TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.       Pet Detectives       
  1 
   
  A collection of heists for characters who need some coin. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.       Pet Detectives       
  2 
   
   
  Tome of Skullduggeries 
  Volume 2 
   
    
  Dirty Deeds Done in the Dark 
   
   
   
  Below the fabled streets of Waterdeep, there are scoundrels who need a few jobs 
  done in the dark. For every job to be done in the dark, there are skilled and 
  desperate individuals who can do it. And for every job that needs a team, there is 
  always a middleman, a broker, a go-between.  
   
  That man is Mr. Porter. These are his jobs. 
   
  A collection of short adventures for 1st  7th level characters 
   
  by Benjamin Reece 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 
   
   D&D Adventurers 
  League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and 
  their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 
  4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  Table of Contents 
  4 
  5 
   
  Modules 
   
  Pet Detectives
  6 
    
  Get a sweet girl her sweet pet back. An adventure for 1st to 3rd level characters. 
   
  Breaking Knuckles.......................................................................................................................9 
    
   An adventure for 1st to 3rd level characters. 
   
  Double Crossed
  .
  11 
    
  A basic burglary gone bad. An adventure for 1st to 3rd level characters. 
   
  Saving a Sap
  .
  3 
    
  fool. Will you? An adventure for 1st to 3rd level characters. 
   
  Gearing Up
  ..
  16 
    
  A heavy-duty shopping list needs some getting. An adventure for 1st to 3rd level characters. 
   
  My Kind of Party
  ..
  19 
    
  Have some fun, throw a bash, break some heads. An adventure for 3rd to 5th level characters. 
   
  Show Up the Showoffs
  22 
    
  Defend the honor of your hometown criminal scum. An adventure for 3rd to 5th level characters. 
   
  Farm Rustlings
  25 
    
   An adventure for 3rd to 5th level characters. 
   
  Shocker in the Sewer
  .
  27 
    
  An adventure for 3rd to 5th level characters. 
   
  Trapped in the Towers
  .
  30 
    
  The big dogs are barking and out for blood. An adventure for 5th to 7th level characters. 
  Appendices 
   
  Appendix A
  .
  3 
   
  37
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.       Pet Detectives       
  4 
  Introduction 
  You need some coin? Of course you need some 
  in this pissbucket 
  So how about I get you some coin? All you 
  gotta do is one small job. A favor, really. Easy 
  as pie. Then you can start rolling in dragons. 
    
   
   
  Mr. Porter 
  Sometimes, people in power need to get 
  things done without getting caught doing 
  those things. Sometimes, people in low places 
  just need a solid blade in the dark to send the 
  right message. Sometimes, a jealous 
  day. 
   Whatever the job may be, there will always 
  be a market for desperate and skilled 
  individuals willing to risk the laws of 
  Waterdeep in order to get things done. These 
  duggers
  for the many types of skullduggery they get 
  up to. 
  The History of Skullduggery 
  Duggers and their complex, paranoid social 
  environment originally had their start in 
  Skullport, the nebulous halfway city between 
  Waterdeep and the Underdark. Factions 
  constantly vying for power in that multi-level 
  cauldron of criminality made certain skills 
  extremely lucrative; and when the de facto 
  rulers of your city are giant floating flaming 
  skulls, failure and open conflict were death 
  sentences.  
   Anonymity was equally valued in the 
  Skullport skullduggery market; when the 
  person hiring them could be a pirate, a 
  slaver, or even a mind flayer, duggers who 
  valued their longevity quickly learned not to 
  ask too many questions about who wanted 
  what or why. The only thing of importance 
  was the location, the target, and the payment. 
  Anything else was asking for trouble. 
  Mr. Porter 
  To facilitate this anonymity, a breed of 
  intermediaries sprang up almost immediately. 
  Keeping in line with the Skullport tradition of 
  pithy nicknames, these faceless, smiling 
   used the general, 
  anonymizing name Mr. Porter.  
   Being more of a title than an actual name, 
  Mr. Porter could refer to anyone offering a 
  job. Male, female, dwarf, elf, drow, duergar, or 
  even faceless shadowy terror in the back 
  corner of the bar, they were all simply Mr. 
  Porter. No need to meet with the person who 
  actually wanted the job done; they might be 
  able to identify you to the authorities, and 
  you might be able to identify them. 
  Moving Up to Waterdeep 
  The first incursions of Duggers into 
  Waterdeep were exclusively on business. 
  Skullduggeries would take them up to 
  sabotage magical rivals, delay shipments, 
  assassinate troublesome adventurers, and so 
  on. While the Waterdhavian guards were ever 
  vigilant to this crime wave, they were 
  frustrated by the honed skill of the duggers.  
  When they finally caught a few of the 
  miscreants, they were unable to uncover any 
  appearance and motives could shift from 
  person to person even as they all sat under a 
  zone of truth. 
   Almost as quickly as the duggers arrived, 
  the movers and shakers of Waterdeep realized 
  their potential. The Zhentarim were the 
  quickest to adapt to this new way of doing 
  business; no sense in ruining the already-
  shaky reputation of the Black Network when 
  Mr. Porter was ready and eager to take the 
  fall.  
   In fact, the adoption of skullduggery and all 
  its trappings was so quick and so complete 
  that many in the business assume that the 
  Masked Lords of Waterdeep did not just turn 
  a blind eye, but actively encouraged the 
  development of duggers of their own. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         My Kind of Party     
  5 
  Reading a Heist 
  Most skullduggeries offered by Mr. Porter 
  follow a similar pattern: a Mr. Porter names a 
  target, makes an offer, then shares whatever 
  information they might know to their duggers. 
   Once the job is on, there are more moving 
  parts than any one person could possibly 
  know about, and so every job invariably 
  comes with a tense twist or two. So long as 
  the duggers can deal with that, they can 
  make good their escape and get paid. 
  The Target 
  Mr. 
  have, and bringing it back to Mr. Porter. 
  - 
  usually enough to plan, never enough to 
  dawdle. 
   
  The Payout 
  Mr. Porter typically has a payment in gold for 
  the characters upon completion of their job, 
  although on occasion he will offer other 
  rewards such as magic items and quid pro 
  quo.  
   The characters can often negotiate for a 
  higher pay rate, and in fact Mr. Porter always 
  underbids with the expectation that his 
  duggers (the characters) will counteroffer.  
   Once a deal is decided and made, however, 
  it is considered a grave insult to quit or 
  renegotiate mid-job, no matter how 
  distasteful the details turn out to be. Failing 
  the job simply means not getting paid - 
  quitting on the job often means being the 
  target of a dugger assassination.  
  The Layout 
  Mr. Porter can usually provide his duggers 
  basic information about the target of his job, 
  the characters. More information about the 
  floorplans, inhabitants, and general layout of 
  the job in question will be up to the 
  characters to discover in the limited time they 
  have to plan and prepare.  
  Obstacles 
  Nothing worth getting for Mr. Porter is ever 
  easy to get. Once again, Mr. Porter will 
  usually have some idea about the security 
  and defenses that await the characters, but 
  as always expects the characters to use their 
  skills and experience to bypass guards, locks, 
  and other defenses. 
  Twists & Turns 
  Mr. Porter, as knowledgeable as he is, cannot 
  know everything. Rich nobles falsify 
  blueprints to sneak in traps and hidden 
  passages. Surprise inspections and visitors 
  can pop in at the exact worst time. 
  Sometimes, another Mr. Porter has a different 
  group of duggers on the same job, and 
  skullduggery explodes into competition and 
  desperate violence - after all, only one group 
  can steal a unique piece of jewelry or art. 
   These unforeseen complications are just 
  part of skullduggery. Duggers are hired based 
  on their skills and ability to get the job done 
  no matter what goes wrong. Just because the 
  captain of the watch and his honor guard are 
  visiting his noble friend doe
  is off, it just means the duggers have to be 
  even more careful.   
   
  The Escape 
  New duggers relax once they have the prize in 
  hand and are on the way out. Veterans go on 
  even higher alert until cash is in hand and 
  Mr. Porter is out of sight. Screwing up the 
  exit is the easiest way to get caught and 
  killed, and even the payoff may not be safe - 
  sometimes Mr. Porter is told that his duggers 
  know too much and have to be eliminated.  
   Betrayal this extreme is rare, however. Mr. 
  Porter almost always pays out what he 
  promised - no more, no less. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         My Kind of Party     
  6 
  Pet Detectives 
  A girlfriend of mine is putting some distance 
  between herself and her terrible past year or 
  so, and that means putting distance between 
  herself and her dirtbag boyfriend. The only 
  thing tying her to the deadbeat is her cat  he 
  hid it while they were in the middle of their 
  place to get her little Fluffles back. Sure, this is 
  have a reason to give you bigger jobs. 
    
   
   
  Mr. Porter 
   
   
   
   
   
  The Target 
  Mr. Porter is a sinewy, muscular, one-handed 
  half-elf with more gold teeth than real ones 
  and unkempt reddish sideburns. 
   The pet in question is likely being kept close 
  at hand in the residence of Kronkk Thickead, 
  the dirtbag boyfriend in the tale of woe. 
  Kronkk has a fearsome reputation, both as a 
  drunk and as a leg-breaking hopeful for the 
  Zhentarim. Mr. Porter recommends the 
  characters find a non-confrontational 
  solution to their problem, for their own safety 
  as much as anything. 
  The Payout 
  Mr. Porter has budgeted 250 gp for this bit of 
  skullduggery. Characters who succeed a DC 
  14 Charisma (Persuasion) check can convince 
  Mr. Porter to give them an extra 50 gp up 
  front. 
  The Layout 
  Kronkk Thickead lives in the bowels of a 
  communal housing block in the poorer area 
  of the North Ward. His apartment is on the 
  third floor, past a reception desk, a large 
  dumbwaiter, and a row of flimsy wooden 
  door. 
  Obstacles 
  The other residents of communal housing 
  block (use the statistics of bandits) act as a 
  rudimentary alarm system and guard force 
  for Kronkk. They find it more convenient to 
  keep him happy than to deal with him when 
   
   Characters wishing to infiltrate the housing 
  unit without being detected need some way to 
  deal with this suspicious rabble. A single 
  character infiltrating that succeeds a DC 12 
  Charisma (Deception) or Charisma 
  (Performance) check can move about without 
  attracting attention. A character that uses a 
  disguise kit has advantage on this check. 
   If characters wish to be more conventionally 
  stealthy, they must make sure they avoid the 
  keen ears of prying neighbors. A character 
  that succeeds a DC 11 Dexterity (Stealth) 
  check on each floor of the building can move 
  about without alerting any residents to their 
  presence. 
   The exterior of the building is made of 
  rough brick, making it a fairly easy but 
  obvious climb. A character that succeeds a 
  DC 12 Strength (Athletics) check can climb 
  the exterior of the building, but has 
  disadvantage on Dexterity (Stealth) checks 
  made to move unnoticed. 
   Characters moving as a group of four or 
  more can use group ability checks if they 
  wish. 
  Reception 
  At the front desk lurks a bitter, wizened old 
  landlord. He is immensely distrustful of 
  everyone he meets, especially his tenants, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         My Kind of Party     
  7 
  and is always watching and listening for 
  trouble. 
   Mr. Shickadance uses the statistics of a 
  cult fanatic, with Perception and Insight of 
  +5. He carries keys that open every door in 
  the building, but refuses to hand them over 
  to anyone. 
  Doors and Windows 
  The doors and windows of the building are 
  typically locked, and secured with unusually 
  high-quality locks. A character must succeed 
  open a locked door or window. 
   Conversely, all the doors, windows, walls, 
  and floors are of poor construction. A 
  character that succeeds a DC12 Strength 
  check can burst through a door, window, 
  wall, ceiling, or section of floor, but doing so 
  immediately alerts everyone in the building. 
  Twists & Turns 
  Head-sized dents in the wall, splatters of 
  blood, and the odd stray humanoid tooth 
  which are accompanied by a small angry 
  notes from Mr. Shickadance) are indications 
  of failed previous attempts to rescue Fluffles. 
  Kronkk is on watch for more rescue attempts; 
  while he is dozing on the couch, he does not 
  have disadvantage on Wisdom (Perception) 
  checks). 
   Kronkk is an orog with the following 
  changes: 
  • He has hide armor instead of plate (AC 13). 
  • He wields a greatclub (+6 to hit, 1d8 +4 
  bludgeoning damage). 
   He has fitted his apartment with a sturdier 
  door; the DC to break it down is 14. 
  Fluffles 
  Fluffles is a panther used to life as a 
  pampered housepet. Kronkk has been 
  starving and beating it in an attempt to turn 
  it into a fighting beast for betting on. 
   Fluffles is kept in a cage just out of sight of 
  the front door. A character that succeeds a 
  unlock the cage, and a character that 
  succeeds on a DC 12 Strength check can 
  burst the cage. Bursting the cage will 
  instantly wake Kronkk. 
   Fluffles is very hungry and very scared. 
  Their constant whines and cries for food are 
  currently providing background noise for the 
  entire floor. A character that succeeds a DC 
  10 Charisma (Animal Handling) check 
  endears themselves to Fluffles. A character 
  that rolls a 13 or higher on this check is able 
  to do so without changing the noises Fluffles 
  makes. If a character fails this check, Fluffles 
  becomes more hungry for food than loving 
  affection, and is uncooperative until fed. A 
  character that offers Fluffles food has 
  advantage on this check. 
   If Fluffles stops crying, Kronkk wakes up to 
  see what changed. 
  The Escape 
  The residents of the communal housing block 
  are just as aware that rescue attempts are 
  going on, and will alert Kronkk if they see 
  anyone leaving with Fluffles. A character that 
  succeeds a DC 15 Charisma (Deception) or 
  (Performance) check can take Fluffles out of 
  the building before the alarm is raised. If 
  Fluffles is uncooperative, this check is made 
  with disadvantage. 
   Otherwise, Kronkk wakes up as the 
  characters are about to leave his floor, and 
  gives chase (see the Chase rules in the DMG, 
  pg 252). His Aggressive trait helps him keep 
  up with nimble characters and keep the 
  chase interesting. 
   Unless Fluffles has been properly pacified, 
  the panther reacts in terror at the sight of 
  Kronkk. Fluffles is frightened (as the 
  condition) of Kronkk, and attacks any 
  character holding it until it is released, at 
  which point it attempts to run away. 
  
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  8 
  Getting Paid 
   Returning Fluffles to Mr. Porter will earn 
  the promised reward. A character that tells 
  an appropriately amusing tale of frustration 
  and woe and succeeds a DC 16 Charisma 
  (Persuasion) or (Performance) check can 
  convince Mr. Porter to give them an 
  additional 100 gp, although Mr. Porter will 
  remind the characters that it is very bad 
  etiquette to negotiate after a deal is set. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         My Kind of Party     
  9 
  Breaking Knuckles 
  down under the docks between Hrakam 
  hoping youse is the kind of people I can rely on 
  extra in it for you if you can make it happen in 
  the third round. 
    
   
   
  Mr. Porter 
   
   
   
  The Target 
  Mr. Porter hunches stiffly in his chair and 
  speaks with a strained slurring voice. His 
  massive bulk is enough to intimidate most of 
  the bar even without his scarred, hamhock 
  fists. 
   
  figure in the underground boxing scene who 
  owes a great deal of his charm to a face that 
  has miraculously escaped destruction in his 
  profession. 
  The Payout 
  Mr. Porter says he can pay the characters 
  300 gp and no more. If the characters can 
  guarantee a knockout in the third round, Mr. 
  Porter will promise them an extra 100 gp.  
   While Mr. Porter is insistent on his limit for 
  payment, a character that succeeds a DC 16 
  Charisma (Persuasion) check can get him to 
  say he will ask his employer about a bonus. 
  The Layout 
  There is no one correct way to establish 
  influence over Lucky or affect the outcome of 
  the fight. Try to adapt to whatever your 
  players come up with. Below are provided 
  some of the most likely scenarios, which you 
  can suggest if the characters get stuck. 
  Hit Him at Home 
  Lucky can typically be found in and around 
  the Lying Luskan Inn. He has a room on the 
  third floor, and holds court amongst the 
  adoring crowd most evenings. 
  Shallow Pockets, Big Spender 
  and high-roller, but he relies on his natural 
  luck (see his description below) more than on 
  any skill. A persistent or lucky enough 
  character with proficiency in Deception, 
  Sleight of Hand, or playing cards could 
  eventually force him into debt. 
  Luck Loves a Lady 
  and his handsome face and rippling muscles 
  do have an effect on a certain type of woman. 
  However, he is enough of an idiot that he 
  usually has to pay for his nighttime company. 
   The only woman who puts up with Lucky 
  for any length of time is his sister Tilde, who 
  is also his ring doctor. Tilde is very vocal 
  about how much she disapproves of his way 
  of life, but is always present to keep him 
  fighting during his matches. She has a small 
  apartment in the Docks ward, where she 
  works as a nurse for the local free clinic. 
  Obstacles 
  The Lying Luskan is filled with all manner of 
  disreputable folk (use the statistics of 
  bandits) that do not appreciate people trying 
  to upset and mess up their golden boy. 
  Characters mingling in the inn must make a 
  DC 10 Charisma check to avoid attracting 
  negative attention. 
  Card Sharks 
  Playing cards for money consists of three 
  opposed ability checks. Players can use 
  Charisma (Deception), Dexterity (Sleight of 
  Hand), or a Dexterity or Charisma check 
  using playing cards. Lucky is, in fact, terrible 
  at cards, and has a -1 at these checks. 
   
  
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  10 
   
  more skilled than he is at gambling and card 
  playing. They have +4 to checks made with 
  playing cards. 
  Twists & Turns 
  cards and women has attracted attention 
  from more than one nefarious party. While 
  the characters are investigating or moving on 
  Lucky, a group of toughs consisting of two 
  bandits, two thugs, and a spy assault Lucky, 
  trying to collect on debts he owes (he, of 
  course, does not have the money). If Lucky is 
  unfit to fight by the time the match comes, all 
  the bets change, and the job is ruined. 
  The Escape 
  The match arena is a cramped warehouse 
  beneath the docks of Waterdeep, with 
  spectators forming the ring and pushing 
  combatants back into the fight. Conditions 
  are tight but dark in the arena, with bright 
  illumination only in the center. 
   Characters wishing to interfere with the 
  match, whether through arcane or mundane 
  means, must succeed a DC11 Dexterity 
  (Sleight of Hand) or Charisma (Deception) 
  check to avoid notice each time they interfere. 
   
  the characters help Lucky throw the fight. If 
  Lucky goes down in the third round, Mr. 
  Porter is overjoyed, and provides the 
  characters an extra 150 gp as a bonus. If 
  Lucky wins the fight, Mr. Porter is enraged, 
  and likely attacks them. He uses the stats of 
  a hill giant, except he is Medium and is 
  unarmed. 
   
   
   
   
   
   
   
   
  Brawler 
  Medium humanoid, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS  
  CHA 
  16 (+3) 15 (+2) 17 (+3)   9 (-1)  11 (+0)      9 (-1) 
   
  Languages Common 
  Challenge 5 (1,800 XP) 
   
  Fighting Style. Each brawler fights with a 
  different style, which modifies their stats as 
  described below. A brawler can only choose 
  one fighting style. 
   
  Slugging. 
  do 10 (2d6 +3) bludgeoning damage. 
   
  Jabbing. A jabber may make two Strike attacks 
  when it takes the Attack action, but its strikes 
  only do 4 (1d2 + 3) bludgeoning damage 
   
  Grounding. Instead of dealing damage, a 
  grounder can grapple the target and make 
  them prone (escape DC 13). Against a prone 
  +3) bludgeoning damage. 
   
  Lucky. 
  above styles. In addition, when he rolls an 
  attack roll, ability check, or saving throw, he 
  can roll an additional d20 and choose which of 
  the d20s is used for the attack roll, ability 
  check, or saving throw. He can also roll a d20 
  when an attack roll or ability check is made 
  against him, and then choose whether the 
  or his.  
   Lucky can use this ability three times. He 
  regains all uses of this ability when he finishes 
  a long rest. 
   
  Actions 
  Strike.  Melee Weapon Attack: +5 to hit, reach 
  5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage. 
   
   
  
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  11 
  Double-Crossed 
  a big party going on in the Castle Ward 
  tonight, and it seems as if all the weak-wristed 
  heavy-pursed folk of Waterdeep are there. 
  of all their idiot kids, so the security should be 
  light. Show up, show some steel, and the 
   
    
   
   
  Mr. Porter 
   
   
   
  The Target 
  Mr. Porter sits far from the main door and 
  near, but not in front of, a slightly-open 
  window. He speaks with a low voice with a 
  slight singsong to his words, keeping his 
  mouth behind his hands.  
   The target for the evening is the Mangere 
  estate in the Castle District of Waterdeep. 
  Young scions from most of the major noble 
  families will be present, bedecked in what 
  finery they can scrounge from their parents. 
  These jewels are the prize sought. 
   A character that succeeds a DC 14 Wisdom 
  (Insight) check can pick up on the fact that 
  Mr. Porte
  Characters with the Criminal background or 
  advantage on this check. A character that 
  succeeds a DC 15 Charisma (Persuasion) 
  check can convince Mr. Porter to admit that 
  there will be another team on-site, but he will 
   
  The Payout 
  Mr. Porter will pay the characters 500 gp for 
  this job, and will also cut them in 30 percent 
  on the sale of anything they retrieve from the 
  party. He warns them that since jewelry will 
  need to be broken down to be sold, the fence 
  price will be lower than market price. 
   A character that succeeds a DC 14 
  Charisma (Persuasion) check can convince 
  Mr. Porter to increase their pay to 50 percent 
  of the fenced profits.  
   If the characters learn about the second 
  team and have negotiated for higher pay, Mr. 
  Porter is displeased; a character that 
  succeeds a DC 14 Wisdom (Insight) check 
  realizes that Mr. Porter agreed to the higher 
  payment too quickly, and that he likely 
  means the party ill. 
  The Layout 
  The Mangere estate is a three-story manor 
  house situated prominently in the Castle 
  Ward of Waterdeep. Its walled gardens offers 
  a welcome balance between the safety of the 
  city watch and the seclusion of nobility. 
   Guests (use the stats of nobles) will be 
  arriving at the party at all hours until 
  midnight, masked and in their finery. Each of 
  the guests is wearing 150 (1d6 x 50) gp worth 
  of jewelry.  
   Mostly, the partygoers mingle in the main 
  hall, trading gossip and snacking on fancy 
  finger food and overpriced wine. On occasion, 
  two or more will attempt to sneak off to one of 
  the unoccupied rooms to get up to all manner 
  of shenanigans. 
  Obstacles 
  nonexistent. City guards patrol just outside, 
  and a few of the Mangere guards remain to 
  prevent the young partiers from breaking the 
  truly expensive artifacts in the house. 
   The house is also wrapped by a fifteen-foot-
  high brick wall which is covered in ivy in 
  several places. 
   Most of the first and second floor rooms are 
  kept open, but all windows above the first 
  floor are closed and locked. Major rooms, 
  such as the master bedroom, the study, the 
  library, and other such rooms, are all locked. 
  
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  12 
  The host of the party, Hiram Mangere, keeps 
  a key that can open these rooms in case of 
  emergency. 
   A character that succeeds a DC 15 
  the locked doors of the Mangere estate. 
  Twists & Turns 
  In attendance at the Mangere party are three 
  young nobles from Luskan. Having come from 
  themselves in any danger. The Luskanite 
  nobles use the statistics of bandit captains, 
  and they are each accompanied by a spy, two 
  thugs, and four bandits. 
   If the characters attempt to use open force, 
  the Luskanites will respond in kind. If one of 
  the captains is reduced to 35 hit points or 
  fewer, or if three or more of their entourage 
  are killed, all three retreat. The spy attempts 
  to spirit the captain away while the thugs and 
  bandits act as a rearguard. 
   The Waterdeep guards have also been 
  warned that an attack may occur. If combat 
  breaks out in the party or screaming is heard, 
  a squad consisting of a knight and eight 
  guards enters the house after 7 (2d6) rounds 
  and attempt to subdue anyone with visible 
  weapons or other obvious suspects. 
   If the characters have displeased Mr. Porter 
  as described above, the guards are 
  supplemented by four additional guards and 
  two scouts. 
  The Second Team 
  The second team that Mr. Porter has 
  arranged is tasked with kidnapping the scion 
  of the Mangere estate, Hiram. This team goes 
  into action as soon as combat breaks out. 
  Their plan can be completed without ever 
  making contact with the characters. 
   The second team consists of a spy, three 
  thugs, and two scouts. 
  The Escape 
  The Luskanites, if provoked, will quickly 
  engage the Waterdeep guards when they 
  arrive. They think the whole affair has been 
  an attempt to capture them for political 
  leverage. 
   Mr. Porter does not expect to hear from the 
  characters again, but is in place in case they 
  are successful.  
   If confronted, he strenuously denies having 
  anything to do with the arrival of the guards, 
  or having knowledge of the Luskanites. If the 
  characters attempt to fight him, he uses the 
  statistics of an assassin. 
   Mr. Porter will begrudgingly pay what he 
  promised to the characters. He appraises 
  anything the characters have retrieved as 
  only 10 percent of its value, once again citing 
  the cost of fencing. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         My Kind of Party     
  13 
  Saving a Sap 
  You look like you could go for a feel-good job. 
  Well, good news. I got one. A loveable lug I 
  around any of his normal favorite spots, and I 
  very useful in the past and I want to keep him 
  close.  
    
   
   
  Mr. Porter 
   
   
   
   
   
   
  The Target 
  Mr. Porter is a sardonically-speaking moon elf 
  that keeps most of her features wrapped 
  behind veils and scarves. Only her expressive 
  and exquisitely-painted eyes are visible as she 
  speaks. 
   Nurke is her favorite henchman, strong 
  enough to do whatever Mr. Porter asks and 
  dumb enough to never ask questions. Nurke 
  past two days; Mr. Porter wants the 
  characters to find him and keep him out of 
  trouble. 
  The Payout 
  Mr. Porter will pay the characters 300 gp for 
  a future job should the characters succeed. 
  The Layout 
  Mr. Porter knows of three different places 
  where the characters can start looking for 
  clues. Nurke rents a room in the Docks Ward 
  from an unscrupulous slum lord named Mr. 
  Hickenspanz; his favorite eatery is an 
  atrocious greasy spoon known as the 
  Blackened Skillet; and his go-to place to pass 
  the time in between jobs is a terrible bar 
  named the Yellow Wyvern. Regulars at all 
  three places might have some idea where he 
  has gone, but they have all been either absent 
  or tight-lipped when her normal agents came 
  around (see the Obstacles section). 
  Hickenspanz 
  Mr. Hickenspanz (a cult fanatic with Insight 
  and Perception +5) is a greasy, miserable man 
  who only acknowledges the numerous 
  housing violations in his residences when it 
  gives him an excuse to intrude, spy on, and 
  bully his tenants. 
   Hickenspanz saw three shady individuals (a 
  dwarf, an elf, and a halfling) visiting Nurke a 
  whatever was in the bag was probably very 
  shiny and very cheap.  
  The Blackened Skillet 
  Darga, the misshapen mountain of flesh that 
  is the owner and cook of the Blackened 
  Skillet, thinks of Nurke fondly as a kindred 
  spirit. They both like cheap beer, piles of 
  greasy, crunchy meat, and simple talk. 
   Darga remembers Nurke talking excitedly 
  about a new job a few days ago, saying that it 
  would be his ticket to the high life. Nurke 
  would have gone on to greater detail but was 
  interrupted when a trio consisting of a dwarf, 
  an elf, and halfling arrived and took him off to 
  looked at Nurke. 
  The Yellow Wyvern 
  The Yellow Wyvern is a quintessential dive 
  bar; its sign is of a urinating dragon and its 
  patrons seem to have taken that as an 
  
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  14 
  invitation to decorate the walls. Nurke worked 
  here on odd hours as a bouncer, and so every 
  regular has a healthy respect and fear for him 
  (and often a bruise or two from him as well). 
   The bartender and most of the regular 
  patrons remember that Nurke was acting 
  strangely the last time they saw him. He was 
  -
  jokes on whomever he could corner. They also 
  remember that a dwarf, an elf, and a halfling 
  efore joined Nurke at his 
   
  Obstacles 
  All three avenues of investigation are 
  resistant to probing at first, but characters 
  can make certain checks easier (usually by 
  spending money). 
  Hickenspanz 
  Mr. Hickenspanz wants nothing to do with 
  people nosing into his business, and a 
  character will need to succeed on a DC 14 
  Charisma (Persuasion) or (Intimidation) check 
  to convince him to tell them what he knows. 
  This check is made with advantage if 
  Hickenspanz is offered a bribe of at least 10 
  gp. 
  Darga 
  Darga does not like talking to anyone, but will 
  warm up to customers. A character that 
  succeeds a DC 15 Charisma (Persuasion) 
  check can get him to open up, but this check 
  is made with disadvantage if the character 
  does not buy an
  course, this poses its own risks; a character 
  Constitution saving throw or be poisoned for 
  1 hour. If the character fails the save by more 
  than 4, they immediately befoul themselves, 
  but the check automatically succeeds 
  because they have provided Darga with some 
  entertainment. 
  The Yellow Wyvern 
  The crowd in the Yellow Wyvern are pretty 
  cold to newcomers, but like free drinks as 
  much as the next guy. A character that 
  succeeds a DC 14 Charisma (Persuasion) 
  check can worm some information out of the 
  crowd. This check is made with advantage if 
  the characters buy a round for the bar, 
  of wine (2 sp) for each of the 14 (4d6) patrons 
  (bandits), this can get expensive. 
   The bartender can also tell the characters 
  the location of Linus McSteel, a local bard 
  and comedian that he recommended as a 
  teacher for Nurke. 
  Twists & Turns 
  Linus McSteel has indeed been trying to 
  teach Nurke the finer points of humor (and 
  failing). If asked about Nurke or the three 
  individuals that keep him company, Linus 
  will be quick to tell the characters that he has 
  robbery.  
   Once his assumptions that the characters 
  are in league with the shady fellows is 
  dispelled, Linus can fill in some missing 
  pieces. The shady trio approached Linus with 
  an offer to be a crucial part of a job to rob the 
  mansion of the elven mage Kaelroar. Linus 
  refused, because he has heard that Kaelroar 
  has magical beasts or demons or something 
  even worse guarding his mansion. When, a 
  few days later, Nurke asked Linus to teach 
  him some jokes, Linus realized all they 
  needed was a patsy, and did his best to teach 
  Nurke what he could in hopes it would avoid 
  getting the man killed. 
  The Job is On 
  Unfortunately, Linus believes the characters 
  are too late; the appointed day for the heist 
  has arrived. Linus can give the characters the 
  address for the Kaelroar estate, and wishes 
  them luck finding Nurke before something 
  goes horribly wrong. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         My Kind of Party     
  15 
  Something Goes Horribly Wrong 
  -founded: Kaelroar is 
  raising a red dragon wyrmling in the privacy 
  of his home, and it guards his house while he 
  is away. Nurke (a thug) has been sent to take 
  advantage of its cruel streak, and is telling 
  awful jokes in front of its greedy eyes while 
  covered in gaudy, cheap jewelry. The shady 
  trio is taking advantage of the distraction to 
  ransack the place. 
  Dragon! 
  The red dragon wyrmling has the following 
  additional action: 
   
  Noxious Gas (Recharge 6). The dragon 
  exhales a cloud of volcanic gases in a 20-foot 
  cone. The cone spreads around corners, and 
  its area is lightly obscured. It lasts until the 
  creature 
  that starts its turn in the cloud or enters the 
  cloud on its turn must succeed a DC 13 
  Constitution saving throw or be poisoned 
  until the end of its turn. While poisoned in 
  this way, a creature is incapacitated. The 
  dragon is immune to the gas it creates. 
  The Escape 
  The shady trio is banking on one of three 
  outcomes: either Nurke is arrested trying to 
  break in to the front door of the Kaelroar 
  estate, driving the dragon into hiding; Nurke 
  is killed and eaten by the dragon, thus 
  keeping it busy; or Nurke actually manages to 
  distract the dragon with his awful jokes, 
  giving them time to do their job. 
   The characters should arrive just as Nurke 
  is facing the dragon. Timely and careful 
  intervention can save lives, and greater 
  success can turn the dragon (or the city 
  watch) onto the shady trio. Of course, Nurke 
  is happy to leap into a fight if the characters 
  initiate one with the dragon. 
   The dragon fights until it has 20 hit points 
  or fewer remaining, then it flees into the 
  manor and hides in the wine cellar. 
  The Reward  
  Mr. Porter is obviously pleased with the 
  characters if they are successful, and happily 
  pays the full amount promised. In addition, 
  so long as the characters are in waterdeep, 
  they can enlist the aid of Nurke for any job 
  they desire (although he asks for a fair cut of 
  the pay). 
   
   
  
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  16 
  Gearing Up 
  to make sure all my guests are dressed to the 
  nines. Problem is, their definition of dressing 
  up involves a lot of metal and sharp edges, 
  y low on such things. Help 
  -nice suit made just 
  for you. 
    
   
   
  Mr. Porter 
   
   
   
   
  The Target 
  Mr. Porter does not make any attempt to 
  mask his appearance, which suggests his 
  tanned, muscular features might be a 
  disguise  or an illusion. Either way, he 
  speaks easily and refuses to address any 
  question to his identity. 
   Mr. Porter wants the characters to procure 
  the following items: 
  • 8 heavy crossbows 
  • 16 longswords 
  • 4 greatswords 
  • 8 breastplates 
  • 20 sets of splint armor 
  • 16 shields 
  The characters have 5 days to fulfill the 
  request. If they refuse the job, Mr. Porter 
  nods understandingly, then recommends they 
  stay out of town for a week or two as he 
  leaves. 
  The Payout 
  Mr. Porter offers to subsidize the purchase of 
  any piece of mundane armor the characters 
  desire, even halving the cost of plate mail if a 
  character is interested. He will also offer to 
  pay the characters 500 gp, or 600 gp if a 
  character succeeds a DC 15 Charisma 
  (Persuasion) check. 
  The Layout 
  Mr. Porter can suggest a few different places 
  where characters can find the necessary 
  items, although this list is not exhaustive. 
  Castle Waterdeep Armory 
  The armory of Castle Waterdeep is 
  guaranteed to have everything that Mr. Porter 
  desires, even more. The problem, of course, is 
  the incredible security there, both physical 
  and likely magical. Any infiltration there will 
  probably only have one chance before the 
  breach in security is detected and patched. 
  City Watch Houses 
  The staging houses of the Waterdeep city 
  watch will likely be well-equipped, although 
  not as completely as the armory of Castle 
  Waterdeep. On the other hand, they are much 
  less secure than the central hub of all 
  security in Waterdeep, and are more 
  numerous. 
   A given watch house will have in its stores: 
  • 3 (1d6) heavy crossbows, with a 75% chance 
  of an additional 3 (1d6) heavy crossbows 
  • 4 (1d8) longswords, with a 50% chance of an 
  additional 4 (1d8) longswords 
  • 1 greatsword, with a 50% chance of 2 (1d4) 
  greatswords 
  • 1 breastplate, with a 50% chance of 2 (1d4) 
  breastplates 
  • 5 (1d10) sets of splint armor, with a 75% 
  chance of an additional 5 (1d10) sets 
  • 5 (1d10) shields, with a 75% chance of an 
  additional 5 (1d10) shields 
  equipment, add 15% to each percentile roll. 
   Characters also have a chance to find other 
  things if they spend more time searching the 
  guard houses. You can include the following 
  for characters that take the time and 
  additional risk for a more thorough search, 
  but do not feel obligated to include them if it 
  is not appropriate for your game. 
  
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  17 
  • 15% chance to find a set of full plate armor 
  • 50% chance to find 3 (1d6) potions of healing 
  • 10% chance to find a bag of holding 
  • 5% chance to find guantlets of ogre power 
  • 15% chance to find a gem of brightness 
  • 10% chance to find a full jar of 
  ointment 
  Armor Shops 
  Waterdeep is filled with all sorts of shops and 
  merchants that cater to adventurers and their 
  lifestyles, and as such there are many places 
  that have what Mr. Porter needs. In general, a 
  store will not be as well defended as the city 
  watch houses or the castle armory, but their 
  selection will be limited.  
   A given shop will have in its stores: 
  • 2 (1d4) heavy crossbows, with a 50% chance 
  of an additional 2 (1d4) heavy crossbows 
  • 2 (1d4) longswords, with a 50% chance of an 
  additional 2 (1d4) longswords 
  • 1 greatsword, with a 75% chance of an 
  additional 2 (1d4) greatswords 
  • 2 (1d4) breastplates, with a 50% chance of an 
  additional 2 (1d4) breastplates 
  • 2 (1d4) sets of splint armor, with a 50% 
  chance of an additional 2 (1d4) sets 
  • 3 (1d6) shields, with a 75% chance of an 
  additional 3 (1d6) shields 
  A given merchant might also have a magic 
  item or two, such as a bag of tricks, a set of 
  boots of striding and springing, a lantern of 
  revealing, a ring of jumping, or any other 
  common or uncommon magic item you 
  choose. As before, do not feel obligated to 
  include these items if you do not think it will 
  be appropriate for your campaign. 
  Obstacles 
  The tradeoff for increased quantity of 
  resources is increased security.  
  Castle Waterdeep 
  Castle Waterdeep in particular should be a 
  formidable challenge to infiltrate and leave 
  with the required goods, especially with the 
  bulk and weight of the items. Regular patrols 
  and busy clerks will mean that infiltrators 
  attempting to remain unseen will need to 
  succeed DC 12 Dexterity (Stealth) checks 
  every minute and every time they enter a new 
  room to avoid detection. A character that 
  spends a day and succeeds a DC 14 
  Intelligence check while studying the patrols 
  has advantage on these checks. 
   Characters attempting to infiltrate Castle 
  Waterdeep by disguise will be challenged by 
  an official (a noble) for their purpose in the 
  castle. A character that succeeds a DC 15 
  Charisma (Persuasion) or (Deception) check 
  can convince the gate guards of their 
  legitimacy.  
   Once inside the castle, official-looking 
  visitors are not challenged by the occupants, 
  although attempting to procure the required 
  materials from the armory will meet another 
  official check of legitimacy. Disguised 
  characters carrying an inordinate number of 
  visible weapons out of the castle will once 
  again be questioned at the gate. 
  City Watch Houses 
  The watch houses are less well secured than 
  the castle, but will be in some ways even 
  more difficult to infiltrate without being seen 
  as there is precious little space that is not 
  being in sight of at least one guard. They are 
  more vulnerable to official-sounding visitors, 
  however, and as such characters only require 
  a single successful DC 14 Charisma 
  (Deception) check to have their way with the 
  place. 
  Armor Shops 
  Individual shops generally have the least 
  security, especially during the nighttime. 
  Most shop owners are leery of people trying to 
  take their product without paying, however, 
  and so characters need to succeed on a DC 
  16 Charisma (Persuasion) or (Deception) 
  check to convince a shop owner of their 
  legitimacy. 
  
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  18 
  Twists & Turns 
  to the ground concerning the upcoming 
  the lookout for the same things he is. 
   If the characters are taking their time 
  collecting the materials, you can have rival 
  groups try (and potentially fail) to rob the 
  same targets, increasing alarm and suspicion. 
   
  stash raided by a 
  around (or maybe when they are, to give the 
  poor barbarian something to do!), attempting 
  to make off with some of the spoils and 
  setting the characters precipitously back. 
  This might encourage them to take on a 
  riskier target. 
   A rival group can consist of 3 (1d6) bandits, 
  2 (1d4) scouts, and a 75% chance each of a 
  thug or a spy. If three or more members of 
  the rival group are killed in a confrontation, 
  the rest flee and abandon their quest. 
  The Escape 
  Mr. Porter is happy to pay the agreed-upon 
  sum for a full delivery. He will still pay some 
  of the reward for partial deliver, knocking 10 
  gp off the reward for every item they are 
  short. 
   In addition, he will arrange for the 
  characters to receive a one-time discount of 
  50% off the purchase of any single suit of 
  armor. 
   
   
  
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  19 
  My Kind of Party 
  The North Ward Street Festival is a great 
  North Ward to air out their years-old stores, 
  meet their neighbors, and mingle in the fresh 
  spring air. How sweet. I got other plans. I need 
  a group of folks who can do three things: cap 
  off the evening party with a riot, keep the 
  guards out of the fun until after sunset, and 
  your pockets with dragons for this, and I got 
  enough urchins on hand to keep you out of 
  trouble if you get sticky-fingered during the 
  chaos.  
    
   
   
  Mr. Porter 
   
   
   
   
   
   
   
  The Target 
  Mr. Porter speaks almost as much with his 
  thick, scarred, callused hands as he does 
  with his words, emphasizing important 
  phrases with pokes and sharp gestures. 
   Mr. Porter is pretty cagey about what 
  exactly he has planned for the festival, but he 
  recommends the characters stay away from 
  large clusters of people to avoid getting 
  -do-wells. A 
  character that succeeds on a DC 14 Charism 
  (Persuasion) check will learn that they should 
  give a wide berth to Pushcart Alley and its 
  denizens. 
  The Payout 
  Mr. Porter will pay the characters 600 gp for 
  this job. A character that succeeds a DC 14 
  Charisma (Persuasion) check while 
  negotiating can increase the rate to 750 gp. 
  He can also provide a fence to liquidate 
  anything the characters steal during the 
  chaos. 
   In addition, Mr. Porter understands the 
  increased risk of being caught by law 
  enforcement during this piece of 
  skullduggery. If the characters are arrested 
  during the riot, they will have their fines paid 
  for. 
  The Layout 
  The North Ward Street Festival is held on the 
  three-branched intersection between Tower 
  March and Horn Street. The main 
  intersections leading out of the two- or three-
  block section of the streets are cordoned off 
  and traffic is diverted around. Small kiosks 
  and tents line the roads, often extensions of 
  the businesses they represent, but just as 
  often hosting business from further-flung 
  parts of the city. 
  Stirring the Cauldron 
  Feel free to let the players come up with and 
  use their own ideas for inciting a riot at the 
  end of the night. Below are some ideas which 
  you can use if players get stuck. If you use 
  the ideas presented below, you do not have to 
  require that the characters stick to a singular 
  method, only that they provide sufficient 
  basis for a riot. 
  • The broadest approach would be to require 
  three DC 14 group Charisma checks to sow 
  rumors, anxiety, or anger in the crowd. Each 
  check is made with advantage if the 
  characters spend at least 25 gp per group 
  ability check on drinks for their listeners. If 
  the characters buy drinks for the crowd and 
  roll a 20 or higher on the group check, the 
  riot begins early (see Twists & Turns, below). 
  • Having their goods out in the open is bound 
  to make some of the vendors nervous and 
  confrontational about thieves. Stealthy 
  characters can take advantage of this. A 
  character that succeeds on a DC 14 Dexterity 
  (Stealth) check and a DC 15 Dexterity (Sleight 
  of Hand) check can pilfer and relocate a 
  small but significant amount of goods from 
  one stall to the other. Then, all it takes is a 
  successful DC 12 Charisma (Deception) check 
  to convince the rightful owner of the theft. 
  
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  20 
  Completing this process about three times is 
  sufficient to set the stage for a riot. 
  Once the foundation for a riot has been set, a 
  character can incite the chaos by succeeding 
  a DC 14 Charisma check. 
  Obstacles 
  Of course, the powers that be are not just 
  going to let a street festival devolve into a 
  mindless scrum. Most guards are at the 
  entrances to the festival, doing a brief check 
  of everyone who enters to make sure they can 
  identify any wrongdoers. There are 5 (2d4) 
  guards at each of the five entrances to the 
  festival. The sergeant in charge of festival 
  security is at the westernmost entrance, close 
  to Windborne Way. 
   There are also 10 (3d6) guards in plain 
  clothes circulating through the festival, 
  although their disguises are not complete. A 
  character that succeeds a DC 12 Wisdom 
  (Perception) check, or whose passive Wisdom 
  (Perception) is 12 or higher, can identify a 
  plainclothes guard.  
  Getting Some Breathing Room 
  A character that succeeds on a DC 10 
  Charisma (Deception) check can convince a 
  group of guards to leave the area. A character 
  that fails this check by less than 5 will get a 
  guard to follow them out of the festival area 
  only to be arrested out of sight. A character 
  that fails this check by 5 or more will be 
  arrested on the spot and taken out of the 
  festival area. 
   While the at least half the guards are 
  present, any ability check made to set up the 
  riot has disadvantage. With half or fewer of 
  the guards are present, the ability checks are 
  made normally. If all the guards have been 
  removed from the area, the ability checks are 
  made with advantage. 
  Twists & Turns 
  Characters with a passive Wisdom 
  (Perception) score of 14 or higher will notice a 
  few members of the crowd seem slightly out-
  of-place; figures that do not buy anything, 
  who move as if restricted under their heavy 
  cloaks, who walk with a distinctive muffled 
  clank of hidden arms and armor. These 
  figures converge on Pushcart Alley as the 
  night progresses, and avoid any inquiries 
  from the characters. 
   If the characters have been successful in 
  forming and starting a riot, all hell breaks 
  loose at the appointed time. The exact nature 
  of this chaos can take on different forms 
  based on the seeds sown by the characters. 
   The riot will start about 25 (2d4 x 5) 
  minutes before sunset, meaning that the 
  characters will need to hold off the guards for 
  that long. If the riot starts early for whatever 
  reason, it will instead start 50 (4d4 x 5) 
  minutes before sundown.  
   The entire festival area becomes difficult 
  terrain, and any character on the street must 
  succeed a DC 10 Dexterity saving throw at 
  the beginning of each of their turns or take 1 
  point of bludgeoning damage. 
  Guard Response 
  Any guards remaining in the festival 
  immediately begin arresting anyone 
  committing violence or inflaming the riot. If 
  the characters have been careful, however, 
  their numbers should be small enough that 
  they can be easily avoided or overwhelmed. 
   Reinforcements begin to arrive every 5 
  (1d10) minutes. Each batch of reinforcements 
  will attempt to enter the area and restore 
  order, but characters can prevent this 
  through Charisma checks or through other 
  means. Below are listed the waves of 
  reinforcements, the time they arrive, and the 
  required Charisma checks to keep them out 
  of the festival. 
  • 10 (3d6) guards arrive in the first two waves. 
  They are led by a sergeant (a guard with 18 
  hit points). A character that succeeds a DC 13 
  Charisma (Persuasion), (Deception), or 
  (Intimidation) check will prevent the guards 
  from entering. 
  
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  21 
  • 5 (1d10) guards and 2 (1d4) guard sergeants 
  arrive in the third and fourth wave. The DC 
  for the Charisma-based check is 15. 
  • 7 (2d6) guards and one knight arrive in the 
  fifth wave and every wave thereafter. The DC 
  for the Charisma-based check is 17. 
  Characters can also attempt to incapacitate 
  the guards through combat (and will be 
  forced to if they fail the Charisma check). All 
  guards present immediately join the fight. If 
  the characters are successful, they can spend 
  one minute to hide the bodies and one 
  minute to put on guard uniforms. Characters 
  wearing guard uniforms have advantage on 
  the Charisma checks made to keep the 
  guards out of the festival. 
  The Other Team 
  While the characters are occupied with the 
  guards, another team (consisting of three 
  thugs, two spies, and a veteran) have 
  attacked a specific pet shop in Pushcart Alley, 
  drawing out the criminal organization that 
  uses the shop as a front. This team is the 
  group of suspicious and armed figures the 
  characters may have noticed before. 
  The Escape 
  If the guards have been held at bay until 
  sundown, the second team makes its escape, 
  and the two spies stick around to assist the 
  characters in getting away from the guards. 
  The veteran will direct the guards to 
  Pushcart Alley, where they will find bandits 
  and thugs assaulting random passers-by, 
  trying to find the people who attacked their 
  store. 
   Mr. Porter keeps mostly true to his word. 
  The agreed-upon payment is available, and so 
  long as the characters avoided assaulting 
  guards or being arrested for major crimes like 
  murder, he can lessen or reduce their 
  sentence and fine. Should the characters be 
  in extremely dire straits, however, they will 
  not hear from him again. 
   
   
  
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  22 
  Show up the 
  Showoffs
   
  kidnapping some noble or other visiting from 
   
    
   
   
  Mr. Porter 
   
   
   
   
   
   
   
   
   
   
   
  The Target 
  Mr. Porter is a scarred dwarf with a metal 
  eyepatch fastened in one of her eye sockets. 
  She is fairly brusque, answering questions 
  and negotiating as efficiently as possible. 
   The noble in danger is a Cormyrian 
  dignitary named Baron Dorfinius Quaylen, 
  visiting Waterdeep with his knight bodyguard 
  Sir Brevers of Quaylen. They are in 
  Waterdeep for two weeks to negotiate some 
  arrangement with the lords of Waterdeep, but 
  Mr. Porter neither knows nor cares the details 
  of their mission. 
   Mr. Porter unfortunately does not know a 
  lot about the rival crew in town, other than 
  their name: the Shadowblades. 
  The Shadowblades 
  The Shadowblades are a diverse collection of 
  threats which can be used to tremendous effect, but 
  can be daunting or disappointing if not approached 
  properly. It is recommended that you read the 
  section on their team composition ahead of time 
  and familiarize yourself with the abilities of the 
  creatures there so that this adventure can be run to 
  its fullest potential. 
  The Payout 
  Baron Quaylen has budgeted 500 gp for his 
  security during his stay in Waterdeep, and 
  Mr. Porter is willing to pitch in an additional 
  250 gp to defend the reputation of the 
  Waterdhavian skullduggery scene. A 
  character that succeeds a DC 16 Charisma 
  (Persuasion) check while negotiating can 
   
  The Layout 
  Baron Quaylen spends almost every moment 
  in Waterdeep at some meeting, function, or 
  gala; when he is not, he is entertaining or 
  sleeping at home. He has little patience and 
  even less time for characters who want him 
  adjust his schedule. Quaylen also insists on 
  traveling and presenting himself as anything 
  less than a member of Cormyrian nobility, 
  frustrating attempts for subtlety. 
   Baron Quaylen will move between three 
  locations: the home in the Castle Ward he 
  rents for his stay, Castle Waterdeep itself, 
  and the opera houses and ballrooms of the 
  Castle Ward.  
  Castle Waterdeep. 
  Castle Waterdeep is as secure a location as 
  can be found in the city, so much so that the 
  characters will not be allowed into certain 
  rooms or even the castle proper in the name 
  of security. 
  Manor House 
  The manor house Quaylen stays in is 
  protected not only by the knight Sir Brevers, 
  but also 12 guards. Its location close to 
  Mount Waterdeep gives it some seclusion, 
  while also keeping it fairly close to Castle 
  Waterdeep for business. Sir Brevers tries to 
  accommodate the plans of the characters and 
  wants to assist in any way possible, and it is 
  
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  23 
  clear that he finds Quaylen a constant source 
  of irritation. 
  Ballrooms & Entertainment 
  The opera houses and ballrooms have visible 
  security, most of which is just for show. The 
  only saving grace is that they are large public 
  buildings on busy thoroughfares, and so are 
  very difficult to approach without being seen. 
  Obstacles 
  Each of the major locations for Baron 
  Quaylen present different sources of 
  frustration for those providing him protection. 
  In all cases, Quaylen deeply resents being 
  told that he cannot go somewhere or must 
  leave a place prematurely. A character that 
  succeeds on a DC 16 Charisma (Persuasion) 
  check will convince Quaylen of the need to 
  threatened (as in, he can see the party in 
  combat), this check is made with advantage. 
  Travel 
  Baron Quaylen travels in a coach with his 
  bodyguard Sir Brevers and two guards. There 
  is only room in the coach for one other 
  person; everyone else will have to find other 
  transportation. Quaylen is also only 
  concerned about traffic only so much as it 
  will make him late to his next appointment. 
  Castle Waterdeep 
  It is unlikely that the characters will be 
  allowed very far into Castle Waterdeep 
  without the proper garb, and even then some 
  meeting rooms are off limits to people without 
  noble bearing.  
  Manor House 
  The manor house is isolated and easy to 
  access, with long shadows from neighboring 
  buildings providing cover up to the many 
  windows and doors.  
  Ballrooms & Entertainment 
  At every venue, Quaylen is beset on all sides 
  by gentry and deep-pocketed individuals 
  trying to catch up on Cormyrian politics, 
  fashion, and gossip. Uncouth characters are 
  not even allowed in these venues, and only 
  the most well-dressed and well-mannered 
  characters will be allowed near his 
  conversations. 
  Twists & Turns 
  The Shadowblades have many angles of 
  attack because of the skills and abilities of 
  their members.  You should review the 
  composition of the Shadowblades below, and 
  try two or three different attempts to retrieve 
  Quaylen. Some suggested attacks are detailed 
  below, which you can use or adapt as you 
  need.  
  The Shadowblades 
  The group consists of  
  drow elite warrior 
  Shun, a doppleganger  
  Mazehound, a minotuar  
  Gerag Ironfist, a hobgoblin captain  
  Huzar, a githyanki warrior 
   Not every member should be present for 
  every attempt, and you should assume the 
  Shadowblades have access to magical healing 
  such that they can always be encountered at 
  full strength if one or more of them escape. 
   At your discretion, you can alter the 
  composition of the Shadowblades, or give 
  them additional hired help for any given 
  assault. Suggested possible members include: 
  • a cambion  
  • a bugbear chief  
  • a succubus  
  • an additional doppelganger 
  • some drow 
  • a minotaur 
  • some hobgoblins or bugbears 
  • or a sprite or two 
   Do not feel obligated to use any or all of 
  these reinforcements if your game cannot 
  support it. If you feel this variety of creatures 
  is too much, you can simply use five drow 
  elite warriors instead. 
   
   
   
   
  
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  24 
  Betrayal! 
  One of the other allies the Shadowblades 
  knight 
  bodyguard. He will only reveal his loyalties if 
   
  Blades Out 
  The Shadowblades have a different plan to 
  approach the different locations Baron 
  Quaylen will be in, each of which makes use 
  of the skills of their members and a few magic 
  items. 
   The Shadowblades keep in constant drow 
  sign-language communication, relaying to 
  each other their statuses. The minotaur and 
  the githyanki warrior are prone to calling out 
  in Common when in peril. If half or more of 
  the members present are at half hit points or 
  fewer, or if one of the Shadowblades drops to 
  0 hit points, they retreat and try again later. 
   While arrogant, the Shadowblades are 
  professionals, and do not strike to kill 
  If the characters outright kill one of the 
  Shadowblades, however, they show no mercy. 
  Castle Waterdeep 
  While formidable, Castle Waterdeep is not 
  impregnable. The Shadowblades make use of 
  dust of disappearance to smuggle the 
  githyanki warrior and the minotaur in, and 
  the doppelganger infiltrates under disguise. 
  The doppelganger uses its Surprise Attack 
  feature to incapacitate the Baron, then the 
  minotaur uses its Labyrinthine Recall to find 
  the best place for the githyanki to use misty 
  step from and spirit the Baron away. 
  Manor House 
  The minotaur, the hobgoblin captain, and the 
  githyanki warrior kick in the front door and 
  begin carelessly looting the place, while the 
  doppelganger and the drow elite warrior 
  ambush Baron Quaylen as Sir Brevers 
  escorts him out a predetermined route. 
  Ballrooms & Entertainment 
  The drow elite warrior disguises himself as an 
  elven nobleman so he can infiltrate with the 
  doppelganger, and the minotaur is disguised 
  as a statue to surprise the party guests. The 
  githyanki warrior and the hobgoblin captain 
  stay nearby to assist as needed. 
  Travel 
  The githyanki warrior misty steps onto the 
  carriage and kills the driver, while the 
  minotaur stops the carriage and the 
  hobgoblin captain breaches it. The drow elite 
  warrior attacks from the other side, trying to 
  catch the fleeing Baron Quaylen in the 
  confusion. 
  Get Them at Home 
  It is possible, although difficult, to find the 
  Waterdeep hideout of the Shadowblades. A 
  character that spends a day and succeeds a 
  DC 20 Charisma (Investigation) check can 
  learn where they are based through the 
  criminal network. Characters proficient in 
  A character that fails this check by less than 
  5 still learns the location of the 
  Shadowblades, but they are tipped off that 
  the characters are looking for them. This will 
  likely prompt a preemptive strike from the 
  Shadowblades. 
  The Escape 
  Mr. Porter is only concerned with Baron 
  and so the job is finished once the baron 
  begins his journey back to Cormyr. That said, 
  the Shadowblades are only interested in 
  interrupting the business Quaylen has in 
  town, so they will not pursue him once he 
  leaves. 
   Mr. Porter happy to pay the characters the 
  agreed-upon price for a successful job. Baron 
  Quaylen is also grateful for his safety, and 
  while his favor is limited to minor influence 
  amongst the Waterdhavian nobles, you are 
  encouraged to work that into your campaign. 
    
   
  
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  25 
  Farm Rustlings
  You need to get out of the city for a spell? 
  Perfect, I got just the thing. Got some farmers 
  out in the Field Ward complaining that 
  someone is stealing their plows and scaring 
  kids or a wannabe wizard, go out there and 
  knock some heads together and pick up an 
  almost literal milk run. 
    
   
   
  Mr. Porter 
   
   
   
   
   
   
   
   
   
   
   
  The Target 
  Mr. Porter leans back in her chair and speaks 
  with an unhurried, casual style that is 
  infuriatingly unreadable. 
   She recommends the characters start their 
  investigation at the Rorinbroke Ranch, as the 
  workers there are her favorite when it comes 
  to hiring large bodies and thus felt most 
  comfortable contacting her for help. 
  The Payout 
  Mr. Porter thinks this is a relatively simple 
  gig, so her initial offer is only 500 gp. A 
  character that succeeds on a DC 14 
  Charisma (Persuasion) check can increase the 
  payout to 600gp.  
  The Layout 
  Rorinbroke Ranch is situated about as far 
  from Waterdeep as possible and still be 
  considered part of the Field Ward. It is part of 
  a small commune of about six other 
  farmsteads, and represents them in the job 
  with Mr. Porter. 
   Roan Rorinbroke, the head of the ranch, 
  directs the characters to the northwest corner 
  incidences have occurred, and it coincides 
  with the disturbances on the rest of the 
  farms. 
   Partially hidden in a copse of trees beyond 
  the northwest corner of the ranch is a 
  crumbling, ruined tower, once dedicated to a 
  long-forgotten saint. 
  Obstacles 
  As the characters set out to the edge of the 
  ranch, the skies open up into a tremendous 
  downpour. This limits visibility to about 40 
  feet, and turns the ground into a boggy mess. 
  Areas that are not paved or otherwise 
  improved count as difficult terrain.  
  Wandering Table Monsters 
  In the mile-wide area surrounding the tower, 
  animated objects such as tables, doors, and 
  plows, amble about, attacking anything they 
  detect moving towards the tower. The 
  statistics for animated objects are reprinted 
  at the end of the adventure for your reference. 
   The walk through this danger zone should 
  take about 20 minutes. Every minute, roll 
  1d20. On a result of 18-20, the characters 
  run across one or more animated objects. Roll 
  on the Wandering Table Monster Table to 
  determine what the characters encounter. 
  Every round of combat, there is a 50% chance 
  that a given animated object loses its 
  animating magic. 
   Characters that roll a 15 or higher on a 
  Wisdom (Perception) check can hear the 
  animated objects approaching before they are 
  detected themselves.  
  Wandering Table Monster Table 
  d20 Roll 
  Result 
  1-5 
  4 (1d8) Tiny animated objects 
  6-15 
  2 (1d4) Small animated objects 
  16-18 
  3 (1d6) Medium animated objects 
  19-20 
  1 Large animated object 
  
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  26 
   
  An ogre named Nart has claimed the bottom 
  (and only solid) floor of the tower. Originally 
  attracted by the sight of a wandering plow, 
  Nart has shifted from attempting to bash 
  weapons out of the random objects into 
   them. His piles 
  indistinguishable. 
  Twists & Turns 
  The real source of the strange occurrences is 
  a ravid that has taken up residence in the 
  ruined and mostly floorless top level of the 
  tower. Attracted here by the positive presence 
  of the long-dead saint, the ravid means no 
  harm to anyone  but the natural effects of its 
  animating aura still pose a problem to the 
  surrounding farms. 
   There is no easy way up the twenty feet to 
  the top half of the tower; all the stairs and 
  ladders have all been collapsed with age long 
  ago. 
   Nart and the Ravid (which he calls 
  enthusiastic reactions whenever one of his 
  s a very 
  nature and purpose, and he claims he can 
  translate its shrieks, purrs, and growls. If 
  either are attacked, the other defends them, 
  but the ravid can do little other than screech 
  and continue animating random objects. 
   If attacked, Nart and the ravid are defended 
  by 10 animated objects, chosen randomly 
  the crumbled stones surrounding the ruin. 
  Every round, one object at random loses its 
  animating power, and one more object is 
  animated. You can choose the size of the 
  animated object, or determine them randomly 
  as follows: 
   
   
   
  Table: Random Animated Object 
  % Roll 
  Result 
  01-40 
  Tiny animated object 
  41-70 
  Small animated object 
  71-90 
  Medium animated object 
  91-97 
  Large animated object 
  98-00 
  Huge animated object 
   
  The Escape 
  Nart is perfectly content to remain in the 
   prefers 
  to remain in the tower because of its residual 
  connection to the celestial energy.  
   A character that succeeds a DC 12 
  Charisma (Persuasion) check can convince 
  Nart that the duo need to move somewhere 
  less disruptive. Characters that provide a 
  suitable alternate location have advantage on 
  this check. If the characters destroyed three 
  or more animated objects prior to the 
  conversation, or if one of the characters has 
  an evil alignment, the check is made with 
  disadvantage, as the ravid instinctually 
  distrusts them and Nart follows its lead. 
   Mr. Porter is only concerned that the 
  strange disturbances stop, no matter how the 
  characters go about it. The characters are 
  paid the full amount one week after the ravid 
  is removed. 
   
   
  
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  27 
  Shocker in the 
  Sewer
  Bloody wizards, always causing trouble. Good 
  pile of dragons waiting to hop in your pocket if 
  you can stomach a trip down into the sewers 
  and round up some odd critters. Catch or kill is 
  down to your patienc
  extra bonus in it for each beastie you bring 
  here for you to use, but be prepared for 
  everything. From what I hear, though, you 
  should leave your heavy plate at home. 
    
   
   
  Mr. Porter 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Target 
  Mr. Porter is a quick-talking gnome with lime-
  green hair pulled back into a messy ponytail 
  and poorly stuffed into a deep hood. 
   Mr. Porter has twenty dark metal rune-
  inscribed collars for the characters to take 
  know exactly what it is the characters are 
  looking for, but was assured (and so assures 
  the characters) that it will be obvious which 
   
   A character that spends one minute 
  examining the collars and succeeds on a DC 
  14 Intelligence (Arcana) check determines 
  that the collars magically dampen electrical 
  energy. 
  The Payout 
  400 gp have been provided as a reward for 
  successfully clearing the sewers of the 
  magical menace, and an additional 5 gp per 
  have much skin in this game, but if a 
  character succeeds a DC 15 Charisma 
  (Persuasion) check and the group performs 
  well, she will negotiate an additional reward 
  from the anonymous wizard.  
  The Layout 
  and old construction, and so navigating 
  through them is a challenge even for the 
  experienced.  
   Finding the escaped creatures in this 
  labyrinth requires a clever head. A character 
  can successfully find another creature in the 
  sewers by succeeding on a DC 16 Wisdom 
  (Survival) or Intelligence (Investigation) check 
  and spending 10 minutes traversing the 
  sewers.  
   A character that fails this check by less 
  than 5 leads the party into one of the many 
  hazards of the Waterdhavian sewers, and 
  takes an additional 5 (1d10) minutes to find 
  the hunted creature. To determine what 
  hazard the characters encounter, roll on the 
  Table: Sewer Hazards or choose an encounter 
  from the table. 
   A character that fails this check by 5 or 
  more leads the party into 2 (1d4) hazards, 
  adding 5 (1d10) minutes to the hunt for each 
  hazard. In addition, their quarry is alerted to 
  the pursuit, and is joined by 2 (1d4) 
  additional creatures. 
  What ARE We Looking For? 
  The escaped creatures in question are 
  shocker lizards (see Appendix 1). Twenty 
  shocker lizards in total have escaped from the 
  
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  28 
  coloration makes them well suited to the dark 
  shadows in the sewers, and they amuse 
  themselves by causing tremendous explosive 
  displays with their natural sparks and the 
  volatile pockets of gas. 
  Obstacles 
  Beyond the hazards listed below, there are 
  several dangers inherent in trudging around 
  in a sewer for any length of time.  
   The air down in the sewers is filled with all 
  sorts of nasty diseases and toxins. Every hour 
  the characters spend in the sewers, they 
  must make a DC 10 Constitution saving 
  throw or gain one level of exhaustion. Every 
  additional hour the characters stay in the 
  sewers, the DC for this save increases by 1. 
   Every time a character takes damage in the 
  sewers, they are exposed to the disease Sewer 
  Plague (DMG pg 257). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table: Sewer Hazards 
  d8 Roll 
  Result 
  1 
  Spike! One character (determined 
  randomly) must succeed a DC 14 
  Dexterity saving throw or take 3 
  (1d6) piercing damage and have their 
  movement speed halved until they 
  receive magical healing or a DC 12 
  Wisdom (Medicine) check. 
  2 
  Foul Muck! One character 
  (determined randomly) must succeed 
  on a DC 14 Dexterity saving throw or 
  fall into a 10 ft. deep pit of 
   
  3 
  Strange Current! One character 
  (determined randomly) must succeed 
  a DC 14 Strength saving throw or be 
  sucked off their feet and dumped 
  somewhere else in the sewers, 
  requiring the party to search for 
  them as above in order to reunite. 
  4 
  Foul Gas! All characters must 
  succeed a DC 12 Constitution saving 
  throw or be poisoned for 1 hour. 
  5 
  Explosive Gas! Any exposed flames 
  (such as torches and lanterns) 
  detonate the gas. All characters must 
  make a DC 12 Dexterity saving 
  throw. A character that fails takes 7 
  (2d6) fire damage, or half as much on 
  a successful saving throw. 
  6 
  Crocodile?! The party is attacked by 
  a crocodile. The crocodile has 
  advantage on its Dexterity (Stealth) 
  check to remain hidden. It flees if it 
  is reduced to 9 hp or fewer. 
  7 
  Slime! One character (determined 
  randomly) is beset by a patch of 
  green slime (DMG pg 105). 
  8 
  Mold! Two characters (determined 
  randomly) suffer the displeasure of a 
  patch of yellow mold (DMG pg 105). 
   
   
   
   
   
  
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  29 
  Twists & Turns 
  The shocker lizards are being hunted by the 
  baby 
  hydra (see Appendix 1). By the time the 
  characters enter the sewer, it has already 
  eaten 2 (1d4) shocker lizards. Every 30 
  minutes the characters spend in the sewers, 
  it eats 2 (1d4) more lizards. 
   
  following quality: 
   
  Lightning Rejuvenation. Whenever the baby 
  hydra is subjected to lightning damage, it 
  takes no damage and regains a number of hit 
  points equal to the lightning damage dealt. It 
  may use one of its reactions to make a Bite 
  attack. 
   
  As the characters collect shocker lizards, they 
  will begin to attract the attention of the baby 
  hydra. After each lizard is collected, there is a 
  cumulative 5 percent chance per lizard that 
  the baby hydra attacks the characters in the 
  next 10 minutes, looking for its next meal. If 
  there are no more lizards left, the hydra 
  automatically attacks. 
   The hydra is wearing a light blue collar, 
  muddied and scuffed by its time in the 
  sewers. A character that succeeds a DC 15 
  Wisdom (Perception) check can make out the 
  on the collar. If a character addresses the 
  baby hydra by name and succeeds on a DC 
  12 Charisma (Animal Handling) check, the 
  baby hydra becomes docile and obeys 
  instructions. 
  The Escape 
  Mr. Porter is more than happy to pay the 
  characters the agreed-upon sum, including 
  whatever bonus they have earned for 
  retrieving living creatures. If the characters 
  retrieve 10 or more creatures alive, including 
  the hydra, a bag of holding is delivered to 
  their residence after 1 week. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  30 
  Trapped in the Towers
  I got something for a crackshot team ready to 
  go NOW. A team of duggers got sent into the 
  dragonfire-hot business; and my buddy, Mr. 
  Porter, wants to avoid a messy incident and 
  Alley. Welcome to the big leagues, kiddos. 
    
   
   
  Mr. Porter 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Target 
  Mr. Porter likely interrupted the characters 
  during their evening meal or relaxation, with 
  only an hour or so of daylight left in the day. 
  Her dark hair is knotted and tied back over 
  her dark shoulders, which are broad and 
  defined against a vest littered with knives. 
   Mr. Porter can provide exact directions to 
  Tromrights Towers, the inn in question, and 
  gives the characters the rough profile of the 
  other team: a dwarven infiltrator, an elven 
  mage, a human warrior, and an orcish ranger 
  comprise the group known as the Take-and-
  Makers (see Appendix 1). She is tight-lipped 
  about other details, only saying that they are 
  likely in imminent and extreme danger. 
  The Payout 
  Mr. Porter will pay the characters 500 gp per 
  member of the Take-and-Makers that they 
  can bring safely out of the city, dead or alive. 
  She is very explicit that the other team must 
  be retrieved whole or destroyed utterly; she 
  repercussions to her employer. 
   A character that succeeds a DC 15 
  Charisma (Persuasion) check can increase the 
  reward to 750 gp a head, but only if they 
  bring all of the other group members back 
  alive. No sense in wasting valuable assets, 
  after all. 
  The Layout 
  Tromrights Towers that the other team has 
  barricaded themselves in is a four-storied 
  building with a few small tower additions 
  marring an otherwise picturesque skyline. 
   The other team have made their stand on 
  the top floor of the Towers, with at least one 
  member of the team keeping watch on the 
  streets below from a tower at all times.  
   At the Towers, escape routes are few. An 
  entrance into the sewers from the laundry 
  room has been collapsed and filled with 
  rubble, but can be cleared out with some 
  work. The alleyways surrounding the Towers 
  are narrow, easy to lose pursuit in but also 
  easy to be turned around, lost, or trapped in. 
  The easiest and quickest exit is the main 
  boulevard in front of the inn, but that is 
  hardly discreet and will attract almost 
  immediate guard attention if any sort of 
  combat occurs. 
  Obstacles 
  Mr. Porter was not exaggerating  even getting 
  to Tromrights Towers in a timely manner 
  before things get worse is a challenge. Even 
  when the characters arrive, more challenges 
  arrive at every moment. 
  Getting to the Goods 
  If you have designated a spot for the 
  characters to start in, say if you are using a 
  specific location in the city of Waterdeep, you 
  can use that location as the basis for the 
  distance the characters are from the Towers. 
  Otherwise, you can say the characters start 
  1000 feet away. 
  
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  31 
   
   
   Treat the journey to the inn as a chase 
  (DMG pg. 252). You do not have to tell the 
  players the nature of their journey. 
  Characters that do not indicate they are in a 
  hurry are assumed to be forgoing their action 
  each round of the chase. These characters do 
  not encounter any complications. 
  Point of Action 
  The characters are in a chase with what will 
  chase rules, the point of action has a speed of 
  30 feet and can freely Dash 3 times. It 
  attempts to Dash each round after that, 
  following the normal rules for Dashing during 
  a chase and exhaustion. It has a +0 bonus to 
  the Constitution saving throw made at the 
  end of each turn in the chase. If the speed of 
  the point of action would reach 0, it instead 
  loses the ability to Dash from then on. 
  Building a Mob 
  A character that succeeds a DC 15 Wisdom 
  (Perception) check, or whose passive Wisdom 
  (Perception) score is 15 or higher, notices that 
  sinister-looking thugs are heading in the 
  same direction they are.  
   Every other round, one thug is added to the 
  point of action. Any round the point of action 
  does not Dash, an additional 2 (1d4) thugs 
  are added. Any round 5 thugs would be 
  added to the point of action, a veteran is 
  added as well. 
  Taking the Towers 
  Characters that arrive significantly ahead of 
  the point of action are watched but not 
  accosted, so as not to draw attention to the 
  the characters are greeted with suspicion and 
  caution.  
   A character that calls out to the Take-and-
  Makers and succeeds a DC 12 Charisma 
  (Persuasion) check convinces one of the team 
  to guide the characters safely through the 
  Towers. This check is made with 
  disadvantage if the point of action is within 
  100 feet. The DC for this check increases by 5 
  if the characters arrive at the same time as 
  the thugs. 
   It takes 1 minute to safely descend and 1 
  minute to safely ascend. 
  Defenses 
  Caltrops are scattered all around the exterior 
  of the building, concentrated beneath 
  windows and around doors. These make it 
  difficult to approach or breach the Towers 
  without injury or without drawing attention. 
   The floor just behind the front door has 
  been smashed out, and a rug has been 
  stretched over the opening. A character that 
  succeeds a DC 14 Wisdom (Perception) check 
  while examining the rug will notice the trap. 
  A creature that steps on the rug must 
  succeed a DC 14 Dexterity saving throw or 
  fall 10 feet to the basement below. 
   The stairs of the first two floors have all 
  been smashed out, requiring a ladder or some 
  other means of ascent. In addition, the stairs 
  to the basement have also been smashed. 
  Warm Reception 
  Certain hallways have been trapped with 
  character that succeeds a DC 14 Wisdom 
  (Perception) check while inspecting a trapped 
  hallway finds a thin tripwire stretched across 
  the hallway. Any creature standing in a 
  trapped hallway or in a room along a trapped 
  hallway when the tripwire is broken must 
  succeed a DC 12 Constitution saving throw, 
  taking 33 (6d10) fire damage on a failed save, 
  or half as much damage on a successful one. 
  Creatures in the hallway itself or within 5 feet 
  of it have disadvantage on the saving throw. 
  Doors Knock You 
  Certain doors in the Tromrights Towers are 
  also trapped. A character that spends an 
  action to inspect a door and succeeds a DC 
  14 Wisdom (Perception) or Intelligence 
  (Investigation) check can identify a trapped 
  door. Any creature that attempts to move 
  past a trapped door must succeed a DC 12 
  Dexterity saving throw, taking 14 (4d6) 
  bludgeoning damage on a failed save, or half 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         Pet Detectives     
  32 
   
   
  as much damage on a successful one. The 
  area in front of the door becomes difficult 
  terrain. 
  Twists & Turns 
  The reason for the all the attention is the 
  unexplained mission of the Take-and-Makers: 
  they were to infiltrate the lair of the Xanathar 
  and find some leverage. The Take-and-Makers 
  found and stole Sylgar, the precious pet fish 
  of the beholder crime lord, and in so doing 
  have earned all of its fury and attention.  
   
  Towers in 4 minutes. For 2 minutes after 
  that, the forces that have been gathering with 
  the point of action assault the inn. After those 
  2 minutes, the Xanathar sends a beholder 
  under his command to retrieve Sylgar. 
   The glass sphere that holds Sylgar is 
  smooth and weighs 60 lbs.  
  Timing 
  The timing of this section is designed such that the 
  characters have very little time to spare when 
  extracting the Take-or-Make crew. You are 
  encouraged to adjust the timing of these events for 
  a more dramatic encounter, if you so desire. 
  State of the Crew 
  The Take-and-Makers have already weathered 
  a few bumps, bruises, and run-ins with the 
  Xanathar Guild. Their statistics (see 
  Appendix 1) are changed in the following 
  ways: 
  • Horgam Steelshadow has 35 hit points. 
  • Feleaviss has 20 hit points and has used 2 
  3rd-level spell slots, 1 2nd-level spell slot, and 
  2 1st-level spell slots. 
  • Rangarr Redmane has 30 hit points. 
  • Bruka the Bow has 30 hit points and has used 
  2 1st-level spell slots and 2 2nd-level spell 
  slots. 
  The Escape 
  If the characters can reach the Take-and-
  Makers in time, they can find or create an 
  escape route through the back entrances of 
  the Towers and slip through the alleyways to 
  safety. A character that succeeds a DC 14 
  Intelligence (Insight) check can find a suitable 
  escape route. 
   The Xanathar forces are only tasked with 
  retrieving Sylgar. They will retreat out of the 
  reach of the city guards if they are given the 
  fish. The Take-and-Makers are reluctant to 
  give up the fish, but will concede their failure 
  if two or more of them die. 
   The city guards immediately start flocking 
  to open conflict in the Castle Ward. A force of 
  thirty guards and five veterans arrive five 
  minutes after the point of action reaches the 
  inn, and arrest everyone in the building. 
  Getting Paid 
  Mr. Porter is more than happy to reimburse 
  the characters for exactly what was promised. 
  In addition, if the characters assisted in the 
  theft of Sylgar, Mr. Porter arranges for them 
  to receive two of the following magic items of 
  their choice: 
  • A portable hole 
  • A cloak of the bat 
  • A pair of boots of speed 
  • A belt of dwarvenkind 
  • A pair of gloves of thievery 
  •  
  •  
  •  
  •  
  •  
   
   
  
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  33 
   
   
  Appendinx 1: New Monsters
  Bruka the Bow 
  Medium humanoid (half-orc), neutral evil 
  Armor Class 16 (studded leather) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
   INT 
  WIS 
  CHA 
  11 (+0)    18 (+4)  16 (+3)   10 (+0)  13 (+1)    10 (+0) 
  Skills  Acrobatics +6, Perception +5  
  Senses passive Perception 15 
  Languages 
   
  Challenge 3 (700 XP) 
   
   As a bonus action, Bruka 
  the Bow can add 1d10 to her next attack or 
  damage roll with a longbow or shortbow. 
   
  Spellcasting. Bruka the Bow is a 8th-level 
  spellcaster. Her spellcasting ability is 
  Wisdom (Spell save DC 11, +3 to hit with spell 
  attacks). She has the following ranger spells 
  prepared: 
   
  1st level (4 slots): 
   
  2nd level (3 slots): locate object, pass without 
  trace 
   
  Actions 
  Multiattack. Bruka makes three ranged 
  attacks. 
   
  Shortsword. Melee weapon attack: +6 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) 
  slashing damage. 
   
  Double-Leaf Longbow. Ranged weapon attack: 
  +6 to hit, range 200/600 ft., one target. Hit: 
  11 (2d6 + 4) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
  Baby Hydra 
  Large  monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 76 (8d10 + 32) 
  Speed 30 ft., swim 30 ft. 
  STR 
  DEX 
  CON 
   INT 
  WIS 
  CHA 
  18 (+4)    12 (+1)   18 (+4)  2 (-4)   10 (+0)       7 (-2) 
  Skills  Perception +4 
  Senses Darkvision 60 ft., passive Perception 14 
  Languages - 
  Challenge 3 (700 XP) 
   
  Hold Breath. The baby hydra can hold its 
  breath for 30 minutes. 
   
  Multiple Heads. The baby hydra has three 
  heads. While it has more than one head, the 
  baby hydra has advantage on saving throws 
  against being blinded, charmed, deafened, 
  frightened, stunned, and knocked 
  unconscious. 
   Whenever the baby hydra takes 15 or more 
  damage in a single turn, one of its heads 
  dies. If all its heads die, the baby hydra dies. 
   At the end of its turn, it grows two heads 
  for each of its heads that died since its last 
  turn, unless it has taken fire damage since 
  its last turn. The baby hydra regains 5 hit 
  points for each head regrown in this way. 
   
  Reactive Heads. For each head the baby 
  hydra has beyond one, it gets an extra 
  reaction that can be used only for 
  opportunity attacks. 
   
  Wakeful. While the baby hydra sleeps, at 
  least one of its heads is awake. 
  Actions 
  Multiattack. The baby hydra makes as many 
  bite attacks as it has heads. 
   
  Bite. Melee weapon attack: +6 to hit, reach 10 
  ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage. 
   
   
   
   
  
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  34 
   
   
  Brawler 
  Medium humanoid, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS  
  CHA 
  16 (+3) 15 (+2) 17 (+3)   9 (-1)  11 (+0)      9 (-1) 
  Languages Common 
  Challenge 5 (1,800 XP) 
   
  Fighting Style. Each brawler fights with a 
  different style, which modifies their stats as 
  described below. A brawler can only choose 
  one fighting style. 
   
  Slugging. 
  do 10 (2d6 +3) bludgeoning damage. 
   
  Jabbing. A jabber may make two Strike attacks 
  when it takes the Attack action, but its strikes 
  only do 4 (1d2 + 3) bludgeoning damage 
   
  Grounding. Instead of dealing damage, a 
  grounder can grapple the target and make 
  them prone (escape DC 13). Against a prone 
  +3) bludgeoning damage. 
   
  Lucky. 
  above styles. In addition, when he rolls an 
  attack roll, ability check, or saving throw, he 
  can roll an additional d20 and choose which of 
  the d20s is used for the attack roll, ability 
  check, or saving throw. He can also roll a d20 
  when an attack roll or ability check is made 
  against him, and then choose whether the 
  or his.  
   Lucky can use this ability three times. He 
  regains all uses of this ability when he finishes 
  a long rest. 
   
  Actions 
  Strike.  Melee Weapon Attack: +5 to hit, reach 
  5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage. 
   
   
   
   
   
  Feleaviss 
  Medium humanoid (elf), neutral 
  Armor Class 13 (16 with mage armor) 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
   INT 
  WIS 
  CHA 
  8 (-1 )      16 (+3)    11 (+0)    17 (+3)   12 (+1)  10 (+0) 
  Saving Throws Int +5, Wis +3 
  Skills  Arcana +5, History +5 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Common, Elven, Draconic 
  Challenge 2 (450 XP) 
   
  Spellcasting. Feleaviss is a 6th-level 
  spellcaster. Their spellcasting ability is 
  Intelligence (Spell save DC 13, +5 to hit with 
  spell attacks). They have the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, 
  magic missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball 
   
  Actions 
  Dagger. Melee weapon attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage. 
   
  Heavy Crossbow. Ranged weapon attack: +5 
  to hit, range 100/400 ft., one target. Hit: 8 
  (1d10 + 3) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  35 
   
   
  Horgam Steelshadow 
  Medium humanoid (dwarf), neutral evil 
  Armor Class 15 (studded leather) 
  Hit Points 49 (9d8 + 9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
   INT 
  WIS 
  CHA 
  12 (+1)    16 (+3)   13 (+1)   1 2 (+1)   10 (+0)      8 (-1) 
  Saving Throws  Dex +5, Int +4 
  Skills  Acrobatics +5, Deception +2,  Perception 
  +4, Stealth +7 
  Senses Darkvision 60 ft., passive Perception 14 
  Languages 
   
  Challenge 2 (450 XP) 
   
  Cunning Action. On each of its turns, Horgam 
  can use a bonus action to take the Dash, 
  Disengage, or Hide action. 
   
  Evasion. If Horgam is subjected to an effect 
  that allows him to make a Dexterity saving 
  throw to take only half damage, he instead 
  takes no damage if he succeeds on the 
  saving throw, and only half damage if he 
  fails. 
   
  Sneak Attack (1/turn). Horgam deals an extra 
  14 (4d6) damage when he hits a target with a 
  weapon attack and has advantage on the 
  attack roll, or when the target is within 5 
  incapacitated 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. Horgam makes three melee or 
  two ranged attacks. 
   
  Handaxe. Melee weapon attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  slashing damage.  
   
  Double-Barreled Crossbow. Ranged weapon 
  attack: +5 to hit, range 60/180 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage. 
   
  Reactions 
  Uncanny Dodge. Horgam halves the damage 
  that it takes from an attack that hits him. 
  Horgam must be able to see the attacker. 
   
   
  Rangarr Redmane 
  Medium humanoid (human), neutral 
  Armor Class 18 (plate) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
   INT 
  WIS 
  CHA 
  16 (+3)    13 (+1)   16 (+3)   10 (+0)   10 (+0)      8 (-1) 
  Skills  Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages 
   
  Challenge 4 (1,100 XP) 
   
  Cunning Action. On each of her turns, 
  Rangarr can use a bonus action to take the 
  Dash, Disengage, or Hide action. 
   
  Sneak Attack (1/turn). Rangarr deals an extra 
  7 (2d6) damage when she hits a target with a 
  weapon attack and has advantage on the 
  attack roll, or when the target is within 5 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. Rangarr makes two longsword 
  attacks or one ranged attack. If she has a 
  shortsword drawn, she can also make a 
  shortsword attack. 
   
  Longsword. Melee weapon attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) 
  slashing damage, or 8 (1d10+3) slashing 
  damage if used with two hands. 
   
   Shortsword. Melee weapon attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) 
  slashing damage. 
   
  Heavy Crossbow. Ranged weapon attack: +5 
  to hit, range 100/400 ft., one target. Hit: 6 
  (1d10 + 1) piercing damage. 
   
   
   
   
   
   
   
   
   
  
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  36 
   
   
  Ravid 
  Medium celestial, neutral 
  Armor Class 23 (natural armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 20 ft., fly 60 ft. 
  STR 
  DEX 
  CON 
   INT 
  WIS 
  CHA 
  16 (+3)     11 (+1)  13 (+1)   7 (-2)    12 (+1)    14 (+2) 
  Damage Immunities fire 
  Skills Stealth +3, Perception +5, Survival +3 
  Senses Darkvision 60 ft., passive Perception 15 
  Languages 
  speak 
  Challenge 3 (700 XP) 
   
  Animating Aura. On initiative count 20, losing 
  ties, a random object within 20 feet of the 
  ravid animates as if under the effect of 
  animate object. The ravid cannot control the 
  objects it animates, but the animated objects 
  defend the ravid to the best of their ability. 
   
  Positive Energy Lash. 
  infuses the target with positive energy. The 
  energy produces an unpleasant tingle in 
  living creatures, and adds 11 (2d10) points of 
  radiant damage to attacks against undead 
  creatures. 
  Actions 
  Multiattack. The ravid makes one attack 
  with its claw and one attack with its tail. 
   
  Claw. Melee weapon attack: +5 to hit, reach 
  5 ft., one creature. Hit: 5 (1d4 + 3) slashing 
  damage. 
   
  Tail Slap. Melee weapon attack: +5 to hit, 
  reach 10 ft., one creature. Hit: 6 (1d6 + 3) 
  bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
  Shocker Lizard 
  Small monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 14 (3d6 + 4) 
  Speed 30 ft., swim 30 ft. 
  STR 
  DEX 
  CON 
   INT 
  WIS 
  CHA 
  10 (+0)    15 (+2)   13 (+1)  2 (-4)   12 (+1)       6 (-2) 
  Damage Immunities lightning 
  Skills  Athletics +6, Stealth +4 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages - 
  Challenge 2 (450 XP) 
   
  Agile Climbers. The shocker lizard adds its 
  Dexterity modifier instead of their Strength 
  modifier to Athletics checks. 
   
  Electricity Sense. The shocker lizard 
  automatically detects any electrical 
  discharge within 100 feet. 
   
  Lethal Shock. Whenever two or more shocker 
  lizards are within 20 feet of each other, one 
  of them gains the Lethal Shock action. 
   
  Actions 
  Multiattack. The shocker lizard makes one 
  Bite attack and one Stunning Shock attack. 
   
  Bite. Melee weapon attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d4) piercing damage. 
   
  Stunning Shock. The shocker lizard targets 
  one creature it can see within 5 feet of it. 
  The target must succeed on a DC 11 
  Dexterity saving throw or be stunned until 
  The target can repeat the saving throw at 
  the end of its turn to end the effect. 
   
  Lethal Shock. A shocker lizard can only use 
  this action if there is another shocker lizard 
  within 20 feet of it, and only one lizard can 
  use the action per round. Each creature 
  within 20 feet of the shocker lizard must 
  succeed on a DC 12 Dexterity saving throw or 
  take 18 (4d8) lightning damage. Each 
  additional shocker lizard within 20 feet of the 
  shocker lizard using this action increases the 
  DC of the saving throw by 1 and the lightning 
  damage by 9 (2d8). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         Pet Detectives     
  37 
   
   
  Credits 
  Author: Benjamin Reece 
   
  Cover Art: Lan-Anh Vo  
  https://www.deviantart.com/deviantkirigishi 
   
  Interior Art: Benjamin Reece 
  Design: Benjamin Reece 
  MicroDwarf Home Brew 
  To see more maps and adventures like this 
  one, visit microdwarfhb.com or support 
  MicroDwarf Home Brew on Patreon! Backers 
  get early access to a high-quality dungeon or 
  area map designed to easily fit into any 
  campaign. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Benjamin Reece - Mr Porter's Tome of Skullduggery Vol 2.pdf