could become a valuable patron.” He 
  smiles a sly grin and you see a twinkle in his eye. 
  “Humor me one simple test. I dare you to do 
  something wild!” 
  “Nevercott” ( “Please, Call me J.B.” ) directs the 
  characters to pilfer a personal item being carried 
  by the young nobleman Regnet Amcathra, 
  preferably his pocket handkerchief.
  As a further test of their fortitude, the 
  handkerchief should be delivered to a hideously 
  deformed tieﬂing girl who lives in a crate on the 
  corner of Net Street and Dock Street.
  Jarlaxle tells the party that Regnet is known to 
  socialize and gamble most nights at the Gentle 
  Mermaid, a luxurious spot near his family’s villa.
  The rationale Jarlaxle gives for the strange 
  request is twofold. First, he shares a jocular 
  relationship with Regnet and would relish in 
  waving the stolen handkerchief in Regent’s face 
  upon their next meeting. Second, such an assault 
  on a noble is at least a minor crime, raising the 
  stakes in testing of the party’s bravery.
  Asking Jarlaxle exactly who Regnet Amcatrha 
  is and where he resides, or where the Gentle 
  Mermaid is located draws is scorn. “Perhaps I 
  thought too highly of you,” he derisively remarks.
  If the party asks compensation for competing 
  this bizarre task, Jarlaxle gives them 50 gp 
  upfront (“I suppose you’ll have expenses… like 
  game and drink”) for the pleasure of showing up 
  Regnet, but not without ﬁrst feigning offense at 
  the mere prospect of his patronage not being 
  reward enough.
  He further instructs that he requires complete 
  discretion. If the adventurers are caught in the act 
  he will consider it a test failed and disavow ever 
  having met the party.
  Finding the Way
  Mission in hand, the adventurers now need to 
  locate the Gentle Mermaid and ﬁnd Regnet 
  Amcathra.
  Yeah, I know stuff. Anyone who has spent the 
  majority of their life in Waterdeep knows that the 
  Gentle Mermaid is an exquisite gambling parlor 
  situated just west of the High Road, bounded by 
  Sulmoor and Hassantyr’s Streets (no check 
  required). Otherwise a character who as lived in 
  Waterdeep at least a year has probably at least 
  heard of it, requiring a DC 10 Intelligence 
  (History) check to recall the same information.
  The Amcathras are no less famous, but the 
  details of their family and abode are less widely 
  known. 
  A character familiar with some history of 
  Waterdeep can recall the following information 
  with an Intelligence (History) check:
  • DC 10. The Amcathras are known for their 
  businesses in horses, cattle, wine, and 
  weaponsmithing.
  • DC 15. The family has a large villa on the east 
  side of the High Road between Hassantyr’s and 
  Tarnath Streets; and an estate in Undercliff. 
  Their coat of arms shows silver crescents on a 
  blue ﬂame against a red backdrop
  • DC 20. Regnet is the youngest son of the family 
  patriarch Mourngrym Amcathra. Regnet recently 
  married Galinda Raventree, who hosts 
  Waterdeep’s annual costume ball. 
  • DC 25. Regnet Amcathra is the silent ﬁnancier 
  partner of the Deep Delvers adventuring 
  company.
  If any of the characters has the Waterdhavian 
  Noble background, they make the check at 
  advantage. Their roll is automatically at least a 
  (modiﬁed) 20 if they themselves are of House 
  Amcathra. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   3
  
  I can ask around. If the characters didn’t 
  happen to remember what they needed to know, 
  someone else might be able to help them out
  Volo has all of the above information above and 
  happily shares it with the party. He waxes 
  nostalgic about the Gentle Mermaid and wonders  
  aloud if the spicy sausage rolls are as good as 
  ever. The players are advised to show up in their 
  ﬁnest garb and with plenty of gold in hand. 
  Volo has never heard of a “J.B. Nevercott” and 
  ﬁnds the whole endeavor juvenile and distasteful, 
  though he doesn’t try to dissuade the characters 
  (“but don’t expect me to visit when they have you 
  working Amendsfarm!”). 
  As they part ways, Volo amends “Mind you 
  don’t draw the Death Card!”, chuckling. If pressed 
  he just mutters to himself. “A whole generation 
  lost. I really must update that guidebook!”
  Anyone else the characters ask have the same 
  chances outlined above to recall the information. 
  For each person asked about Regnet Amcathra 
  there is a 20% chance that rumor of the 
  characters’ interest gets back to Regnet’s 
  bodyguards (a roll of 1-4 on 1d20). If so, run 
  Encounter A when the party leaves the Gentle 
  Mermaid.
  If the party is asking someone they have not 
  yet become friendly with for the information, this 
  chance increases to 40% (1-8 on 1d20), and even 
  if that person knows the information a DC 10 
  Charisma (Persuasion or Intimidation) check is 
  required for them to share it with a stranger.
  How many villas can be nearby? The players 
  might know where the Gentle Mermaid is and 
  recall they were told the Amcathra’s villa is 
  nearby. If they wander the neighborhood, they ﬁnd 
  the villa after 1d4 hours. 
  In addition to its location, any character who 
  knows they are walking past the Amcathra’s villa 
  along the High Road also takes note of the 
  Amcathra family coat of arms.
  Find a way to say yes. Reward your players’ 
  creative methods of ﬁguring things out, or barring 
  that, ﬁnd a creative way of telling them what they 
  need to know.  
  Dice Game: Eights Bluffs 
  Eights Bluffs is the popular poker-like game that 
  Regnet spends most of his gambling time at the 
  Gentle Mermaid playing. The rules are similar to Texas-
  Hold’em: 
  Each player antes 2 of the table minimum bet, one of 
  which goes to the house. At the Gentle Mermaid, the 
  table minimum on the main ﬂoor is 1sp. The table 
  maximum is always 8 times the table minimum. 
  Each player rolls 4d8 in secret. The privilege of betting 
  ﬁrst goes to any player choosing to reveal a rolled 8.  
  If nobody reveals an 8, then the opening number 
  moves to 7, then 6, and so on. 
  If nobody is willing to reveal an opening number, the 
  round is forfeit and all ante goes to the house. 
  If more than one player reveals the same opening 
  number (e.g. two 8s), they can choose to reveal 
  another die. If neither player does so, their ante is 
  forfeit and they are removed from the round and 
  opening play continues as though that number had 
  not been revealed. 
  Checking, betting, raising, and folding occur as in 
  most poker games. A raise must always be of at least 
  the table minimum, and the total bet per player in any 
  one round of betting can not exceed the table 
  maximum. 
  After the 1st round of betting, the house rolls 2d8. A 
  2nd round of betting follows. The house again rolls 
  2d8 with a 3rd round of betting after. The same 
  opening bettor determined in the ﬁrst step is allowed 
  to open each round of betting. 
  Now a total of 8d8 per have been rolled. Each player 
  reveals their secret 4d8. 
  After one ﬁnal round of betting, the remaining players 
  may re-roll any number of their original dice. 
  The winner is determined by the largest straight, then 
  set. For example, 3-4-5-6-7 (a straight of 5) beats 
  88888 (a set of 5). A set of 5, however, beats a run of 
  4. In the event of a set or run the same size, the 
  highest number prevails (i.e., 8-9 beats 7-8 and 99 
  beats 88). 
  In the event of a tie, the pot is split by those players. 
  Any dice not used in the straight or set are irrelevant.  
  The game is popular with the young nobles of 
  Waterdeep because it is high variance, and skills in 
  card counting give no advantage. Any edge in the 
  game is pure deceptive prowess, and losses can simply 
  be attributed to bad luck. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   4
  
  The Gentle Mermaid
  The Gentle Mermaid, a huge balconied and 
  turreted 4-story stone structure, occupies the 
  entire interior of the city block on which it is 
  located. It reeks of wealth, if not sophistication 
  and taste. The interior is lushly decorated with 
  carpets and tapestries on nearly every surface. In 
  addition to being magically lit, the interior of the 
  building is also magically heated and cooled, 
  providing a welcome comfort no matter which 
  season your campaign takes place.
  Weapons are not permitted inside the Gentle 
  Mermaid, so characters will be expected to check 
  any they are carrying with the coatroom 
  attendant. As the parlor is protected by a number 
  of bouncers and two powerful wizards, guests are 
  not searched for or even asked to remove any but 
  openly worn weapons.
  Any person not wearing ﬁne clothes is turned 
  away per the establishment’s dress code. A 
  character may still gain entry with a DC 12 
  Charisma (Persuasion) check, but even on a 
  success they will draw sideways looks and snide 
  remarks from the other patrons and any Charisma 
  checks made inside the establishment will be at 
  disadvantage.
  In addition to the relatively high house rake in 
  all games of chance, 1 gp is charged upon taking 
  a seat at a table. The guest is immediately poured 
  a tall ﬂute of chilled sparkling wine and offered 
  exquisite snacks from silver platters intermittently 
  served table to table by attractive servants 
  dressed in impeccable livery.
  Locating Regnet Amcathra
  Regnet is playing Eights Bluffs at a large table 
  near the center of the room, and he’s on a hot 
  streak. Several other young nobles have just 
  busted out of the game when the characters 
  arrive, leaving enough open seats at the table for 
  the party to join him. 
  Flying the Family Flag. If the characters are 
  aware of the Amcathra family colors and crest, 
  Regnet is easy to spot. In addition to sporting the 
  latest Waterdhavian high fashion, he wears an 
  ostentatious silver-fringed red cape embroidered 
  with a blue ﬂame containing three silver crescent 
  moons.
  Where Everybody Knows His Name. Regnet 
  is well known at the Gentle Mermaid. If a 
  character simply asks of him they will be directed 
  to his table. His body guards take notice of the 
  characters’ interest if they do so. Run Encounter 
  A when the characters leave the Gentle Mermaid.
  No Shortage of Gossip. Any character looking 
  for clues as to the identity of Regent will overhear 
  Myrna Cassalanter and Elise Urmbrusk gossiping 
  while pointing towards him on a DC 12 
  Intelligence (Investigation) check. “Can you 
  believe he married that tart Galinda?”, one asks. 
  “Oh, I know,” the other commiserates, “You are so 
  much prettier. When I saw you two dancing at the 
  Moonstar Ball I was sure you’d bagged him.”
  Stealing the Handkerchief 
  Regnet Amcathra is a gregarious young man, and 
  a little bit drunk. When the characters locate him, 
  he is happy to make new acquaintances and 
  invites them to join him at Eights Bluffs. Have the 
  characters roll Wisdom (Insight) checks. A 10 or 
  higher reveals that Renet is a genuinely friendly 
  fellow. If the party’s investigation has drawn the 
  attention of Renet’s bodyguards, they also notice 
  that the human and tieﬂing sitting at Renet’s right 
  hand eye them suspiciously.
  Hand in His Pocket. A character who can get 
  close to Regnet can nab his handkerchief with a 
  successful DC 12 Dexterity (Slight of Hand) 
  check. If caught, Regnet mistakes the action for 
  an overtly sexual gesture - something he’s 
  uncomfortably welcoming of. Despite being a 
  married man, Regnet is plenty amorous and 
  doesn’t have a strong preference towards any 
  speciﬁc gender. Regnet’s bodyguards take notice 
  however. If the characters didn’t already have 
  their attention, they do now. If the characters are 
  caught a second time, a bodyguard nods and the 
  characters ﬁnd themselves suddenly 
  unceremoniously ushered outside by two burly 
  bouncers each. Proceed directly to Encounter A.
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   5
  
  The Hooded Death. Soon after the party is 
  seated a Regnet’s table, a middle aged man at a 
  table nearby draws the Death Card foreshadowed 
  by Volo. Screams ring out from shocked guests 
  as a wraith (MM 302) appears from the card 
  drawn and promptly lops the man’s head off with 
  its scythe. Two archmages (MM 342) materialize 
  and subdue the smoky shade with explosive 
  magical spells. One then places the poor victim’s 
  head back on his shoulders, mutters and 
  incantation, and the man is good as new. The 
  other calls out, “Next hour, drinks on the house! 
  All house antes go to the winner!” A band that 
  wasn’t there a moment ago begins to play lively 
  music. After a minute it’s like nothing horrifying 
  ever happened. Hopefully one of the characters 
  grabbed the handkerchief during this distraction. If 
  so, the DC 12 Dexterity (Sleight of Hand) check is 
  made at advantage.
  A Clever Ruse. There are any number of other 
  ways the characters might attempt to obtain 
  Regnet’s handkerchief. A sneezing ﬁt, bloody 
  nose, spilled wine, etc. Regnet is a gentleman 
  and won’t hesitate to provide aid. If your players 
  come up with a creative or entertaining solution, 
  award inspiration as well as the handkerchief.
  Not So Gentle Outside the Mermaid 
  (Encounter A)
  Run this encounter only if the party attracted the 
  attention of Regnet’s bodyguards. The encounter 
  occurs when the characters leave the Gentle 
  Mermaid, either having achieved their objective or 
  having been tossed from the establishment.
  A tieﬂing man and human woman you recognize from 
  Regnet’s table approach you in the back alley of 
  Gentle Mermaid. “The lot of you are up to something 
  ﬁshy,” the tough looking woman says. “Yeah”, adds 
  the tieﬂing, “we don’t take kindly to those who pry 
  into Master Regnet’s business”. 
  Drakius and El’odis are Regnet’s bodyguards 
  (use the stats for bandit captain on MM 344). 
  Rennet Amcathra is serial philanderer, a secret 
  the discreet and loyal pair of bodyguards go to 
  great lengths to protect. Avoiding attention from 
  the city watch is part of this mandate.
  The adjusted difﬁcult rating for this encounter is 
  1350XP, making it potentially deadly for a party of 
  ﬁve 2nd-level characters. 
  If the party engages in combat and is defeated, 
  they wake up 1d4 hours later in an alley off of The 
  Breezeway in the far eastern part of the Field 
  Ward; bruised, bloody, and stripped of any 
  weapons and any possessions of value, but 
  stable at 1 hp. Not all is necessarily lost, however. 
  If a character successfully obtained Regnet’s 
  handkerchief, it remains safely tucked away in the 
  character’s pocket.
  If the characters are victorious, remind them 
  that they have just committed a serious crime and 
  may want to do something about the evidence. 
  The party can explain their way out of a ﬁght 
  with a successful DC 18 Charisma (Persuasion) 
  check. If your players concoct a convincing story 
  rather than simple denial, allow the check to be 
  made at advantage.
  Virtue of Advertence
  The tieﬂing girl Advertence lives in a crate just 
  tucked into Keel alley at the corner of Net Street 
  and Dock Street. Formerly containing a shipment 
  of rum, the crate is just large enough for the 9 
  year old girl to comfortably sleep inside. Aside 
  from two threadbare blankets, the crate appears 
  empty. 1d4 copper nibs and a bright green feather 
  are hidden a hole dug under a loose board in the 
  back corner of the crate. 
  The girl spends her days sitting atop the crate, 
  earning her dinner by telling the fortunes of 
  passers-by. The fact that she can shout 
  descriptions of the passing strangers despite 
  being obviously blind attracts enough customers 
  to keep herself fed.
  You Brazen Little Urchin! 
  (Encounter B)
  The characters reach Advertence just in time to 
  overhear her ﬁnish telling a fortune before two 
  swarthy human women. “You shouldn’t say that 
  about him,” the young girl says to the rougher 
  looking of the pair. “After all, he seems to please 
  that one plenty… and frequently.”
  “You brazen little urchin!” the woman roars, 
  making contact with a ham-ﬁsted swing that 
  knocks the poor orphan from her crate.
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   6
  
  Margot (the violent one) and Amée (Thugs MM 
  350) are part of an all female crew of marins from 
  the Dragon Coast whose ship is currently docked 
  in Waterdeep Harbor. When the characters come 
  to Advertence’s rescue, two more of the marins’ 
  crew, Sedilla and Dorian, join the ﬁght on the third 
  round of combat. Remind the players that the 
  Dock Ward is still in Waterdeep proper and they 
  probably should attempt to subdue, not kill the 
  attackers.
  After the end of the sixth round of combat, the 
  City Watch appears to break things up. If the ﬁght 
  doesn’t go that long they show up moments after. 
  Advertence tells the story of her rescue, 
  including descriptions of her attackers and 
  saviors. Sargent Barnwell isn’t surprised by this 
  occurrence. He’s quite familiar with the homeless 
  girl on his beat and the trouble she invites, but he 
  doesn’t care for her or her supernatural powers. 
  He grufﬂy thanks the party for intervening, and 
  then he and his men go about their business.
  When the characters give Advertence the 
  handkerchief, she replies in a monotone voice: 
  “He’s not who you think he is.” She points out 
  towards the harbor where The Eyecatcher, 
  Jarlaxle’s ﬂagship, is moored among many others. 
  “The dark man lives out there”.
  Advertence doesn’t seem interested in 
  discussion of any kind and quickly grows bored of 
  the adventurers and and curls up in her crate.  
  She calls after the party as they leave. “You’ll 
  be inside when it happens, but others will die. Too 
  bad the wood man strayed from Gond”. (Granting 
  a clue for chapter 3 of Waterdeep: Dragon Heist). 
  The following day Jarlaxle visits Advertence, 
  and she leaves with him to become his personal 
  diviner. 
  What if they failed? 
  If the characters are unable to deliver Rennet’s 
  handkerchief to Advertence, Jarlaxle/“J.B.” writes 
  them off as failures and they never hear from him 
  again. They might still go see Advertence however. If 
  they go within 2 days of being issued the mission, they 
  arrive as the scene below unfolds and could still 
  receive Advertence’s vague augury regarding the 
  nimblewright. Without the handkerchief to trigger the 
  thought, she tells them nothing about Jarlaxle. If more 
  than two days pass, Advertence and her crate are 
  gone. 
  Roleplaying Advertence 
  Advertence is the young tieﬂing girl’s chosen virtue 
  name, meaning the process of turning ones attention 
  to something. She has no idea what her given name is 
  or who her parents are. 
  Her ﬁrst memory is as a toddler, the searing pain of her 
  eyeballs being gouged from her face turning to a 
  vision of a ﬁery, many faced monster being shouting 
  “No! It has seen me, you fools!” 
  Beyond that she has never know a life outside of her 
  crate near the wharf. Amidst all manner of dangers,  
  she has never been seriously harmed or fallen ill since.  
  Though her eyes are missing, she possesses blindsight 
  out to 120 feet. One with her divination skill could live 
  lavishly were it focused. She does not aspire to be a 
  fortune teller; it is a byproduct of circumstance. A few 
  times a day she sees something in a passer-by and 
  shouts out to them. Usually it earns her a few coins; 
  often it earns her a slap across the face. 
  Advertence approaches everything in a slow, cautious 
  manner, and her monotone manner of speech reﬂects 
  that. She is clever, capable, and resourceful when 
  needed, but she has yet to break out of the pattern of 
  her life. 
  Ideal: “I know I see things as they are, and others 
  deserve to know what I see.” 
  Bond: “This crate, this alley, this corner is my home.” 
  Flaw: “This is the life I am destined to live forever. I 
  accept it and hope for nothing better” 
  Rewards
  The adventurers earn 1 renown with Bregan 
  D’aerthe, although at this point they know nothing 
  of the organization beyond “J.D.”.
  Jarlaxle visits them the following day, gloating 
  of how bewildered Regnet was when he produced 
  the forgotten handkerchief. He awards the party 
  an additional 50 gp as a “deposit towards future 
  endeavors,” and as an additional token of 
  appreciation an eight-sided Charlatan’s Die 
  (Xanathar’s Guide to Everything 136), which he 
  assures you (with a wink) “has never been in the 
  possession of Regnet Amcathra.”
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   7
  
  Encounter A - Not So Gentle Outside the Mermaid 
  Bodyguard (Bandit Captain MM 344)
  Challenge: 2 (450 XP)
  Armor Class: 15 (studded leather)
  Hit Points: 65 (10d8+20)
  Speed: 30
  STR
  DEX 
  CON 
  INT
  WIS
  CHA
  +2
  +3
  +2
  +2
  +0
  +2
  3 Melee Attacks: 2 scimitar, 1 dagger 
  or 2 ranged dagger attacks
  Scimitar: +5 to hit, damage 6 (1d6+3)
  Dagger: +5 to hit, damage 5 (1d4+3)
  Tactics: Keep the ﬁght in the alley, don’t let the 
  characters ﬂee
  Flee: Fight to the death if necessary
  Treasure: 4d10 gp, keys to Amcathra villa: 
  Outside, main house, Regnet’s room, own room
  Overview: The bodyguards will attempt to 
  subdue the characters and then dump them in an 
  alley in the Field Ward
  Environment: Walkway, 20 ft wide around 3 
  sides of Gentle Mermaid
  Difﬁculty: CR 4, 1350XP. Party of 5 2nd - Deadly
  XP Award: 900 XP on success, 500 XP if the 
  characters at least make it a contest 
  Initiative and Monster HP
  20
  15
  10
  5
  Round:     1   2   3   4   5   6   7   8   9   10 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   8
  
  Encounter B - You Brazen Little Urchin! 
  Marin (Thug MM 350)
  Challenge: 1/2 (100 XP)
  Armor Class: 15 (breastplate)
  Hit Points: 71 (13d8 + 13)
  Speed: 30
  STR
  DEX 
  CON 
  INT
  WIS
  CHA
  +0
  +1
  +1
  +4
  +3
  +3
  Two Melee Attacks
  Mace: +4 to hit, damage 5 (1d6+2)
  Heavy Crossbow: +2 to hit, damage 5 (1d10)
  Tactics: The Marins will attempt to square off with 
  individual characters
  Flee: 1/2 HP. If any die, all ﬂee. If half of them ﬂee 
  the others disengage and do as well
  Treasure: 1d12 gp
  Overview: Two Marins at the start of the ﬁght, 
  two more join on the 2nd round of combat.
  Environment: Streets, 30 ft wide. Alley, 10 ft 
  wide. The Dungsweeper’s Guild has’t been 
  around yet today, so many full chamber pots are 
  set out in the alley awaiting pickup.
  Development: City Watch arrives to break up 
  ﬁght after 6 rounds of combat.
  Difﬁculty: CR 3, 800XP. Party of 5 2nd - Hard
  XP Award: 400 XP 
  Initiative & HP Tracking
  20
  15
  10
  5
  Round:     1   2   3   4   5   6   7   8   9   10
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  SCRYING INTO HIS HANDKERCHIEF
   9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Waterdeep/Scrying Into His Handkerchief - Waterdeep Faction Adventure/1244993-Scrying_Into_His_Handkerchief.pdf