TEXT: Waterdeep Faction Adventures:
  Dung Work
  �
  A tenday of adventure in Waterdeep’s Trades Ward
  Introducing a fresh cooperative board game way to play
  Expanding on the ﬁrst Lords’ Alliance faction mission 
  in chapter 2 of Waterdeep: Dragon Heist
  by PAUL METZGER
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
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  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 
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  ©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.
  First Edition. 2018-11-09 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   1
  
  Dung Work
  Adventure Background
  The Trades Ward crew of the Dungsweepers’ 
  Guild consists of eight hearty souls who toil dawn 
  till dusk sweeping dung, collecting refuse, and 
  emptying the chamber pots of those lacking direct 
  access to the sewers.
  The Brunos brothers make up four of the crew, 
  and are about to leave on holiday for a tenday to 
  attend their youngest sister’s wedding in 
  Baulder’s Gate. This puts the Guild in a bit of a 
  bind - there aren’t enough surplus personnel to ﬁll 
  that large of a vacancy for that long of a time, but 
  guild regulations make hiring temporary 
  replacements a nightmarish impossibility. 
  Fortunately, there are always loopholes to be 
  exploited. Due to their ever-presence in the 
  streets, nearly every organization in Waterdeep 
  owes the Dungsweepers’ Guild some sort of 
  favor. When called upon to help sort out the 
  Guild’s temporary labor problem, the Lords’ 
  Alliance (or another faction of your choosing) 
  arranges to engage adventurers to “protect the 
  crew from the ongoing Zhentarim / Xanathar’s 
  Guild gang war.”
  Although grueling work, cleaning the streets of 
  the Trades Ward doesn’t turn out to be as boring 
  as one might imagine. Not a day goes by without 
  something interesting going down the the bustling 
  streets near the City of the Dead. 
  Will the adventures rise to the challenges 
  occurring during their tenday laboring with the 
  underclass? If they do, the Guild may come to 
  view them as “good dung”, a status of 
  brotherhood. 
  The Dungsweepers’ Guild may be looked down 
  upon as ﬁlthy laborers, but they hold far more 
  power than most Waterdhavians would ever 
  expect. The Dungsweepers cover every street 
  and alley in the city every day and know all the 
  dung going down in the city, making them an 
  invaluable source of intelligence. 
  Waterdeep: Dragon Heist 
  This adventure is based on the ﬁrst Lords’ Alliance 
  mission (for 2nd level characters) on page 38 of the 
  hardcover campaign Waterdeep: Dragon Heist.  
  The Lords’ Alliance is most likely to issue this mission, 
  but any faction could owe the Dungsweepers’ Guild a 
  favor. Force Grey, the Harpers, and the Order of the 
  Gauntlet are particularly good ﬁts. 
  This adventure gives the characters a chance to 
  explore the Trades Ward of Waterdeep. The locations, 
  NPCs, and events in the adventure are largely drawn 
  from FR1 - Waterdeep and the North, City of 
  Splendors, and Volo’s Guide to Waterdeep. 
  Look for more expanded chapter 2 faction adventures 
  from Paul Metzger on dmsguild.com 
  Running the Game
  There are two ways to present the tenday of work 
  with the Dungsweepers’ Guild:
  Board Game. Give your players some spicy 
  meta fun by presenting the tenday of adventure 
  as a cooperative board game. Each day the 
  players roll dice to advance around a game 
  board, determining the locations encounters take 
  place. A scoring system of “good dung points” is 
  introduced, there is a mechanic for manipulating 
  the days’ events, and players are rewarded for an 
  additional layer of strategic thinking. At the end of 
  the adventure, the party might earn a valuable 
  reward from the Dungsweepers’ Guild in addition 
  to faction renown
  Traditional Play. The adventure provides short 
  encounters for each of eighteen unique locations 
  in Waterdeep’s Trades Ward. Pick those that are 
  interesting to you and ﬁt your campaign, or roll 
  behind the screen to choose. Suggested 
  encounters featuring D&D’s past are highlighted, 
  and random tables are provided for rolling one, 
  two, or three encounters per day.
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   2
  
  Adventure Introduction
  The adventurers are drinking with Volo at the 
  Yawning Portal when Jalester Silvermane (or a 
  representative of the faction of your choice) sits 
  down to join them.
   “Just the folks I’ve been looking for. I’ve got some 
  important work for you,” Jalester says with 
  feigned enthusiasm.
  He goes on to explain that because of the 
  ongoing Zhentarim / Xanathar’s Guild gang war, 
  the Lords’ Alliance has offered protection to the 
  Dungsweepers Guild. The party is to meet the 
  Trades Ward crew at Muleskull Tavern on Ship 
  Street in the Dock Ward at six bells every day for 
  the next tenday, starting tomorrow morning.
  Silvermane isn’t telling the whole story, which 
  the characters can ascertain with a successful DC 
  10 Wisdom (Insight) check. He won’t provide any 
  further information, however, insisting that the 
  Dungsweepers’ Guild will ﬁll in all the details.
  Volo seems amused, but he’s also optimistic 
  about the party’s prospects. After Silvermane 
  downs his ale and excuses himself to move on to 
  other business, Volo offers his advice.
  “Don’t look so glum, friends,” Volo begins. “I 
  doubt the work will be nearly half as boring as it 
  sounds. The Trades Ward is a bustling place full 
  of interesting comings and goings. It’ll do you all 
  good to get to know that part of our ﬁne city 
  better. If it gets dull, you can always make a game 
  of it.”
  “The Dungsweepers,” Volo continues, “may not 
  be the most intelligent, or cultured, or… pleasant 
  smelling. But they’re a good lot. They work hard 
  and play hard. You’ll enjoy their company.”
  “Plus the Guild holds a lot more power in the 
  city than you might imagine. They have men on 
  every street every day. You could say they’re all 
  up in everyone’s dung,” Volo concludes with a sly 
  wink.
  Muleskull Tavern
  When the characters arrive at six bells the next 
  morning, they are greeted by the guildmaster, 
  Zulgoss Helberad. 
  Helberad explains that in addition to 
  “protecting” his guild members, the party is more 
  so ﬁlling in for the four Brunos brothers on the 
  Trades Ward crew who are traveling to Baulder’s 
  Gate to attend a family wedding. He doesn’t want 
  to get into the politics of it, but explains that this 
  sort of arrangement is fairly common for ﬁlling 
  short term vacancies without running afoul of 
  Guild law and city regulations.
  Helberad goes on to introduce the party to the 
  Dungsweepers they will be working with for the 
  next tenday.
  Cole Ehksit, the foreman, is a cheerful dusty-
  blond human man in his late 30s. He promises to 
  go easy on characters (“for the ﬁrst couple days 
  at least”) and enthuses about how he’s looking 
  forward to drinking with them back here at “The 
  Mule” this evening.
  Jasper Streetclear is a young halﬂing with 
  bright eyes and a ﬁrm handshake. He proudly 
  announces that he is a ﬁfth-generation member of 
  the Dungsweepers’ Guild.
  The ﬁrst thing you notice about Faith, even 
  before her tieﬂing heritage, is the number of holy 
  symbols she is adorned with. From Chauntea to 
  Tyr, she seems to have all her bases covered. A 
  character proﬁcient in Religion will notice that all 
  of the holy symbols reﬂect good-aligned gods. 
  Kamlann is the oldest of the group, a human 
  man with greying hair who doesn’t say much. He 
  answers questions with a nod or a shake of the 
  head, and performs his duties diligently.
  They don’t share this information now, but he 
  rest of the crew noticed a change in Kamlann’s 
  personality a few months ago. He was never an 
  especially friendly guy, and it hasn’t impacted his 
  work, so nobody has made anything of it. 
  Unbeknownst to the Dungsweepers, Kamlann 
  was killed and replaced by the doppleganger 
  (MM 82) known as Ptola.
  The Trades Ward
  The Dungsweepers work their way from north to 
  south through the Trades Ward: the area to the 
  west of the City of the Dead in the morning, south 
  of the cemetery in the middle of the day, and 
  ﬁnishing the day with the areas south of the High 
  Road and River Street. 
  Each point of interest has a brief description 
  you should share with the party as they pass by it 
  on their ﬁrst day of work. 
  Drinking Time!
  After a hard days work, the party is invited 
  (expected) for drinks back at Muleskull tavern.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   3
  
  Dung Work Cooperative Board Game Rules 
  Object
  Collect good dung points as you work with the 
  Dungsweepers’ Guild in Waterdeep’s Trades 
  Ward. At the end of your tenday’s work, if you and 
  your companions have earned enough points, the 
  Dungsweepers’ Guild will deem you “Good 
  Dung!” and your party gains a special reward in 
  addition to faction renown.
  Gameplay
  Start the game by placing a token or miniature 
  representing your entire party on Trollskull 
  manor in the top roll of the game board and mark 
  that you are currently on day 1 of the tenday.
  The entire adventuring party takes turns as a 
  group. At the beginning of each turn, roll 3d6, and 
  then move that number of spaces as you traverse 
  the Trades Ward sweeping dung, collecting 
  refuse, and emptying chamber pots. 
  The space you land on represents something 
  interesting happening as you pass that location. A 
  short encounter occurs as you are accustomed to 
  in a normal D&D session. Depending on the 
  outcome of the encounter, individual characters 
  and/or the party as a whole may gain or lose good 
  dung points. 
  Continue taking turns until you have worked the 
  streets of the Trades Ward for 10 days.
  Special Spaces
  After a dice roll, you may pass certain special 
  locations on the game board. Your token still 
  lands on the space indicated by the dice, but you 
  must ﬁrst resolve the special space.
  Lunch Break. Lunch break, between Unicorn’s 
  Horn and Felzoun’s Folly isn’t actually a space, so 
  don’t count it in your dice roll. Every day at around 
  highsun, the Dungsweepers like to stop at 
  Felzoun’s Folly for lunch (an encounter only 
  happens if you land on that space). Food and ale 
  total 1 sp per person (the four Dungsweepers plus 
  the adventurers), and the Dungsweepers expect 
  their “protectors” to pick up the tab. If nobody 
  pays, each character loses 1 point. Otherwise, the 
  character who buys lunch earns 1 point. 
  Muleskull Tavern (night). The Dungsweepers 
  work hard and drink even harder. At the end of the 
  workday the characters are expected to join the 
  Dungsweepers at Muleskull Tavern in the Dock 
  Ward and consume far too much alcohol.
  Any character who joins in the festivities earns 
  1 point, but must succeed on a DC 14 
  Constitution saving throw or suffer one level of 
  exhaustion. 
  Drinking until the wee hours of the morning 
  doesn’t allow for a good night’s sleep, so any 
  character who does so may only beneﬁt from a 
  short, not long, rest as they pass Trollskull Manor.
  Unless the party landed on this space, any 
  character may decline the invitation. They don’t 
  earn a point but may beneﬁt from a long rest 
  when passing Trollskull Manor.
  If the party landed on this space, they got 
  caught up in a big Dungsweeper shindig that was 
  impossible to resist. Each character must 
  succeed on the saving throw or suffer exhaustion. 
  Move the party’s token directly to Muleskull 
  Tavern (morning). The characters do not visit 
  Trollskull Manor and cannot beneﬁt from a rest.
  Trollskull Manor. Passing through Trollskull 
  manor allows the characters to beneﬁt from a 
  short or long rest, depending if they drank at 
  Muleskull Tavern. An individual character may 
  choose to say at Trollskull Manor instead of 
  progressing with the rest of the party (see Missing 
  Work).
  Landing on this space means the festivites 
  ended up back at your place. The merrymaking 
  did 5 gp of damage (in supplies consumed as well 
  as literally), but the Dungsweepers had a great 
  time! Each character receives 1 point and 
  everyone beneﬁts from a long rest.
  Muleskull Tavern (morning). Passing the 
  tavern in the morning collects everyone for the 
  day’s work ahead. Advance the day counter by 
  one.
  Landing directly on this space means you 
  showed up early and excited to get to work! Each 
  character earns 1 point. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   4
  
  Lollygagging
  Once per day the party can choose to stop on a 
  space they pass over instead of the one 
  indicated by the dice. During the course of the 
  game you might learn that something in particular 
  will happen at a certain location on a certain day. 
  Lollygag to make sure you land on the spot you 
  desire, but remember that you can only do it one 
  time each day.
  Missing Work
  An individual player might miss all or part of a day 
  of work, either due to injury or simply not showing 
  up that day. Either way, they beneﬁt from an 
  additional long rest. They may not rejoin the rest 
  of the party until the following morning. 
  The Dungsweepers require a minimum of two 
  characters to assist in the day’s work. If at any 
  point there are not at least two characters 
  sweeping dung, the game is over and no faction 
  renown is earned.
  Injury. If at any point during the day a character 
  is reduced to 0 hp, death saving throws are not 
  necessary as the Dungsweepers are capable in 
  ﬁrst aid and will stabilize any character who falls 
  unconscious. However, Guild regulations require 
  that any character injured in such a way must 
  spend the remainder of the work day resting at 
  home.
  Not Showing Up For Work. Any character 
  who passes by Trollskull Manor may elect to stay 
  there instead of going to work the next day. Doing 
  so allows them to beneﬁt from a (possibly second) 
  long rest, but they also lose 1 point. 
  A character may not skip work two days in a 
  row. Well, they can… but if the do the game is 
  over and no faction renown is awarded.
  Death. In the highly unlikely event that a 
  character dies the game immediately ends. The 
  Guild isn’t accepting any liability - that’s the 
  faction’s problem. 
  Ending the Game
  The game is over at the end of the tenth day. On 
  this night only, the adventurers may invite the 
  Dungsweepers to a celebration at Trollskull Manor  
  at a cost of 20 gp. If they do, each character 
  earns 1 point towards the ﬁnal tally.
  Winning the Game. The party is deemed 
  Good Dung if they have have accumulated:
  • At least 8 points per character, and
  • A total of at least 10 points x the number of 
  characters (e.g., 50 points required for a party of 
  5 characters)
  Reward. If the adventurers turn out to be Good 
  Dung, the Dungsweeper’s Guild will use its 
  surprising power to help the party (See Special 
  Favors, DMG 229). Any any point in the next year, 
  the party may go to Muleskull Tavern and ask the 
  Dungsweepers’ Guild for information on a speciﬁc 
  person, place, or rumor in Waterdeep. After 1d10 
  days, a Dungsweeper contacts the party with 
  accurate information.
  “Losing” the Game. Characters who made it 
  through ten days of dung sweeping earn 1 
  renown with the faction who ordered the mission. 
  Anyone who spent at least a couple nights 
  drinking at Muleskull Tavern is a friendly 
  acquaintance of members of the Dungsweeper’s 
  Guild.
  Tips
  • Watch out for exhaustion. Drinking at 
  Muleskull tavern is an easy (and probably 
  necessary) way to earn points, but suffering 
  levels of exhaustion will inhibit your ability to 
  deal with the days’ encounters.
  • Many encounters are for a single character to 
  resolve. Pay attention to who is best suited and 
  who needs points.
  Exhaustion 
  The effects of levels of exhaustion are cumulative. A 
  long rest reduces your level of exhaustion by 1. If a 
  character reaches level 5 they must recuperate at 
  Trollskull Manor. 
  1 
  Disadvantage on ability checks 
  2 
  Speed Halved (no impact outside combat) 
  3 
  Disadvantage on attack rolls and saving throws 
  4 
  Hit point maximum halved 
  5  
  Speed reduced to 0 
  See the sidebar on PHB 291 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   5
  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   6
  Lunch Break
  Morning - West of the City of the Dead
  W1 
  Monastery 
  of the Sun
  W2 
  Theln 
  Lane
  W3 
  Dripping 
  Dagger
  W4 
  Mhair’s 
  Tower
  W5 
  Rejviik’s 
  Mortuary
  W6 
  Gonadlim’s
  Midday - South of the City of the Dead
  S1 
  Spendthrift 
  Alley
  S2 
  House of 
  Cleanliness
  S3 
  Unicorn’s 
  Horn
  S4 
  Felzoun’s 
  Folly
  S5 
  Court of 
  the White 
  Bull
  S6 
  Brindul 
  Alley
  Evening - Under the High Road
  U1 
  Golden 
  Horn
  U2 
  Virgin’s 
  Square
  U3 
  The 
  Bowels of 
  the Earth
  U4 
  The 
  Plinth
  U5 
  The Grey 
  Serpent
  U6 
  Caravan 
  Court
  Drink! 
  Muleskull Tavern 
  (night)
  Sleep? 
  Trollskull Manor
  New Day 
  Muleskull Tavern 
  (morning)
  Day:  ①  ②  ③  ④  ⑤  ⑥  ⑦  ⑧  ⑨  ⑩
  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   7
  Morning - West of the City 
  W1 	
  Monastery of the Sun
  W2 
  Theln Lane
  W3
  Dripping Dagger 
  W4
  Mhair’s Tower 
  W5 
  Rejviik’s Mortuary 
  W6
  Gondalim’s
  Midday - South of the City 
  S1
  Spendthrift Alley 
  S2
  House of Cleanliness 
  S3
  Unicorn’s Horn
  Lunch Break 
  S4
  Felzoun’s Folly 
  S5
  Court of the White Bull 
  S6
  Brindul Alley 
  Evening - Under the High Road 
  U1
  Golden Horn 
  U2
  Virgin’s Square 
  U3
  The Bowels of the Earth 
  U4
  The Plinth 
  U5
  The Grey Serpent 
  U6
  Caravan Court
  W1
  W4
  W2
  The Cofﬁnmarch
  Lamp Street
  Andamaar’s Street
  City 
  of the 
  Dead
  The High Road
  The High Road
  River Street
  Waterdeep
  Way
  Irimar’s Walk
  Selduth Street
  W3
  U6
  W5
  S1
  Ironpost Street
  S2
  S3
  S5
  S4
  S6
  U5
  U4
  U3
  U2
  U1
  Winter Path
  Burnt Wagon Way
  Street of the  Tusks
  The Wide Way
  Nethpranter’s Street
  Salabar
  Street
  Sahtyra’s Ln
  Buckle Street
  Wagonrace
  The Way of the Dragon
  Snail  Street
  Soothsayer’s Way
  Simple’s St
  Scroll St
  Telshambra’s St
  W6
  Dungsweepers of the 
  Trades Ward
  
  Trade’s Ward Random Daily Encounters 
  Single Encounter Per Day (d20) 
  1
  W1 - Monastery of the Sun
  2
  W2 - Theln Lane
  3
  W3 - Dripping Dagger
  4
  W4 - Mhair’s Tower
  5
  W5 - Rejviik’s Mortuary
  6
  W6 - Gondalims*
  7
  S1 - Spendthrift Alley*
  8
  S2 - House of Cleanliness
  9
  S3 - Unicorn’s Horn
  10
  S4 - Felzoun’s Folly
  11
  S5 - Court of the White Bull
  12
  S6 - Brindul Alley*
  13
  U1 - Golden Horn*
  14
  U2 - Virgin’s Square
  15
  U3 - The Bowels of the Earth
  16
  U4 - The Plinth
  17
  U5 - The Grey Serpent*
  18
  U6 - Caravan Court
  19-20
  No encounter or Roll twice, ignoring this result
  Morning and Evening Encounters (d10) 
  Morning 
  1
  W1 - Monastery of the Sun
  2
  W2 - Theln Lane
  3
  W3 - Dripping Dagger
  4
  W4 - Mhair’s Tower
  5
  W5 - Rejviik’s Mortuary
  6
  W6 - Gondalims*
  7
  S1 - Spendthrift Alley*
  8
  S2 - House of Cleanliness
  9
  S3 - Unicorn’s Horn
  10 
  No encounter or Roll twice, ignoring this result
  Evening
  1
  S4 - Felzoun’s Folly
  2
  S5 - Court of the White Bull
  3
  S6 - Brindul Alley*
  4
  U1 - Golden Horn*
  5
  U2 - Virgin’s Square
  6
  U3 - The Bowels of the Earth
  7
  U4 - The Plinth
  8
  U5 - The Grey Serpent*
  9
  U6 - Caravan Court
  10
  No encounter or Roll twice, ignoring this result
  Additional Random Encounters 
  If the characters have already completed the 
  applicable encounters for a location, you can choose 
  to have none or roll on this table: 
  d8 
  1 
   Drunk man taking a dung in the street 
  2  
  Pack of 1d4+2 mastiffs (MM 332) 
  3  
  Child caught kicking over chamber pots 
  4  
  1d4 swarms of rats (MM 339) 
  5  
  A trash barrel on ﬁre 
  6  
  2d4 stirges (MM 284) 
  7  
  A mocking noble 
  8  
  1 crocodile crawled up from the sewers 
  Morning, Midday, and Evening Encounters (d6) 
  Morning 
  1
  W1 - Monastery of the Sun
  2
  W2 - Theln Lane
  3
  W3 - Dripping Dagger
  4
  W4 - Mhair’s Tower
  5
  W5 - Rejviik’s Mortuary
  6
  W6 - Gondalims*
  Midday
  1
  S1 - Spendthrift Alley*
  2
  S2 - House of Cleanliness
  3
  S3 - Unicorn’s Horn
  4
  S4 - Felzoun’s Folly
  5
  S5 - Court of the White Bull
  6
  S6 - Brindul Alley*
  Evening
  1
  U1 - Golden Horn*
  2
  U2 - Virgin’s Square
  3
  U3 - The Bowels of the Earth
  4
  U4 - The Plinth
  5
  U5 - The Grey Serpent*
  6
  U6 - Caravan Court
  * Featured encounter at this location
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   8
  
  W1 Monastery 
  of the Sun
  A four story temple adorned with a huge mural of 
  a golden sun, the Monastery of the Sun is home 
  to the Order of the Sun Soul. The mural also 
  features a road traveling into the sun, a pair of 
  eyes surrounded seven stars, and the face a 
  beautiful red haired woman. Proﬁciency in 
  Religion or a successful DC 12 Intelligence 
  (Religion) check identify those as the symbols of  
  Lathander, Selûne, and Sune, respectively.
  Man Knows His Dung 
  Abbot Hanor notices that among Faith’s many 
  holy symbols are Lathandar and Sune. The abbot 
  begins proselytizing to her on Amauntator being 
  the one true god of Light comprising all three of 
  Lathander, Selûne, and Sune. Faith looks 
  confused.
  A single character who engages Abbot Hanor 
  can earn 1 point on a successful DC 14 
  Intelligence (Religion) check (a cleric or paladin 
  who worships one of those gods automatically 
  succeeds) or DC 16 Intelligence (History) check. 
  You Guys Sound like Dung
  Abbot Hanor has decided to spread the word of 
  Light through music. He has assembled a group 
  of singers and musicians who are outside the 
  monastery performing an ode to Amauntator. 
  They aren’t very good, and judging by the looks 
  from passers-by they’re doing more harm to their 
  cause than good.
  A musically minded character can pull dung 
  together and earn 1 point with a successful DC 12 
  Charisma (Performance) check.
  W2  Theln Lane
  This out of the way alley connecting Andamaar’s 
  Steet and Irimar’s walk is where the 
  Dungsweepers take the ﬁrst of many short breaks 
  throughout the day. Jasper ﬁlls the large bowl of 
  long pipe with halﬂing leaf and passes it around. It 
  makes the dull work a lot more tolerable. 
  Cheating Piece of Dung
  Cole spots the current boyfriend of a former lover 
  pulling the rope ladder up to the window of one of 
  Theln Lane’s “hard currency girls” behind himself. 
  Cole asks someone to climb up there and teach 
  that dungbird a lesson.
  Unless the character has a climb speed, 
  scaling the brick building requires a successful 
  DC 12 Dexterity (Acrobatics) check. Upon 
  reaching the window the character spies the man 
  engaged in something beyond PG-13. The man’s 
  trousers are within reach of the window, and a 
  parchment detailing the beyond PG-13 services 
  available sits atop a stool nearby. 
  Simply stealing the man’s pants earns the 
  character 1 point. If the character slips the piece 
  of incriminating evidence into a pocket with a 
  successful DC 14 Dexterity (Stealth) check, they 
  earn 2 points instead. If caught, the woman 
  shrieks and the man curses, but it’s not to late to 
  grab the trousers and run!
  Catch That Little Dung!
  A human boy (commoner MM 345) of perhaps 11 
  years old interrupts the Dungsweepers’ respite 
  yelling out “Hey! Stinky men!” and throwing a few 
  rocks, one of which grazes Kamlann’s arm, before 
  running away. 
  Kamlann roars, “Catch that little dung!” Use the 
  rules for Chases on page 252 of the Dungeon 
  Master’s Guide. The player who catches the little 
  punk earns 1 point and the satisfaction of doing 
  the job they were supposedly hired to do.
  The boy claims that he was paid by the 
  Xanathar’s Guild to attack the Dungsweepers. An 
  interrogation including a successful DC 8 
  Charisma (Intimidation) check reveals that the 
  man who paid the boy had the ﬂying snake of the 
  Zhentarim tattooed on his wrist.
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   9
  
  W3 - Dripping Dagger
  Even in the middle of the morning, laughter rings 
  out from the taproom of this old 4 story inn. The 
  signboard is scarred with weapon marks. Jasper 
  explains, “it used to be full up with daggers folks 
  would throw into it. Then some no-good grabbed 
  one to stab a lady, and the City Watch made poor 
  Filiare take ‘em all down.”
  Gold Talks, Dung Walks. 
  The proprietor of the Inn of the Dripping Dagger, 
  Filiare, notices the adventurers and offers them 
  mercenary work at the very generous price of 5 
  gp per day. When the party declines, he offers 
  them a 1 gp bounty per ﬁghter they can send his 
  way within the next 3 days.
  If by day __ (today +3) any mercenaries were 
  referred to Filiare, the characters can later return 
  to claim their reward. The Dungsweepers expect 
  half, but each character earns 1 point
  In Deep Dung
  A muscled human man with a hawklike face 
  nervously approaches the Dungsweepers in the 
  street. “You guys know things, right? Do you know 
  anyone with the Harpers you could introduce me 
  to? Discreetly?”
  “Get lost, dung for brains,” Cole scolds, and the 
  man turns dejectedly to return to the inn.
  If a character engages him, Aluar Zendos 
  explains that he fears that he just stepped in 
  dung, ﬁguratively. A few days ago Aluar bought a 
  magic sword from a seedy looking character in 
  Spendthrift Alley. When he got back to his room to 
  examine it, the sword started singing! Aluar has 
  heard that a singing sword is made only for a 
  Harper and worries about the kind of trouble he’s 
  going to be in when the Harpers ﬁnd out he 
  acquired one. 
  A character who knows Mirt could miss work for 
  a day trying to track him down. They’ll ﬁnd he’s 
  hanging out at the Bowels of the Earth this 
  tenday.
  If a character returns to Aluar, who rents a room  
  at the Dripping Dagger, with an invitation to visit 
  Mirt, Aluar rewards them with 20 gp. Splitting it 
  with the Dungsweepers earns the character 1 
  point.
  W4 - Mhair’s Tower
  The only mage’s tower in the Trades Ward is just 
  to the west of the city of the dead. It has oval 
  shaped front door is crafted from mithril and 
  copper. Cole says he’s heard rumors that it is 
  connected magically to Blackstaff Tower. He’s 
  also heard rumors that the tower is just a decoy 
  for thieves and doesn’t actually exist.
  Wow, She’s Old as Dung
  Time sensitive - before 8th-day. An old crone is 
  wandering aimlessly in the area around the 
  wizard tower, begging passersby to help ﬁnd her 
  cat.
  If the party agrees to help, they are able to 
  locate the cat with a successful DC 10 
  Intelligence (Investigation) check. Finding the cat 
  is a good dead that goes unrewarded.
  However, any character proﬁcient in Arcana 
  gets the feeling that there’s more than meets the 
  eye to this cat. A successful DC 12 Intelligence 
  (Arcana) check reveals that the cat is a wizard’s 
  familiar. Upon learning of this conjecture, the 
  crone winks and encourages the party to return 
  on 8th-day. Then she and the cat suddenly 
  vanish.
  What a Dung Show
  Time sensitive, 8th-day only. Dozens of amateur 
  (as judged by the quality of cantrips half-
  successfully going off all around) magicians are 
  gathered at the foot of the tower. 
  A petite woman with long, glossy black hair and 
  piercing blue eyes materializes before the tower. 
  Mhair Szeltune announces that the 7th Annual 
  Amateur Wizarding contest begins!
  Any character not already registered with the 
  Watchful Order of Magists and Protectors can 
  participate. A character who found the crone’s cat 
  (Old as Dung, above) sees Mhair brieﬂy turn into 
  the crone and wink at them as before, inviting 
  them to show these kids a thing or two. Otherwise 
  a character who is a known wizard can pass 
  themself off a lowly dungsweeper with a 
  successful DC 12 Charisma (Deception) check.
  Casting a quality, non-destructive cantrip is 
  enough to win the contest and the prize - a ring 
  that allows the wearer to cast Unseen Servant 
  (PHB 284) once per day. If the character gives the 
  ring to the dungsweepers, they earn 3 points. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   10
  
  W5 - Rejviik’s Mortuary
  The Dungsweepers’ Guild holds the traditional 
  right to “glean the sweepings”, and Rejviik’s 
  Mortuary is the Trades Ward Crew’s bread and 
  butter. It’s amazing what a corpse comes in with 
  that doesn’t make it into the casket (and that’s 
  after the morticians take their pick!)
  That’s Some Scary Dung! 
  The party is collecting bins of trash in an alley 
  when the back door of the mortuary is ﬂung open 
  and a halﬂing runs out chased by a mummy (MM 
  228).
  If the party defeats the mummy, each character 
  earns 1 point. If the party retreats, the mummy 
  chases the halﬂing back into the mortuary. The 
  characters hear agonizing screams and then 
  nothing more.
  The halﬂing, Nora Sunmeadow, is Rejviik’s 
  apprentice. She was preparing the body of the old 
  Mulhorand man per the exact instructions dictated 
  by his will. 
  Turning Dung into Gold
  Most days the trash outside the Mortuary doesn’t 
  yield anything worth turning over to Zulgoss 
  Helberad, but occasionally the Dungsweepers 
  strike pay dirt. Today’s load of refuse is much 
  larger than usual and looks promising.
  Have each character make a Wisdom 
  (Perception) check as they paw through the 
  refuse. On a 16 or higher they ﬁnd something 
  valuable and earn 1 point. On a 19 or higher they 
  ﬁnd something really good and earn 2 points 
  instead. 
  W6 - Gondalims
  This inn is a favorite of the Trades Ward crew. Not 
  because any of them could ever afford to stay 
  there, Jasper explains, but because the 
  proprietress, Shulmeria Gonadlim, has revived 
  her grandfather’s tradition of saving the leftovers 
  of the leftovers (after the servants have eaten) for 
  the Dungsweepers as they pass by midmorning.
  Dung Just Keeps Coming Back!
  Featured Encounter 
  A perfectly good wooden door, spare a huge 
  blood stain, stands in the alley beside the inn next 
  to barrels of trash. “Oh, not this dung again,” 
  mutters Jasper. He turns to the party “Uh… one of 
  you carry that door to the wagon”
  When a character approaches the door, the 
  blood stain transforms into the poltergeist 
  (Specter Variant MM 279) of Princess 
  Shaerglynda of Tethyr, who was murdered in the 
  inn generations ago. 
  Pinned to the kitchen door door by the sword 
  that did her in, the princess’s blood drained out, 
  leaving behind a crimson stain. 
  The door has been replaced dozens of times 
  over the years, but each time the princess’s spirt 
  ﬁnds it way back to the place of its death and the 
  blood stain begins spreading again. 
  The Gondalim family learned the hard way to 
  replace the door before the stain grows too large. 
  After a certain point, the stain is able to manifest 
  itself on the material plane and wreck havoc.
   The characters each earn 1 point when the 
  poltergeist is defeated, but the spirt will no doubt 
  ﬁnd its way back to the inn and begin a fresh stain 
  on the new kitchen door. 
  Dung Happens
  The characters overhear a conversation from the 
  balcony of a second story room above. “…it 
  started singing Cherlrigo’s Darkness and 
  suddenly I couldn’t move. It ﬂoated over and 
  snatched away the magic key I had just 
  purchased at Spendthrift.”
  “Oh you poor dear,” another voice replies. “We 
  shall steer far clear of Brindul Alley for the 
  remainder of our visit!”
  If the characters defeat the Hand That Sings in 
  Brindul alley, they also recover a Mystery Key 
  (XGE 138).  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   11
  
  S1 Spendthrift Alley
  Street vendors in stalls and carts sell a wide array 
  of merchandise here, the variety of which can’t be 
  found in any store.
  Dung Just Got Uncomfortable
  Featured Encounter
  Included in the bustling market is a barrel-topped 
  wagon from which ﬂamboyantly dressed humans 
  with exotic facial features are hawking shawls and 
  coats crafted from pure white wolf pelts.
  A old woman sits on a stool near a crate 
  shufﬂing a worn deck of cards. She spots the 
  Dungsweepers and calls out to them. “You who 
  keep the city free of stench and disease. The 
  cards ask that I bring you to them so they may 
  reveal secrets!”
  “I think she’s Vistani!” Faith gushes. “Their gods 
  grant them powerful divination magic. C’mon 
  guys, we have to ﬁnd out what they know!”
  Zarya Dimitrova asks a steep price for the 
  telling, one whole gold dragon. Cole is outraged, 
  but Faith is adamant. The Dungsweepers can’t 
  afford this extravagance, but it one of the 
  characters volunteers to pay they earn 1 point.
  The old woman begins the reading, ﬂipping 
  over ﬁve cards from her tarokka deck in 
  succession: 
  “The ﬁrst card tells of your bond,” she says, 
  revealing the ﬁve of coins, Guild Member. Zarya 
  chuckles. “No surprises so far, I imagine”
  “This card tells of your role,” she nods to Cole 
  and reveals the one of stars, Transmuter. “You are 
  blind to chaos to come.” Cole grunts, clearly 
  unimpressed.
  She reveals the two of glyphs, the Missionary 
  as she gestures towards Faith. “You are favored 
  by goodness to share its message with others.” 
  Faith is beaming. 
  “I sense that your presence reﬂects more than 
  just yourself. Your family perhaps?” She points to 
  Jasper before turning over the two of swords, the 
  Paladin. “Your diligence in your work spans 
  generations, does it not?” Jasper nods, mouth 
  agape.
  “And you.” Nodding to Kamlann she turns over 
  the seven of stars, the illusionist. “Ah, you are not 
  what you appear to be,” she concludes with a 
  furrowed brow. 
  The back of the next card on her deck is much 
  more elaborate than the others. “How ominous. 
  The High Deck wishes to make an appearance. It 
  presents a warning of great importance.” Zarya 
  turns it face up revealing the Marionette, and her 
  eyes grow wide. She turns towards Kamlann 
  while making a gesture as though creating a ward 
  of some kind. “A being of great power, a spy is 
  among you. Beware the seven of stars! Begone 
  with you. Away from my vardo, away from my 
  family!”
  The Dungsweepers’ reaction depend on what 
  has transpired in the game so far.
  No Evidence for That Crazy Dung. Unless 
  there has been some other evidence that 
  Kamlann is not who he claims (like being caught 
  red handed at the Unicorn Horn), the 
  Dungsweepers don’t put much stock in the 
  fortune telling. 
  “Well that was a waste of time and gold. Bat 
  dung crazy old woman,” Cole concludes. 
  Kamlann laughs the whole thing off. Jasper was 
  amazed that the fortune teller knew of his family, 
  but shrugs it off as he comes around in defense of 
  his friend. Faith, on the other hand, is suspicious 
  and keeps Kamlan at arm’s length from here on.
  Dung! The Jig is Up! If the doppelganger 
  (MM 82) Ptola fears that he’s been found out (e.g. 
  he has previously been spotted in another form), 
  Kamlann shouts in a voice clearly not his, “Curse 
  you old woman! When your time comes may the 
  Raven lose its course!”. He transforms into an 
  aarakocra (MM 12) and takes to the sky.
  If the characters attack, Ptola engages in 
  combat only if they manage to force him down to 
  the ground. If they do so, he ﬁghts to the death 
  and reveals no secrets. If Ptola is defeated, each 
  character earns 2 points. 
  Dung Ain’t Worth It
  Jasper does a double take walking past a stand 
  selling silk scares. One is an exact match of his 
  wife’s favorite that Jasper’s dog ripped to shreds 
  last spring. Unfortunately, Jasper was the one 
  who ended up in the doghouse. 
  Jasper attempts to purchase the scarf, but the 
  merchant is asking a ridiculous price. A character 
  can negotiate something more reasonable, 
  earning them 1 point, with a successful DC 12 
  Charisma (Persuasion) check. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   12
  
  S2 House of Cleanliness
  The Launderers’ Guild is the arch-rival of 
  Dungsweepers’ Guild. Not professionally, of 
  course, but in the area of darts leagues and trivia 
  nights. The two factions also have a long standing 
  history of juvenile practical jokes.
  Hehe, Check this Dung Out
  Cole has the perfect prank to get those stupid 
  Launderers. He’s been eating beets and boiling 
  down and saving the bright red juice. He asks for 
  a volunteer the Launderers won’t recognize to go 
  inside and dump the jar of beet juice into the 
  guild’s soap barrel. 
  A character can easily gain entry to the House 
  of Cleanliness provided the player gives some 
  sort of plausible reason to the guild member who 
  opens the door. Sneaking the beet juice into the 
  soap barrel undetected requires a successful DC 
  11 Dexterity (Sleight of Hand) check. If the 
  character can get out of the guildhall without the 
  Dungsweepers getting caught, they receive 1 
  point.
  Gonna Beat the Dung Outta You
  A small human wearing an impeccably clean and 
  starched pink jumpsuit enters the street to 
  confront the Dungsweepers.
  “We know you did this! Which of you is going to 
  settle things the old fashioned way?” 
  After a character volunteers, the man yells, 
  “Heros! Get out here!” A brute standing nearly 7 
  feet tall with arms the size of tree trunks emerges. 
  He looks plenty menacing in his pink jumpsuit.
  The ﬁstﬁght (unarmored and unarmed) goes 
  until a ﬁghter falls unconscious. The character 
  gets 1 point if defeated, 3 if they pull off a victory.
  Heros
  Medium humanoid (human), neutral good 
  Armor Class 12 
  Hit Points 16 (2d10+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON  INT 
  WIS 
  CHA 
  18 (+4) 15 (+2) 16 (+3)  8 (-1) 
  10 (0) 
  8 (-1) 
  Skills Athletics +6 
  Actions 
  Punch. Melee Weapon Attack: +6 to hit, reach 5 
  ft. Hit: 6 (1d4+4) bludgeoning damage. 
  S3 Unicorn’s Horn
  At a prime location, the corner where the High 
  Road turns North instead of continuing into 
  Waterdeep Way, sits the most disgustingly 
  opulent inn in the city. Disgusting in terms of the 
  taste of the decor, that is. 
  Looking Into Some Dung. 
  The Dungsweeper’s Guild was asked to keep 
  tabs on a weathy gnome merchant named Unvera 
  Oomtrowl visiting from Neverwinter.
  The Dungsweepers enlist the characters help in 
  digging through the trash bins for clues. The 
  character with the highest result on their Widsom 
  (Perception) check (provided it is higher than 12) 
  earns 1 point by ﬁnding evidence that Oomtrowel 
  is dissatisﬁed with the accommodations at the 
  Unicorn’s Horn and plans to / has moved 
  (depending on the day this is discovered) to the 
  Grey Serpent for the later half of her stay, starting 
  on 6th-day.
  Some High Quality Dung. 
  Dependent on being issued the goods-fencing 
  missing by Haerlit Thomm at Felzoun’s Folly. 
  “Arrogant Dunghead wouldn’t even talk to me,” 
  Cole fumes after being turned away by 
  Quendever Ilistrym, the Inn’s proprietor. He looks 
  down at his dung smeared coveralls and smirks. 
  “Maybe it’s to do with how I’m dressed?”
  A character who can get cleaned up and look 
  sufﬁciently aristocratic can gain an audience with 
  Ilistrym to move the hideous piece of heirloom 
  furniture, earning 1 point. If they are able to 
  negotiate a better price with a successful DC 14 
  Charisma (Persuasion) check, the Dungsweepers 
  pocket the extra proﬁt and the charter earns an 
  additional point.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   13
  
  S4 - Felzoun’s Folly
  Sweeping dung all morning works up an appetite! 
  The food and ale at Felzoun’s Folly come cheap 
  and in large portions, making it the daily lunch 
  spot of the Dungsweepers. Over the years they 
  have cultivated a good relationship with the 
  owner, Felzoun Thar, a bristle-beared dwarf who 
  arranges mutually beneﬁcial side work.
  Need You to Move Some Dung
  Felzoun Thar and Haerlit Thomm use the bustling 
  tavern as a front for fencing stolen merchandise, 
  and the Dungsweepers often serve as a go-
  between for the illicit transactions. Thomm’s 
  speciality is ﬁne furnishings, and he’s found a 
  piece that would be perfect for questionable taste 
  of Quendever Ilistrym, proprietor of the Unicorn’s 
  Horn Inn.
  Stole Some Stolen Dung
  “Jasper!” Felzoun Thar shouts to the 
  Dungsweepers working in the street. “I need yer 
  help with something. Bring your cart round back 
  of the bar.”
   When the characters arrive in the back alley, 
  they see a terriﬁed looking halﬂing tied to a chair 
  in a small shed adjacent to the tavern’s rear 
  entrance. 
  “This little piece of dung,” the dwarf roars, “had 
  a simple delivery to make, but instead he decided 
  to steal from me. Now I got a magic sword gone 
  missing and if a certain somebodies ﬁnd out 
  about it I’m up dung creek without a paddle. 
  Fastfoot here ain’t talking, but maybe a little bath 
  will change his mind. Roll that camber pot barrel 
  over here!”
  Thar instructs two of the larger characters to 
  grab the halﬂing by the feet and dunk him 
  headﬁrst into the barrel of excrement waiting to be 
  be dumped down the next available sewer grate. 
  If the characters comply, they each earn 1 point. 
  If no one is willing to assist in the disgusting 
  interrogation technique the each character loses 1 
  point as Cole and Kamlann take on the chore. 
  Either way, the Harol Fastfoot relents before 
  hitting the sewage. “Alright, I confess,” the halﬂing 
  cries. “I unloaded it in Spendthift Alley to some 
  human. Said he had to go back to his room at the 
  Dripping Dagger to get the gold.”
  S5 Court of the 
  White Bull
  Named for the tavern destroyed in a mage battle, 
  which in turn was named for an albino bull born 
  on the same spot, the Court of the White Bull is 
  now primarily an open air livestock market - so 
  there’s plenty of dung to sweep. Signs reading 
  “Warning: Magic Prohibited” are posted near the 
  entrances to the area. 
  Don’t explicitly disclose this to the players (if they 
  ask, their character is aware on a successful DC 
  14 Intelligence (History) check), but magic used in 
  the Court of the White Bull generally has the 
  opposite effect intended. Additionally, roll once on 
  the Wild Magic Surge table (PHB 104). 
  Dung’s Gotten Out of Hand! 
  A wild horse for sale apparently wasn’t as broken 
  in as the rancher had claimed, as is evidenced by 
  it charging around the square, wrecking havok. 
  A character can get the horse back under 
  control and earn 1 point with a successful DC 16 
  Wisdom (Animal Handling) check. If they fail, let 
  the others have a shot at it. If nobody manages to 
  calm the horse down, it knocks over the refuse 
  cart, costing each character who failed 1 point. 
  Dung Just Got Stuck Up There
  A trio of gnome cowboys are tugging at a rope 
  that seems to have gotten tangled in the branches 
  of the only tree in sight. 
  Boddynock Pilwicken explains that he was just 
  about to lasso a runaway calf when his horse got 
  spooked. He was thrown off balance and lassoed 
  a tree branch instead. Luckily his brothers Zook 
  and Pallabar were able to chase the calf down on 
  foot and wrestle it into submission, but now they 
  can’t get the lasso down.
  The tree has been completely stripped of low 
  hanging branches and its bark, so climbing it 
  requires a successful DC 14 Dexterity 
  (Acrobatics) check. 
  The character rescuing the lasso earns 1 point 
  as the gnomes invite the entire crew to polish off a 
  bottle of gnomish throatburn with them. The 
  whisky lives up to its name. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   14
  
  S6 Brindul Alley
  The crescent shape of this alley allows one to be 
  out view from Sorn Street and River Street, 
  making it a discrete spot for a mid-afternoon 
  smoke break.
  Are You Seeing This Dung!?  
  Featured Encounter
  While the party is busy emptying trash bins in 
  Brindul Alley, a spectral, animated, severed 
  human hand with a mouth in its palm appears 
  from behind a crate about 50 feet down the alley 
  and begins singing over and over a little ditty 
  beloved by schoolchildren believing themselves 
  clever, but absolutely despised by the 
  Dungsweeper’s Guild:
  “Stinky men, have no class
  Clean what comes from a donkey’s butt
  Stinky men, down on their luck
  Drink ‘till they don’t give a care
  Stinky men, wish they could quit
  ‘Cos they walk around covered in dung!”
  The Hand That Sings attempts to steal the 
  valuables of anyone charmed by its song and 
  focuses its bite attack on whoever who tries to 
  stop it. If the party defeats the hand, each 
  character receives 1 point. 
  Everyone Can Smell That Dung
  A halﬂing with long greasy hair appears around 
  the corner, exaggeratedly snifﬁng at the air. He 
  pulls out a pipe of his own and ﬁlls it with leaf, and 
  extends it by way of inviting himself to join. 
  Callus Copperkettle is a pretty mellow guy, and 
  the dungsweepers enjoy chatting with him. As the 
  break is ﬁnishing up, Callus asks “Has Zulgoss 
  heard anything concrete from Starsong about 
  hiring?”
  Have each character make a Wisdom (Insight) 
  check. If they have dealt with the Zhentarim the 
  name Starsong sounds familiar and they make 
  the check at advantage.
  On a 15 or higher, the character realizes that 
  Copperkettle is trying to pry information he maybe 
  shouldn’t have. Warning the dungsweepers earns 
  1 point.
  Otherwise, they assume Callus is asking about 
  getting a job. Cole discloses that Starsong wants 
  3 men before the end of the tenday. 
  The Hand That Sings
  Small ooze (living spell), chaotic neutral 
  Armor Class 13 
  Hit Points 25 (5d10) 
  Speed 0 ft., ﬂy 40 ft. (hover) 
  STR 
  DEX 
  CON  INT 
  WIS 
  CHA 
  10 (0) 
  10 (0) 
  10 (0)  10 (0) 
  10 (0) 
  16 (+2) 
  Skills Performance +5 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Condition Immunities blinded, charmed, 
  deafened, exhaustion, frightened, prone 
  Senses blindsight 100 ft (blind beyond this 
  radius), passive Perception 10 
  Languages only performs songs. Can perform 
  songs in any language it can hear, but doesn’t 
  understand any spoken language. 
  Challenge 2 (450 XP) 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) piercing damage plus 
  2 (1d4) poison damage 
  Haunting Song. As a bonus action on its turn, 
  the hand sings a song in the language it most 
  recently heard spoken. Every creature within 100 
  feet of the hand who can understand that 
  language must succeed on a DC 14 Wisdom 
  saving throw or be charmed until the song ends. 
  The hand must take a bonus action on 
  subsequent turns to continue singing. It can stop 
  singing at any time. The song ends if the hand is 
  incapacitated.  
  While charmed by the hand, a target is 
  paralyzed. Whenever the target takes damage 
  from a source other than the hand it can repeat 
  the saving throw. A creature can also repeat the 
  saving throw at the end of each of its turns. If a 
  creature’s saving throw is successful, the effect 
  ends on it. 
  A target that successfully saves is immune to 
  the hand’s song for the next 24 hours. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   15
  
  U1 Golden Horn
  The Golden Horn Gambling Hall is known for its 
  dim lighting, plush red decor, titillating 
  entertainment, and high house edge.
  Dung Just Got Weird
  Featured Encounter
  The party is cleaning outside the Golden Horn 
  Gambling House when the usually demure 
  Kamlann anounces that he’s going around to the 
  back entrance to “take care of some personal 
  business”. The Dungsweepers understand that 
  Kamlann is friends with the doorman on this shift, 
  and often takes advantage of the opportunity go 
  drop a dung in luxury. 
  Kamlann is actually the doppleganger Ptola, 
  one of whom’s identities is Senya, a glamorous 
  human female courtesan who works some nights 
  at the Golden Horn. 
  The character with the highest passive 
  Perception notices Senya leave the rear entrance 
  a few minutes later and transform into Kamlann. 
  If confronted, Kamlann begs the character not 
  to betray his secret. If the character agrees, they 
  earn 1 point.
  If the character tattles, Kamlann protests: “Well, 
  that’s the stupid dung I’ve ever heard!”. The 
  Dungsweepers rise to his defense, and the 
  character loses 1 point.
  If at any point during the rest of the adventure 
  the character can prove that Kamlann is a 
  doppleganger (e.g. the fortune telling in 
  Spendthrift Alley), that character earns 3 points.
  Dung Luck
  A drunken and dejected looking human is sitting 
  on the ground in the alley, rolling a six sided die 
  over and over, cursing after each roll.
  Stowe Kastik sees the crew and holds up the 
  die. “Magic cheater die. 5 shards and it’s yours. I 
  can’t ﬁgure out how they made it work, but they 
  ﬂeeced me good with it. At least I managed to 
  snag it on my way out. C’mon. I’m ﬂat broke and 
  need to eat tonight.”
  Casting detect magic reveals the die is indeed 
  magical. Identify reveals the gesture needed to 
  control the number this charlatan’s die (XGE 136) 
  rolls.  
  U2 Virgin’s Square
  So named for lore that virgin men and women 
  were sacriﬁced to dragons on the site, Virgin’s 
  Square is now known as a place where 
  mercenaries advertise their services.
  Dung Ain’t What it Seems
  The plaque beneath a statue of stocky man with 
  with a scarred face and eyepatch reads “Blazidon 
  One-Eye, Beloved Patron of Virgin’s Square 
  Mercenaries”. He probably looked a lot better 
  before the pigeons got to him. “What a disgrace,” 
  says Cole. Man deserves better than to be 
  memorialized in bird dug.” He hands the nearest 
  character a mop from the cart.
  The statue has been replaced by a mimic 
  (MM220). The party is surprised when the mop 
  sticks to the statue, and a giant mouth appears 
  the near the statue’s waist and attempts to bite 
  the character. If the party defeats the mimic, each 
  character earns 1 point.
  Oh Dung That’s a Dragon! 
  Three men wearing black ropes occupy the center 
  of the square and are being given a wide berth - 
  because they have a black dragon wyrmling (MM 
  88) on a chain leash! Suddenly the wyrmling 
  spins around, spitting some sort of ﬂuid from its 
  mouth. It splashes each of dragon cultists, and 
  their bodies melt into piles of goo. 
  The wyrmling starts running wild around the 
  square as even tough looking mercenaries run 
  screaming. If the party can defeat the wyrmling, 
  each character earns 1 point. 
  Taking Care of Some Dung
  Dependent on W3 - Dripping Dagger, “Gold Talks, 
  Dung Walks”. 
  If the characters visit Virgin’s Square after being 
  asked by Filiare to recruit soldiers for hire, they 
  are easily able to ﬁnd 1d8+1 mercenaries up for 
  the job.
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   16
  
  U3 Bowels of the Earth
  This old stone tavern is a favorite haunt of 
  adventurers of all stripes, and is even rumored to 
  be a hangout of the resurgent Shadow Thieves. 
  Already Dungfaced
  A portly, well dressed man with an impressive 
  mustache comes staggering out of the tavern and 
  learns on a character to steady himself.
  If a character knows Mirt (W:DH 210), he’s 
  even friendlier than usual. If asked to meet with 
  Aluar Zendos from the Dripping Dagger, Mirt 
  happily agrees.
  Mirt asks the characters, somewhat 
  embarrassed, “I seem to ﬁnd myself in no 
  condition to get home under my own power. 
  Could I trouble you to ﬂag down a hire-coach and 
  lend me the fare? I seem to have drank or 
  gambled away all the coin on my person. I will be 
  conducting business here all tenday, and when 
  you return I shall repay you double. Plus it never 
  hurts to have a [hic] Masked Lord of Waterdeep in 
  your debt!”
  A character can easily ﬂag down a hire-coach 
  on Snail Street. The trip to Mirt’s home in the Sea 
  Ward costs 4 sp.
  If the characters return to the Bowels of the 
  Earth, Mirt repays 8 sp as promised, and also 
  buys the entire crew a round of drinks, which 
  earns the indebted character 1 point.
  Dung Eating Grin
  The signboard hanging over the inn features an 
  elaborately painted pile of manure skewered by a 
  spade. As you approach, four schoolchildren are 
  lobbing handfuls of dung at it, most sailing far 
  astray of the target.
  “Lemme show you how it’s done,” Cole says 
  with a laugh. He grabs a spade and uses it to ﬂing 
  a pile of dung towards the sign, which sticks just 
  below the word “Earth”. He hands the nearest 
  character the shovel. “No reason we can’t have a 
  little fun on the job. Give it a go.”
  The object of this game, nearly as old as the 
  signboard itself, is to stick dung to where the pile 
  of manure is painted. Allow each character one 
  shot, making a ranged attack with the spade as 
  an improvised weapon. The player with the 
  highest attack roll, so long as it is 16 or higher, 
  made the best shot and earns 1 point.
  U4 The Plinth
  The needle-like tower rising six stories into the 
  sky is a place for all to worship any gods they 
  please. Faith practically grew up here, sheltering 
  out the long cold Waterdeep winters in its warmth.
  The Dung Some Folks Will Try 
  “Heads up! Another sacriﬁce incoming!” shouts 
  Jasper. Sure enough, the characters look up to 
  see a dark haired woman ﬂing herself from the 
  top of the tower six stories above.The characters 
  need to think fast before the woman becomes 
  work for them to clean up. 
  Using magic such as feather fall or levitate is 
  the safest approach. By the time the woman hits 
  the ground she’s going to do 6d10 bludgeoning 
  damage. A character attempting to catch her 
  succeeds on a DC 18 Strength (Athletics) check 
  and only takes half that damage. What ever 
  action the characters take, remember they have 
  less than two seconds to execute it so set the DC 
  accordingly.
  If the woman is saved, she tells the party her 
  story. Taweret is the youngest daughter of spice 
  traders from Mulhorand who commanded she 
  sacriﬁce herself to Nephthys in hopes of a safe 
  journey home. She takes her survival as a 
  blessing from her god, and vows to stay in 
  Waterdeep spreading her tale of miracle. The 
  character who saved Taweret gains 1 point.
  Talking Dung
  A middle aged human stands outside the Plinth, 
  hurling insults at every god he can remember to 
  name. Everyone hears him yelling his grievances: 
  a tornado spawned of out summer storms, 
  destroying his home and farm and killing his 
  entire family. Faith is horriﬁed by the scene.
  The City Watch will show up to arrest the 
  blasphemer soon (see The Code Legal, W:DH 
  222) which will only make his wretched life worse. 
  A character can successfully intervene and earn 1 
  point with a DC 16 Wisdom (Religion) or DC 12 
  Charisma (Intimidation) check. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   17
  
  U5 The Grey Serpent
  Newly constructed in the years since the second 
  Sundering, the Grey Serpent perhaps the most 
  luxurious and comfortable inn in all the 
  Tradesward - with prices to match! It is rumored to 
  be named for its late founder’s ability to polymorth 
  at will into a giant snake. Apprentices of the 
  Launderers’ Guild clean clothes for the wealthy 
  clientele on site. 
  We Ain’t Telling You Dung
  6th-day or later only.
  Dependent on learning the gnome Unvera 
  Oomtrowl’s plans in at S3 Unicorn’s Horn 
  “Looking Into Some Dung”.
  The party arrives as three Launderer’s Guild 
  apprentices (commoners MM 345) are out back 
  taking a break to smoke some halﬂing leaf. As the 
  characters approach they overhear: 
  “That gnome up in the penthouse suite has to 
  be the most generous tipper ever. It was only two 
  shirts, but the coin she gave me was bigger than 
  two months wages!”
  “No surprise she can afford it,” another 
  apprentice remarks, “I heard she was in town 
  setting up a deal to… Oh, I thought I smelled 
  something coming.”
  The Launderers aren’t friendly with the 
  Dungsweepers, and if the characters have 
  successfully pulled off a prank at the House of 
  Cleanliness they make ability checks to interact 
  with the Launderers during this encounter at 
  disadvantage. A successful DC 22 Charisma 
  (Persuasion) or DC 18 Charisma (Intimidation) 
  check is required to talk the information out of the 
  apprentices. A bribe of at least 3 gp would do the 
  trick, as does non-lethal violence.  
  Dung Sure Has Changed
  Featured Encounter
  The former proprietor of the The Grey Serpent, 
  Orlpiir Hammerstar, is alive but not well. He 
  managed the curse of lycanthropy (see MM 207) 
  for decades before ﬁnally being driven mad about 
  2 years ago. Since then he has remained 
  exclusively in serpent from, only emerging from 
  the cellar of the inn to hunt once every 20-30 
  days.
  The wereserpent lurks near the refuse barrels 
  waiting for a humanoid sized meal. Make a 
  Dexterity (Stealth) check for the wereserpent. Any 
  character with a lower passive Perception score is 
  surprised during the ﬁrst round of combat. If 
  unnoticed, the wereserpent will wait until a 
  character is within 15 feet before attacking. 
  If the wereserpent is defeated, it transforms into 
  a tall and lithe human man with a prominent beak 
  nose. The characters each earn 1 point, and the 
  Dungsweepers help dispose of the corpse.
  Wereserpent Orlpirr Hammerstar
  Medium humanoid (human, shapechanger), 
  chaotic evil 
  Armor Class 14 
  Hit Points 33 (6d8 +6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON  INT 
  WIS 
  CHA 
  10 (0) 
  15 (+2) 12 (+1)  11 (0) 
  10 (0) 
  8 (-1) 
  Skills Perception +2, Stealth +4 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered 
  Senses darkvision 60 ft., passive Perception 12 
  Languages — 
  Challenge 2 (450 XP) 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) piercing damage plus 
  2 (1d4) poison damage. If the target is a 
  humanoid, it must succeed on a DC 11 
  Constitution saving throw or be cursed with 
  wereserpent lycanthropy. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   18
  
  U6 Caravan Court
  The day’s work for the Trades Ward 
  Dungsweepers ends where the Southern Ward 
  Crew began. Despite the twice daily attention the 
  square is always covered in dung from the 
  nonstop around the clock comings and goings of 
  caravans.
  We Earned Ourselves this Dung
  Yet another caravan pulls into the courtyard and 
  stops near where crew is currently sweeping 
  dung. Two dragonborn - caravan guards judging 
  by how heavily armed and armored - waste no 
  time. One has already pulled down a couple of 
  packs and broken into a bottle of whisky by the 
  time the other one cornered the caravan leader, 
  who is presently counting out their pay.
  “That was one hells of a slog,” says the green 
  scaled guard. “But worth it. Let's go get us 
  something pretty”. 
  “Dung yeah,” replies his blue scaled friend. “Not 
  the sleazy cash up front girls in Theln lane neither.    
  Some classy ones at the Golden Horn.” They 
  exchange what would best be described as a high 
  ﬁve and then saunter west onto Sahtyra’s Lane 
  while passing back and forth the quickly draining 
  bottle of liquor.
  Have the characters make a Wisdom 
  (Perception) check. They have all learned where 
  to ﬁnd some beyond PG-13 commerce in the 
  Trades Ward. On a 16 or higher they noticed that 
  Kamlann looked uncomfortable for a moment 
  when the Golden Horn was mentioned. 
  If a character confronts Kamlann about it, he 
  admits that he has friends at the Golden Horn and 
  doesn’t like hearing the place spoken about the 
  way the dragonborn did. A successful DC 18 
  Wisdom (Insight) check gives the character the 
  impression that there’s more to it, but the typically 
  tight lipped Kamlann won’t say anything more on 
  the subject.
  Going Ape Dung!
  A cart of forge-bars from Citadel Adbar being 
  unloaded by a pair of stout dwarves has brought a 
  pair of stowaways to the city. Two imps (MM 76) 
  who had taken the form of rats scurry out and 
  polymorph into their true form, generating a scene 
  of chaos.
  Defeating the imps earns each character 1 
  point.
  Author’s Note
  “It’s boring work” (Waterdeep: Dragon Heist page 
  38). I call dung! I hope you enjoyed the tenday 
  with the Dungsweepers as much as I enjoyed 
  researching and writing the encounters.
  Free Adventure Giveaway! I’d love to hear 
  what you thought of the adventure, but feedback 
  online is harder to come by than a Vorpal sword. 
  If you would be kind enough to get in touch and 
  share your thoughts, I’d be happy to send you a 
  complimentary copy of one of my other 
  adventures.
  You can reach me on twitter or via gmail, both 
  of which are metzpaul, just with the @ on 
  different sides. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  DUNG WORK
   19
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Waterdeep/Dung Work - Waterdeep Faction Adventure/1244993-Dung_Work_2019-11-09.pdf