TEXT: Side Trek
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Safehouse
  1
  Safehouse
  The characters are hired to retrieve relics of the ancient Ebondeath Sect from a safehouse maintained by the 
  Cult of the Dragon.  After the events of the Rise of Tiamat, the characters’ employers expect that opposition 
  at the safehouse is limited.  However, he would like the characters to act quickly in case the cult comes 
  looking for the relics.  
  Safehouse is side trek for a party of four characters of levels 4-5. The module is based in Waterdeep, but 
  can easily be changed to any large town or city.  The module also includes a subtle (and optional) 
  connection to the White Plume Mountain adventure in the Tales from the Yawning Portal publication.  
  by EBrun 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 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
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  2
  Safehouse 
  “She lifted her veil slowly. What a sight 
  presented itself to my startled eyes! I 
  beheld before me an animated corpse” 
  - 
  The Monk by Matthew Lewis (1796) 
   
  Introduction
  2
  Casing the Joint
  3
  Break In
  4
  Aftermath
  6
  Important NPCs
  7
  Safehouse Map
  10
  Introduction 
  Five hundred years ago Strongor Bonebag, a
  Priest of Myrkul, became fascinated with the
  burgeoning Cult of the Dragon. He merged the
  teachings of Myrkul and Sammaster and formed
  a cult cell at the Uthtower in the Mere of Dead
  Men. The charismatic priest convinced the
  ancient black dragon, Ebondeath, that the
  dragon was chosen by Myrkul to become part of
  a pantheon of ascended dracoliches. Although
  Strongor died a few years later, his cult – the
  Ebondeath Sect – continued serving Ebondeath.
  As Myrkul’s powers waned, so did those of the
  cult. Ebondeath’s body disintegrated into a pile
  of dust and bones, but his spirit remains
  tethered to his skull.
  When Myrkul died, the cult collapsed and the
  Uthtower sunk into the mere. A hundred years
  ago, a band of adventurers found the tower and
  retrieved Strongor Bonebag’s Dark Sermons and
  the skull of Ebondeath (see Dungeon Magazine
  #73). Over the years, these relics changed hands
  multiple times before making their way to an
  agent of the Cult of the Dragon based in
  Waterdeep.
  Through his previous associations with the Cult
  of the Dragon, Thayzar Ontak – a Red Wizard
  rebel [ knows that the Ebondeath Sect’s Dark
  Sermons are held by the Cult of the Dragon at a
  safehouse in Droxnir’s apothecary. Ontak hires
  the characters to retrieve the sermons.
  In Casing the Joint, the characters can uncover
  rumors about the Dark Sermons of the
  Ebondeath Sect and the safehouse. Break In
  describes the safehouse and opposition. The
  Aftermath provides a wrap[up and describes any
  unique treasures.
  Thayzar Ontak is the quiet, male, human
  Thayan proprietor of the musty Ontak’s
  Antiquities in the Castle Ward. Ontak is friendly
  and often lets his customers in on conspiracies [
  especially those involving the Red Wizards. It
  doesn’t take long for a customer to realize that
  Ontak harbors a burning hatred of Szass Tam.
  The smell of cloves is thick and the shelves of his
  shop are crammed with oddities, antiques, and
  religious artifacts from many denominations
  (good, evil and in[between). The shelf above his
  desk holds a silver skull and a lacquered skeletal
  arm fitted with thin wires that allow the hand to
  be manipulated (a religious icon of Myrkul). On
  occasion, a lucky shopper can find a low[value
  magic item in his shop. Ontak is assisted by
  Grebak (use the berserker entry), a silent and
  dim[witted half[orc. This description of Thayzar
  is from Faction Folio: Waterdeep DM’s City Guide
  found on www.DMsGuild.com. Additional notes
  on Ontak are found at the end of this module.
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  3
  Casing the Joint 
  The characters receive a note at their normal
  hangout with a request for them to meet at
  Ontak’s Antiquities later that afternoon. Ideally,
  Thayzar Ontak is a contact of one of the
  characters. If not, a different contact can vouch
  for Thayzar and has set up the job opportunity.
  When the characters enter the small shop,
  Thayzar invites them to a back room, barely
  large enough to hold Thayzar’s desk and a few
  chairs for the characters. He states[
  Welcome, thank you for coming. I need your
  help. As you know, the Cult of the Dragon is
  reeling from their mishaps over the past months.
  I don’t know what happened, but every villain is
  now trying to pick over the ruins of the cult. I
  need you to retrieve one of their relics, hidden at
  a safehouse here in Waterdeep. I know the Red
  Wizards are looking for it, and I can’t let it fall
  into the hands of Szass Tam. Will you do it? I
  can pay 100gp to each of you.
  A persuasion check (DC 15) will allow the
  characters to negotiate for an additional 50gp
  each. If the characters agree, read the following.
  Oh, thank you…thank you! I need you to retrieve
  a book of sermons from the ancient Ebondeath
  Sect. It is bound in dark leather and has a silver
  dragon skull embossed on the cover. It is being
  held in a safehouse in Droxnir’s Apothecary in
  the Trade Ward. I don’t know what safeguards
  they have, but I don’t think you should have
  much trouble. The Cult of the Dragon has
  collapsed, so they have almost completely
  abandoned Waterdeep.
  Observations
  The characters can learn information about the
  safehouse through observation. Droxnir’s
  Apothecary is adjacent to the Crooked Tooth
  Tavern in a four[story building (see the map on
  page 10). The building is located on a fairly busy
  side road in the Trade Ward. The shop is open
  from late morning until late evening. The second
  floor consists of a common sleeping room
  managed by the tavern and an apartment
  (Droxnir’s). The third and fourth floors are
  comprised of apartments.
  If the characters attempt to observe in a stealthy
  manner roll an appropriate skill check (e.g.
  stealth for hiding or disguise if posing as street
  beggars) with a DC 10. If the characters fail the
  check, Droxnir is alerted that someone is casing
  her place. She will not confront the characters,
  but will be prepared when the characters
  infiltrate the safehouse.
  Droxnir, a middle[aged human woman, tends to
  the store while it is open (Her statistics are
  included in the Important NPCs section Page 7).
  Business is slow. If the characters observe for a
  full day, they only see 1d4 shoppers enter the
  store. None stays for more than 10 minutes and
  usually (75%) of the time leave empty handed or
  with a small parcel (25%). If characters enter
  the store, Droxnir is polite and helpful. She has a
  variety of (non[magic) concoctions and
  remedies. Characters can also purchase up to 4
  healing kits from her.
  If the characters observe the shop at night, they
  observe Droxnir retire to her 2nd floor
  apartment. The rooms are brightened by candle
  light for about an hour before she heads to bed.
  Each night, there is a 33% chance Droxnir will
  sneak out of her apartment (in disguise) through
  the tavern’s side door. She will sneak out at least
  once every three nights. If the characters
  observe her leave (Perception check, DC 15),
  they notice a slim figure carrying a greatsword. If
  the characters do not follow, she will return in
  20[40 minutes. Note: If the characters break in
  while she is gone, she will return at an
  inconvenient time (see Break In).
  Characters can choose to follow Droxnir. She
  winds through alleys, attempting to lose any
  possible tails (Perception or Survival skill
  check DC 15 to keep tracking her). Pursuing
  characters can attempt to use stealth (DC 10) to
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  4
  remain hidden. If they are spotted, Droxnir will
  confront them after 10 minutes of being
  followed. She will attempt to convince them to
  leave her alone. If she can’t, she will attack. If
  the characters are not spotted, she will continue
  to walk through alleys until she finds a lone
  drunk to attack and kill with her black[bladed
  greatsword.
  Rumors
  The characters can also learn the following
  information by asking appropriate contacts (for
  information about the Cult of the Dragon
  Ebondeath sect) or customers at the Crooked
  Tooth Tavern (for information about the
  apothecary).
  Cult of the Dragon & Ebondeath Sect:
  - 
  The Cult of the Dragon was almost wiped out
  a while ago. Apparently, they were trying to
  raise some dragon goddess.
  - 
  The Cult? They believe that undead dragons
  were the rightful rulers of Faerun. Pretty
  crazy!
  - 
  I did some library research on that
  Ebondeath Sect you mentioned. Apparently,
  the cult worshipped the undead dragon,
  Ebondeath, a few hundred years ago. They
  were based in the Mere of Dead Men and led
  by a priest named Strongor Bonebag. He
  preached some sort of a prophecy based on
  an amalgamation of the beliefs of the Church
  of Myrkul and Sammaster’s Cult of the
  Dragon.
  Droxnir’s Apothecary
  - 
  Droxnir is nice enough, but kind of creepy.
  - 
  Her stuff is pretty good. Some of her
  concoctions work really well with the
  ladies…if you know what I mean!
  - 
  I’m pretty sure that she has an apartment on
  the second floor.
  - 
  Come to think of it, I have never seen her
  leave her shop or apartment.
  - 
  Business has been really slow for her. I’m
  not sure how she stays open. It used to be
  busier, but that stopped a few months ago.
  No idea why.
  Break In 
  See the map on page 10.
  Before starting this encounter, have each
  character roll three perception checks. Record
  their results for use during their explorations.
  Droxnir’s Activities depend on when the
  characters break in. During the day, Droxnir will
  be in her shop, without her greatsword. At night.
  she will be in her apartment and have access to
  her greatsword.
  If Droxnir observed the characters casing her
  shop, she prepares by retreating to Room 5 at
  night.
  If Droxnir was not aware of danger from the
  previous section, she will be resting in Room 2.
  Droxnir becomes alerted if the characters fail a
  total of two or more individual stealth checks
  (DC 10). She is immediately alerted if the
  characters do not attempt to be stealthy
  (including breaking down doors). Depending on
  the location of the characters, she will:
  - 
  Hide in Room 2 and prepare to ambush the
  players. In this case, any character with less
  than 15 on their perception roll are
  surprised and can not act during the first
  round of combat.
  - 
  Or – if she has time – she will retreat to
  Room 5.
  The Safehouse
  Droxnir’s shop and apartment has a few access
  points. The front door of her shop is barred
  from the inside. It can be quietly shimmied open
  with a Thieves’ Tools check (DC 12) or broken
  open with a Strength check (DC 15). Her
  apartment door is locked Thieves’ Tools or
  Strength check (DC 10). The outside of the
  building can be easily climbed (Athletics, DC 10)
  and the windows opened (Thieves’ Tools, DC
  12) or broken.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  5
  Room 1: The Apothecary shop is lined with
  shelving containing all kinds of herbs, kits, and
  concoctions. If the characters decide to loot,
  they find 185 gp worth of stuff. If the characters
  search under the sales counter, they find a
  locked box (DC 15) The box is trapped (DC 15)
  with a poison needle causing 1d10 points of
  damage, Constitution save (DC 10) or become
  incapacitated for 2d10 minutes. The box
  contains the following potions:
  2 potions of extra healing
  1 potion of fire breath
  1 potion of hill giant strength
  1 dose of dust of disappearance.
  A rickety stairwell (disadvantage on stealth
  checks) leads to the second floor.
  Room 2: Droxir’s sleeping room contains a chair
  with side table, a bed, and bookshelves. The
  books are useful to any apothecary and can be
  sold for 50 gp. The trapdoor can be found on an
  investigation check (DC 10). If Droxnir is
  unprepared, she may be laying on the bed or
  sitting in her chair reading. If she is alerted and
  still in the room, she will be hiding in the corner
  adjacent to the stairwell wall.
  Room 3: Droxnir’s sitting room is furnished with
  five wood chairs and a small table. The furniture
  is covered with dust and does not appear to have
  been used in a long time.
  Room 4: A ladder from the trap door in the
  second floor descends to this bare stone room.
  The room is dimly a greenish color from the
  glowing eyes of three skulls hung from the walls.
  The skulls are dragon shaped, but human sized.
  Shatterskull Trap: All three skulls will explode
  when triggered by anyone crossing the line of
  sight (e.g. walking to the door) of the skull
  mounted to the east wall. The explosion causes
  3d8 thunder damage to anyone in the room. A
  constitution save (DC 12) results in half damage.
  The visible door in this room is fake – leading to
  a brick wall. The Secret Door can be found with
  an Investigation roll (DC 10).
  Room 5: Characters listening at the secret door
  in Room 4 hear a soft rustling noise that sounds
  like shifting wood or bone. The room is lined
  with heavy red velvet curtains and the floor is
  tiled a dark grey. Four half[dragon skulls with
  glowing eyes (not trapped) are mounted to the
  walls and provide dim light. Ornate wooden
  double doors, carved in the likeness of a black
  dragon lead out to the south.
  The room is occupied by a skeletal guard drake.
  The skeleton attacks anyone not accompanied by
  Droxnir. Droxnir herself may also be in this
  room.
  Skeletal Guard Drake I Medium Dragon
  AC 14, Hit Points 52 (7d8+21), Speed 30 ft
  STR 16(+3) DEX 11(+0) CON 16(+3)
  INT 4([3) WIS 10(+0) CHA 7([2)
  Skills: Perception +2
  Damage Vulnerability: bludgeoning weapons
  Damage Resistance: Lightning
  Immunities: exhaustion, poison
  Senses: dark vision 60ft passive perception 10,
  Languages: Understands Draconic, but can’t speak
  Challenge 2 (450 xp)
  Attacks.
  Multiattack: The drake attacks twice, once with its bite
  and once with its tail.
  Bite. Melee attack: +5 to hit, reach 5 ft. one target. Hit:
  7 (1d8+3) piercing damage.
  Tail. Melee attack: +5 to hit, reach 5 ft. one target.
  Hit: 6(1d6+3) bludgeoning damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  6
  Room 6: The walls of the Temple to Ebondeath
  are composed of stone, painted bone white. The
  grey tiled floor is embossed with a giant symbol
  of the Cult of the Dragon. The west wall is
  painted with a mural of a black dragon
  overlooking a broken tower in a swamp. A large
  black stone altar dominates the south end of the
  temple. A large black dragon skull rests on top
  of a horde of coins piled on top of the altar. Two
  half[dragon skulls (not trapped) mounted on the
  north wall provide light for the room.
  If the characters approach the altar, they hear a
  faint murmuring in a harsh language (draconic)
  before the dragon skull, now blurred and
  glowing a dark purple, rises into the air,
  growling, “I am Ebondeath, who disturbs me?”
  Use flameskull statistics for Ebondeath. Before
  rising, he has cast blur on himself (attackers
  have disadvantage for one minute). He will cast
  fireball (describe as an exploding ball of acid,
  causing acid damage instead of fire) during the
  first round. He will then use his Ray of Fire
  attacks (describe as jets of acid instead of fire)
  during the rest of combat.
  Credit: Cover, Dungeon Magazine Issue #73
  The horde on the altar consists of the following:
  2,388 Copper
  1,338 Silver
  75 Gold
  5 blue jasper worth 50 gp each
  9 eye agate worth 10 gp each
  2 pale green zircon worth 50 gp each
  1 silver bracelet (75gp)
  1 stone hourglass w/ dragon etchings (500gp)
  Room 7: Droxnir’s workshop is lined with
  benches covered with potion[making equipment
  (200 gp). A bookshelf holds a variety of mystic
  books appropriate to crafters (250 gp). Many of
  the books are written in draconic. A dark leather
  book (the Dark Sermons), embossed with a
  silver dragon skull, sits on a pedestal in the
  northwest corner.
  A half[dragon skull sits on one of the benches
  next to a scroll (in draconic). The scroll
  describes how to create a shatterskull trap using
  any humanoid skull and a variation of the
  shatter spell.
  A young dwarven girl is unconscious and bound
  to the table on the northern wall. A small metal
  tube has been inserted into a vein on her arm
  and is connected to a set of glass flasks.
  A cage in the northeastern corner of the room
  holds a live phase spider. A silvery mesh covers
  the bars and keeps the spider imprisoned.
  Aftermath 
  Thayzar Ontak happily pays the fee for retrieval
  of the Ebondeath Sects Dark Sermons. He will
  also purchase any of the books looted from the
  safehouse for 50% of value (contested
  persuasion tests can increase his offer to 70%
  of the value). Ontak is also interested in
  Droxnir’s sword. He will gladly take it from the
  characters. The sword would rather be with
  Ontak, so the curse is broken…
  Ebondeath is a flameskull. If the characters
  take the skull, don’t forget that he will
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  7
  reconstitute in an hour. When he revives, he will
  be confused and attempt to determine where he
  is…and demand that anyone nearby worship him.
  If they show proper respect, he will not attack.
  During playtest, my group was in for a rude shock
  when Ebondeath reconstituted in their room at
  the inn. The bard convinced him that he was
  rescued and that they were going to take him to
  his worshippers. The party led him through the
  streets of Waterdeep until confronted by a group
  of mages from the City Guard. The party happily
  turned Ebondeath over to them…
  The dwarven girl, Brograre, was kidapped while
  playing in the fields near Loudwater. Her captors
  chained her with other slaves into the bowels of
  a ship. She was sold a few times in a great
  underground city before being taken to a cell
  guarded by a monster. She was drugged and
  does not know how she got to this room. Kept
  her drugged, so she slipped in and out of
  consciousness. She has no idea how long she has
  been held captive.
  Important NPCs 
  Thayzar Ontak is found in Faction Folio:
  Waterdeep DM’s City Guide on DMsGuild.
  He is the quiet, male, human Thayan proprietor
  of the musty Ontak’s Antiquities in the Castle
  Ward. Ontak is friendly and often lets his
  customers in on conspiracies [ especially those
  involving the Red Wizards. It doesn’t take long
  for a customer to realize that Ontak harbors a
  burning hatred of Szass Tam.
  The smell of cloves is thick and the shelves of his
  shop are crammed with oddities, antiques,
  religious artifacts from many denominations
  (good, evil and in[between). The shelf above his
  desk holds a silver skull and a lacquered skeletal
  arm fitted with thin wires that allow the hand to
  be manipulated (a religious icon of Myrkul). On
  occasion, a lucky shopper can find a low[value
  magic item in his shop. Ontak is assisted by
  Grebak (use the berserker entry), a silent and
  dim[witted half[orc.
  Dungeon Master Notes: Ontak appears to be an
  excellent contact for the PCs. He is generally
  well connected and often has useful information
  and items. He also provides PCs with an
  opportunity for jobs retrieving interesting items.
  However, Ontak is actually a necromancer
  obsessed with gaining enough power to destroy
  Szass Tam. On orders from the Cult of the
  Dragon, he organized the assassination of a
  member of the Council of Waterdeep. He knew
  this was a poor strategy that doomed the cult’s
  plot to raise Tiamat, so he quickly severed
  connections. Ontak has a number of agents that
  he uses to carry out his plots. Currently, his
  most trusted agent is Whisper, a female half[
  elven assassin. Thayzar has recently made a deal
  with Baba Jazinka to aid his sinister research.
  Stats: Use the mage entry for Thayzar, but select
  spells appropriate for a necromancer.
  Location: Ontak’s Antiquities sits across
  The Street of Silks from the Cynosure in the
  Castle Ward. The upper floors of the building
  contain storage, a small apartment for Grebak,
  and Ontak’s residence. The basement is
  connected by tunnel to a series of abandoned
  rooms under the Cynosure. Ontak uses these
  rooms as his study and vile workshop. His
  necromantic arts are boosted by the taint from
  Myrkul’s Ruins [ the brown murk that settled on
  the site of the Cynosure after the god was
  destroyed above Waterdeep during the Time of
  Troubles. These abandoned rooms are also
  connected to the Underdark through the sewers.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  8
  Droxnir is an agent and researcher for the Cult
  of the Dragon. Besides providing sanctuary for
  traveling cultists, she conducts research on
  transformative magic (e.g. creating dracoliches).
  Her research into Strongor Bonebag’s Dark
  Sermons has led to her discovery of a method to
  turn herself into a unique form of undead.
  Droxnir usually uses disguise self to portray
  herself as a plain[looking middle[aged woman.
  However, in combat she will show her true,
  hideous visage.
  Droxnir I Medium Undead
  AC 11, Hit Points 44 (7d8+18), Speed 30 ft
  STR 16(+3) DEX 11(+0) CON 15(+2)
  INT 16(+3) WIS 12(+1) CHA 10(+0)
  Saving Throws Wis +2, Skills: Perception +2
  Immunities: necrotic, poison
  Senses: dark vision 60ft passive perception 11,
  Languages: Common, Draconic
  Challenge 3 (700 xp)
  Spellcasting.
  Haste 1/day (when holding her greatsword), Disguise
  Self, at will
  Attacks.
  Multiattack: Droxnir can use her Dreadful Glare and
  attack once with either necrotic touch or her
  Greatsword.
  Necrotic Touch. Melee Weapon Attack: +5 to hit,
  reach 5ft, one target. Hit: 10 (2d6+3) bludgeoning
  damage. The target must succeed on a DC 12
  constitution saving throw or feels weakened and is
  afflicted by a degenerative disease. Starting the next
  morning, the victim gains one level of exhaustion each
  day until cured with remove curse, cure disease, or
  similar magic.
  Greatsword. Melee Weapon Attack: +7 to hit, reach
  5ft, one target. Hit: 12 (2d6+5) slashing damage.
  Devour Soul: If Droxnir strikes a killing blow with her
  sword, she gains 10 temporary hit points.
  Dreadful Glare. Droxnir targets one creature she can
  see within 60 feet. If the target can see her, it must
  succeed on a DC 11 Wisdom saving throw or become
  frightened until the end of Droxnir’s next turn. If the
  target fails by 5 or more, it is also paralyzed for the
  same duration. If the target succeeds on the saving
  throw, it is immune to Droxnir’s future uses of this
  feature.
  Droxnir wears simple clothing and carries a
  small pouch with 26 gp and 32 silver pieces. She
  does not wear armor, but carries her magic
  greatsword.
  Droxnir’s Greatsword:
  Droxnir’s greatsword has a black blade, bone hilt
  and is cold to the touch. The sword begins as a
  +1 weapon. If the weapon strikes a killing blow
  against any sentient creature, the wielder gains
  10 temporary hit points that last for 24 hours.
  The weapon automatically attunes to the wielder
  after this first kill and changes to a +2 weapon.
  This sword is cursed. The wielder will
  preferentially use this weapon in combat.
  Additionally, if the wielder tries to dispose of the
  weapon, it will magically reappear the next
  round. The curse can be broken by a remove
  curse spell or by being willingly taken by
  another evil aligned creature (like Ontak!).
  The sword also causes the wielder to have a
  recurring nightmare of a faceless black robed
  humanoid speaking with a soft scratchy voice,
  “Kill them….Kill them….Kill them all!”
  For every day without a kill, the wielder must
  make a Wisdom check (DC 10+days since the last
  kill). On a failed save, the sword compels the
  wielder to sneak away and kill.
  Alternative: Droxnir’s sword is the infamous
  greatsword, Blackrazor (DMG 216). This is one
  of three weapons stolen by the wizard, Keraptis
  as the motivator for the White Plume Mountain
  adventure. This adventure is part of the Tales
  from the Yawning Portal anthology. By
  introducing this weapon to characters earlier in
  a campaign, you provide a natural hook for
  engaging your players in White Plume Mountain.
  Blackrazor shines like the night sky filled with
  stars and has a black scabbard studded with
  obsidian. Of course, this legendary weapon is
  ridiculously overpowered for a 5th level
  character. If you use Blackrazor, it is dormant
  and only has the powers described earlier. The
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  9
  full powers of Blackrazor can either be revealed
  after it is retrieved from White Plume Mountain
  or after events of your design.
  Credits 
  The artwork used in this adventure is from many
  of Patrick Pullen’s collections available on the
  DMs Guild. The image of the book on page 2 is
  from By Veleys (Own work) [CC BY[SA 3.0
  (http://creativecommons.org/licenses/by[
  sa/3.0)], via Wikimedia Commons. The cover
  was created using www.canva.com.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Safehouse 
  10
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Forgotten Realms/Waterdeep/Safehouse - An Urban Side Trek (Sanitized).pdf