TEXT: Power Plays III
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  1
  Monkeywrench 
   
   
  In Monkeywrench, characters are hired to make a mercenary guild look foolish.  Characters have a short 
  timeline (four days), but wide latitude in how they accomplish the job.  This module includes background on 
  the mercenary guild, a description of the mercenary guildhall, rumors that the characters can find through 
  investigation, and two example sites guarded by the mercenaries.  This adventure will challenge your 
  group’s creativity and roleplaying ability.  It is a great change of pace from classic dungeon crawls and 
  wilderness explorations. 
   
  Monkey Wrench is an adventure for a party of four characters of levels 3-4.  Since this adventure focuses on 
  roleplaying and problem solving in an urban setting, it is easy to adapt for any level.  Although there are 
  opportunities for combat, completing the adventure requires a bit of social engineering.  The module is 
  based in Waterdeep, but can easily be changed to any large town or city.  Monkey Wrench is the third 
  adventure in the Power Plays story arc (following Guard duty, levels 1-2, and Monster Squad, levels 2-3), but 
  can stand by itself. The final adventure in the Power Plays story arc, Waterdeep at War!, will take characters 
  to level 5. 
  by EBrun 
  Illustrations by Patrick Pullen 
  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.  
   
  Monkeywrench 
  2
  Monkeywrench 
  “That’s how you tell a merc is dead; he 
  just stops collecting paychecks.”  
  ― Mercedes Lackey, By the Sword
  Introduction
  2
  The Tail
  3
  It Starts with a Bang
  4
  The Job
  4
  The Eagles Mercenary Company
  6
  Eagles Guildhall
  8
  Ammakyl Warehouse
  9
  Hallam Mansion
  10
  Spyglass Tavern
  12
  Aftermath
  12
  What’s Next?
  12
   
  Introduction 
  Mac Bondo is emerging as a kingpin in
  Waterdeep’s underworld and a rising star in the
  Zhentarim. As his influence increases, he has
  also become the target of a secretive gang led by
  a shadowy figure named Iila (eeVla).
  Among his many operations, he is leads a
  network of mercenary companies with the goal
  of creating a monopoly in the northern Sword
  Coast. One of his mercenary companies is
  currently competing for a lucrative contract with
  Neverember, the former Open Lord of
  Waterdeep, for services along the trade route
  between Waterdeep and Neverwinter. To ensure
  success in securing this contract, Bondo hires the
  characters to humiliate his rivals, the Eagles
  Mercenary Company.
  This adventure is divided into seven sections.
  The Tail describes an optional encounter that
  can be used at any point in this adventure. It
  Starts with a Bang opens the adventure by
  throwing characters into the action right from
  the start as they thwart a robbery after a night of
  carousing. In The Job, characters meet with Mac
  Bondo. The Eagles Mercenary Guild chapter
  describes the rival company, provides a series of
  rumors that the characters can uncover, and
  describes the Eagles Guildhall. The Amphail
  Warehouse and Hallam Mansion are two
  locations guarded by the Eagles that provide
  opportunities for the characters to complete
  their mission.
  A description for the Spyglass Tavern is included.
  This tavern and inn was introduced in Guard
  Duty and may serve as an excellent “home base”
  for the characters while in Waterdeep.
  This adventure is designed to stand by itself.
  However, the following DM’s Guild resources can
  help you round out a campaign based in
  Waterdeep.
  • 
  Faction Folio: Waterdeep DM’s City
  Guide
  • 
  Faction Folio: Waterdeep Players’ City
  Guide (free)
  • 
  City Encounters
  • 
  Road’s End Robbery
  • 
  Guard Duty
  • 
  Monster Squad
  Monkeywrench is the third adventure in the
  Power Plays story arc, but can easily be run as a
  standValone. Guard Duty provided a start to this
  campaign by introducing the characters to
  Waterdeep and the beginning of a conflict
  between major players in the city. In Monster
  Squad, the characters were hired to protect a
  noble’s wilderness estate from an unusual threat.
  The broader story arc is described in the “What’s
  Next?” section at the end of the adventure.
  If you haven’t played through Guard Duty or
  Monster Squad, an appropriate character
  should either have Mac Bondo as a contact, or a
  “shady” contact that can arrange a meeting
  between Bondo and the party.
  Improv
  Monkywrench is combat light and requires
  significant roleplaying to complete. Overt
  violence, especially in public places, should be
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  3
  dealt with severely. The Waterdeep City Watch
  is quite capable.
  The strong emphasis on roleplaying makes this
  adventure difficult to run. To help, keep in mind
  the central rule of improvisation –
  Yes, and…
  If your players make a plausible suggestion to
  solve a problem, even if it doesn’t fit your initial
  thoughts, roll with it. Say “yes” and follow with a
  twist. Following this rule will draw your players
  into the story and give them a strong sense of
  ownership of their characters and the story.
  The Tail 
  This is an optional encounter that can be used at
  any time during the adventure to increase
  anxiety. The encounter is connected to the
  Power Plays story arc, but is not connected to
  this specific adventure.
  On at least one occasion, the characters notice
  that they are being followed by a short, slim,
  hooded figure dressed in loose fitting dark blue
  clothing. Once the tail is noticed, the figure will
  disappear into a crowd. On this first sighting, the
  characters should not be able to engage with
  their tail. You may want to have characters spot
  their tail (either individually or as a group) a few
  times before they are able to chase her down.
  You may also let the characters get close, by
  having them to engage with a smoke mephit
  that accompanies their tail. If the characters
  capture or fight the mephit, it is upset that it has
  been abandoned and curses Squall (The tail).
  Once the characters are able to engage Squall (a
  Hurricane from Princes of the Apocalypse), she
  gracefully enters combat with a smoke mephit.
  Aftermath
  If defeated, Squall will take her own life –
  literally holding her breath until she is blue in
  the face! She has no belongings. However, her
  forearm appears to be horribly scarred from acid
  or fire (similar to Zalman in Guard Duty). A
  perception (DC 10) roll reveals a faint
  triangular tattoo under the scars. Any character
  with Arcane or Religion knows the tattoo as a
  symbol for the element of air.
  Experience
  Squall
  450 xp
  Smoke Mephit
  50 xp each
  Note: Although the characters may never know,
  Iila tasked Squall with tailing the characters as a
  result of their meddling in Guard Duty and the
  botched robbery in the alley. Although Squall
  was eventually foiled, she did determine the
  characters “home base” and reported it to Iila. If
  you continue with Power Plays, this will
  become apparent at the beginning of the next
  adventure (Waterdeep at War).
  Squall – Female Half-elf
  AC 14 Hit Points 33, Speed 45 ft,
  STR 12(+1) DEX 16(+3) CON 13(+1)
  INT 10(+0) WIS 12(+1) CHA 10(+0)
  Skills: Acrobatics +5
  Senses: passive perception 11
  Challenge 1 (450xp)
  Spellcasting: 3rdV level spellcaster using Wisdom
  (spell save DC 11, +3 to hit with spell attacks).
  Cantrips: blade ward, gust*, light, prestidigitation
  1st level (4slots): feather fall, jump, thunderwave
  2nd level (2 slots): gust of wind
  Actions.
  Multiattack: Squall makes two melee attacks.
  Unarmed Strike: Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 6(1d6+3) bludgeoning
  damage.
  Reactions. Deflect Missle. When hit by a ranged
  weapon, reduce damage from the attack by 1d10+9. If
  the damage is reduced to 0, Squall can catch the
  missle if it is small enough to hold.
  *Gust Cantrip is found in Princes of the Apocalypse. If
  you don’t have it, it does nonVdamaging wind effects.
  The main combat use is a strength saving throw or
  be pushed 5 feet away.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  4
  It Starts with a Bang 
  This scenario starts a tenday after the end of
  Monster Squad or a period of down time. The
  characters are walking home after a night of
  carousing before their meeting with Mac Bondo
  on the following day. Let the players know that
  tensions are high as attacks on merchants by an
  unknown gang have been escalating. If the
  characters already know Bondo, they do know
  that his holdings have been disproportionately
  targeted and he has asked them to keep their
  eyes open. Provide each player an opportunity to
  briefly describe what his or her character has
  done over the last few days.
  As one of the players is describing their actions,
  interrupt and let the character with the highest
  passive perception know that he sees a dark
  clad thug skulking in the shadows of an alley that
  they are approaching. The thug is staring
  directly at the characters.
  If the thug realizes that he has been seen and the
  characters either stop or continue to approach,
  he growls, “Go the other way, this is none of your
  business.” He will continue to warn them away if
  they do not leave. If they approach, he will draw
  his scimitar and ready himself.
  One of the characters knows that the building at
  the corner of the alley houses the apartment and
  offices of Marellus Forthswain, a ship captain
  aligned with Mac Bondo.
  If the characters approach the mouth of the alley,
  have them roll perception on a DC 10 or higher,
  they notice a second story window hanging open
  and broken. On a DC 15 or higher, they notice
  another thug in the shadows 20 ft down the alley
  – taking aim with a heavy crossbow.
  Use the bandit captain (Name: Bakor) stats for
  the thug at the mouth of the alley. Use the thug
  (Name: Warts) stats for the thug deeper in the
  alley. On the second round of combat, a spy
  (Name: Blueman), will make a sneak attack from
  the window. The spy will continue to attack
  from the window if it looks like the fight is going
  in the thugs favor. If it looks like the thugs are
  going to lose, the spy jumps from the window
  and tries to flee.
  Aftermath
  Each thug has d20 silver pieces. In addition, the
  bandit captain has a small garnet worth 25 gp.
  If captured, the spy carries d10 gold pieces, d10
  silver pieces, and a small opal worth 70 gp. In
  addition, the spy is carrying a shipping ledger
  stolen from the offices.
  The spy also has a tattoo of an inverted
  greenishVpurple triangle on his forearm. Any
  character that was involved in the Guard Duty
  adventure recognizes the tattoo as the design
  found on a scroll tube in the cult fanatic’s
  (Zalman) room at the end of that adventure.
  If any of the opponents are questioned
  (persuasion or intimidation DC 15), they admit
  that they are working for Iila, but have never
  seen their employers face. Instructions have
  only been provided to Blueman in writing.
  Experience
  Bandit Captain
  450xp
  Thug
  100xp
  Spy
  200xp
  If the characters return the ledger to Forthswain,
  Mac Bondo will eventually hear and be
  appreciative of their actions. If the characters
  turn the ledger and information over to Bondo at
  their meeting, he will give them each a free night
  of food and drink (after they complete their new
  job) at the Spyglass Tavern.
  The Job 
  The characters are scheduled to meet with Mac
  Bondo late in the morning after the botched
  robbery. The meeting can take place either at
  the Spyglass Tavern or at Bondo’s shop,
  Glassworks. Bondo is accompanied by his
  bodyguard, the halfVorc Bladgrul.
  .
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  5
  The job offer is quite simple. The characters
  have four days to find a way to embarrass The
  Eagles mercenary company. Bondo explains that
  they have a reputation of competence that does
  not match their actual skill. Their leader, Tyne
  Nabil, is a fool – the characters just need to make
  that obvious to the wellVtoVdo of Waterdeep.
  Bondo does reinforce that he doesn’t want things
  to get too complicated, so it would be best if
  killing is avoided.
  Mac Bondo offers 50 gp up front to cover
  potential expenses. Each character will receive
  100 gp after they are done, with an additional
  bonus depending on how successful they are. If
  any character attempts to negotiate, roll a
  contested persuasion check (Bondo has a +2 on
  the roll). If the character succeeds, he will
  increase the payment to 150gp per character.
  The following description of Mac Bondo and
  Bladgrul are taken from Faction Folio: Waterdeep,
  A DM’s City Guide – found on DMsGuild.com
  Mac Bondo is a gruff male human that owns and
  operates Glassworks in the Dock Ward. Bondo
  rose through the ranks of the Black Network as a
  successful mercenary and now controls most of
  the Zhentarim activities in Waterdeep. He is a
  Zhentarim agent and controls most of the
  activities of the Black Network in Waterdeep. Of
  these activities, the most successful has been the
  creation of a near monopoly on mercenary and
  private guard business in the city. This has been
  accomplished through the careful cultivation of
  loose network of “independent” mercenary
  companies that all pledge allegiance to the Black
  Network.
  Dungeon Master Notes: Mac Bondo is a ruthless
  pragmatist. He maintains good relationships
  with many of the moversVandVshakers in the city
  and deals quickly with those who cross him.
  Bondo may make for an excellent contact for
  PCs, since he often needs unaffiliated help for his
  plots. Stats: Use the Gladiator entry, but modify
  as follows: Use an axe and heavy crossbow
  instead of a spear, add Leadership (Recharges
  after a Short or Long Rest). Bondo can utter a
  command or warning whenever a nonVhostile
  creature that can see him within 30 feet makes
  an attack roll or saving throw. That creature can
  add d4 to the roll. This effect lasts for 1 minute
  or until Bondo is incapacitated.
  Bladgrul, Mac Bondo’s bodyguard, is a gigantic
  and repulsive halfVorc. He is usually found
  brooding near Bondo, making everyone
  uncomfortable with his annoying tic Vcontinually
  licking his lips. Dungeon Master Notes: Bladgrul
  is a member of the Black Hand mercenary
  company (see below). His tic is caused by his
  cannibalism. Stats: Use the Veteran entry, add
  Reckless. At the start of its turn, Bladgrul can gain
  advantage on all melee weapon attack rolls, but
  attack rolls against him have advantage.
  Location: Mac Bondo’s base of operations
  is the Glassworks in the Dock Ward. He can be
  found here in the late morning and afternoons,
  either working on his art (glassblowing) or
  taking private meetings. The storefront and
  workshop take up the entire first floor of this
  multiVstory rowhouse. The upper floors contain
  a few meeting rooms and apartments. The
  subcellar is connected to the sewers and a
  nearby safehouse, holding cells and an
  interrogation room.
  Mercenary Companies Mac Bondo controls a
  network of independent mercenary companies
  that work in Waterdeep and the northern Sword
  Coast. The Zhent will provide mercenaries for
  anything – private security, crushing rebellions,
  starting rebellions, banditry – and often engage
  mercenaries on both sides of a conflict to
  maximize profit.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  6
  The Bronze Talons are Waterdeep’s largest
  mercenary company and are often found
  providing security for residence and businesses
  throughout the city. Their guildhall is located
  adjacent to Virgin’s Square in the Trade Ward.
  Captain Jos Hawkwood (male human, use
  Gladiator entry) can be found sleeping off a
  hangover in the Guildhall during the day and off
  carousing at night. The company’s symbol is a
  bronze eagle talon on a black circle.
  The Golden Lions are distinctive for their
  impeccable and flamboyant appearance. This
  company only employs the most attractive
  applicants and is often used as “show guards” for
  the city’s elite. Xandar (pompous, male highVelf,
  use the Knight entry) leads this company from
  his offices northwest of Virgin’s Square.
  Although they are often outfitted in the colors of
  their employer, they always sport the company’s
  symbol – a silver circle around a lion’s head.
  They are incredibly disciplined, but not always
  the best fighters.
  The Black Hand are Mac Bondo’s shock team.
  They are savage killers that work in small groups
  or as individual assassins. They sport no symbol
  and carry no identifying information.
  The Red Blades are low class mercenaries, led by
  Captain Draeyl “Mad” Maros (female, fleeVridden,
  halfVelf, use the Assassin entry). The Red Blades
  run protection rackets in the Downshadow and
  are often used as hired thugs. The Red Blades is
  a diverse company, with many members being
  from undesirable humanoid stock. The
  company’s symbol is a black shield with crossed
  red glaives.
  The Eagles Mercenary Company 
  The Eagles are a small mercenary company
  based near Virgin Square in the Trade Ward of
  Waterdeep. The company currently employs
  about fifty mercenaries (use a combination of
  guard, thug, and bandit stats), but recently have
  been aggressively recruiting additional members.
  The company uses the symbol of a golden eagle
  emblazoned on a dark green shield and is led by
  Captain Tyne Nabil (use knight stats). Nabil is a
  muscular six feet tall and is in the prime of life.
  He is comfortable with command and expects to
  be obeyed. Nabil is demanding, but consistent
  and understands that he needs to treat his
  mercenaries well to get the most from them. He
  is genuinely friendly with his brothersVinVarms
  and socially adept in noble and merchant circles.
  Nabil’s second is ThreeVFingered Fazul (use
  Bandit Captain stats). Fazul is strikingly
  handsome, arrogant, and the stereotypical
  foppish swashbuckler. The rank and file of The
  Eagles generally do not like Fazul, but he is
  respected for his strategic thinking and fighting
  prowess.
  Sid Kamron is the quintessential military
  sergeant (use veteran stats). Taciturn and dull,
  he spends most of his time in the company
  offices V executing contracts, keeping order, and
  drilling the troops in the guildhall courthouse.
  Rumors
  The characters should start their job by hitting
  the streets to gather information. Appropriate
  contacts can reveal the following information:
  • 
  Nabil and Fazul often visit El Hrocha, a highV
  class gambling house and brothel in the
  Trade Ward near the Caravan Court. [Note: if
  the characters visit El Hrocha, they might
  learn that the both use the brothel more than
  the gambling tables… it appears that Fazul
  rents a room, but doesn’t take advantage of
  the services.]
  • 
  They have been heavily recruiting additional
  mercenaries, it sounds like they are
  expecting business to be booming soon.
  • 
  Most of the recruiting efforts occur in Virgin
  Square and surrounding taverns, armorers,
  and weapon smiths.
  • 
  Fazul made his mark as a successful
  mercenary around Baldur’s Gate.
  • 
  The Eagles have a few contracts protecting
  nobles and merchants around Waterdeep –
  mostly small time.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  7
  If the characters visit taverns near the Eagles
  Guildhall, they will encounter a group of Eagles
  out drinking the night away at The Shield and
  Flagon in the Trade Ward. The group includes:
  Alfred, Big Toes, Wallenford, Mako, and Gimpy
  Pelk. Characters can easily engage them in
  gambling – dice, cards or throwing daggers.
  Throwing Daggers: In this simple game, players
  bet against each other as they throw daggers or
  knives at a target on the wall. Each player
  throws three times. Scoring is as follows: Hit AC
  10V14 = 1 points., Hit AC 15V19 = 2 points, Hit AC
  20 + = 5 points. If the thrower misses AC 10, the
  knife hits hilt first and bounces to the
  ground…amidst plenty of guffaws. A natural roll
  of “1” means that a random patron is hit for 2 pts
  of damage instead of the target.
  Characters can learn a lot from this group of
  mercenaries.
  • 
  We’re hiring – business must be booming. If
  you want a job, go see Sid in the morning. See
  Eagles Guildhall section.
  • 
  I heard Nabil tell Sid to keep everyone clean,
  something big is going to happen soon. Show
  me the money!
  • 
  Gimpy Pelk is frustrated because he gets the
  worst gigs. He’s heading out to some noble’s
  fancy flower warehouse tomorrow with Big
  Toes and a few other guards. Note: If the
  characters follow up on this lead, they can
  easily learn that this is the Ammakyl
  warehouse in Underhill, just outside the city
  walls.
  • 
  Mako says with a smile that they get the butt
  end of jobs because they are so ugly. Note:
  Mako is probably correct!
  • 
  General grumping about Sid Kamron busting
  everyone’s humps, but at least he doesn’t
  play favorites.
  • 
  Snickering that Three Fingers has a “male
  friend” halfVbreed that he visits in the field
  ward when Nabil is at the brothel…no
  offense to any halfVelf in the group, of course.
  He’s keeping it a secret from Nabil.
  • 
  Wallenford brags that he has a cake job
  guarding a party at the Hallam mansion this
  weekend.
  • 
  The others laugh that Wallenford will
  probably be too good to drink with them
  once he impresses Nabil with his ability to
  not ogle the noble princess too much during
  that wedding.
  • 
  Alfred grumps that he’s heading off to guard
  that noble Ammakyl’s estate in Amphail (3
  days away). There is barely a proper ale
  house in that town, but at least he’ll get
  double pay for the travel.
  Digging Deeper
  If the characters follow up at El Hrocha or dig
  deeper about the rumors of a big new contract,
  they can learn that Lord Ammakyl is a friend of
  Neverember, the former Open Lord of
  Waterdeep. They also learn that Neverember is
  looking to hire additional security for his
  interests in Neverwinter and along the trade
  route between Waterdeep and Neverwinter.
  Rumor has it that The Eagles and The Bronze
  Talons are finalists for the contract and a
  decision will be made soon.
  Fazul does have a “male friend” in the field ward.
  If the characters spend time tailing Fazul and the
  halfVelf, they do notice that the halfVelf makes a
  brief visit to the Fearless Fletcher shop directly
  after each meeting with Fazul. All the halfVelf
  knows is that he gets paid for giving information
  to Ianfeard, the owner of the Fearless Fletcher. If
  the characters have appropriate contacts, they
  can learn that Ianfeard is a Harper agent.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  8
  The Eagles provide security for the Ammakyl
  family. This noble family supplies crops and the
  majority of flowers to Waterdeep. Their
  holdings in Amphail are too far away to do
  anything within the timeline of the job. However,
  they do have a large warehouse in the Underhill
  Ward, directly outside of Waterdeep’s walls. See
  the Ammakyl Warehouse section.
  The Eagles are providing security for a highV
  profile party celebrating the engagement of the
  children of two merchants, Cradduck Hallam (an
  exclusive Vintner) and Rupert Tannenbay (a
  developer and owner of many apartments in the
  Trade and South Wards). The party will be held
  in two nights. See the Hallam Mansion section.
  The Eagles Guildhall 
  The Eagles Guildhall occupies an old threeVstory
  structure a few blocks from Virgin Square. The
  building is approximately 50 feet wide and 120
  feet deep. The first floor is made of stone, while
  the upper floors are wood.
  Virgin Square is a market area in Waterdeep’s
  Trade Ward that caters to mercenaries and those
  seeking to hire mercenaries. A number of
  mercenary companies have their headquarters
  in the area. Armorers, weaponsmiths, and other
  outfitters are common in the blocks around the
  square.
  Sid Camron (veteran stats), The Eagle’s sergeant,
  is almost always found at the guildhall. After
  dark, he can be found in his room. Nabil (knight
  stats) and Three Fingered Fazul (bandit captain
  stats) live in apartments across the street and
  can be to the guildhouse in minutes if trouble
  breaks out. The mercenary company is
  comprised of approximately fifty troops (use a
  variety of guard, thug, and bandit statistics).
  For daytime and early evening encounters, roll
  d100 three times:
  • 
  0V10 Nabil is in the common room, 11V35,
  Nabil is in the courtyard drilling troops, 36+
  Nabil is not at the guildhall.
  • 
  0V15 Fazul is in the courtyard, 16V30 Fazul is
  in the second floor office, 31+ Fazul is not in
  the guildhall
  • 
  0V10 Sid is in the Ale House eating, 11V50 Sid
  is in the courtyard, 51+ Sid is in his second
  floor office.
  In addition, during the day and early evening the
  rooms are occupied as follows:
  • 
  First Floor Offices: d4 Guards
  • 
  Ale House: d4 guards & d4 thugs eating
  (double in the evening)
  • 
  Courtyard: d6 guards, d6 bandits, d4 thugs
  training and milling about.
  • 
  Common Area: d4 guards, d4 thugs, d4
  bandits
  • 
  Barracks d4 thugs (unarmored) lightly
  dozing in the afternoon and evening. d10
  thugs, d6 bandits (unarmored) dozing in the
  morning
  At night, there could be as many as 25
  mercenaries sleeping in the barracks and
  common areas. Two guards will be stationed in
  the first floor office and two thugs are stationed
  in the courtyard.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  9
  Secrets
  Characters that make their way to the second
  floor office can find contracts for guarding
  Ammakyl properties (see Ammakyl Warehouse)
  and security at the Hallam Mansion. A guest list
  and invitations for the Hallam party are also
  found in a locked (DC 15) drawer of Sid’s desk.
  In addition, the characters can find a copy of the
  proposal, valued at thousands of gold pieces, for
  providing security for Lord Neverember.
  Planning
  The characters should now have enough
  information to develop a plan of action to
  embarrass The Eagles. If needed, provide
  reminders that their actions should not
  intentionally cause death.
  The Ammakyl Warehouse 
  The noble Ammakyl family is known throughout
  Waterdeep and the Sword Coast for their
  agriculture prowess. They own cropland
  throughout the region, providing Waterdeep
  with fresh produce. In addition, their flower
  growing operations are famous with the wealthy,
  and even paupers on a special occasion.
  Their warehouses outside of the city wall are
  hives of activity as they load and unload a
  constant stream of wagons bringing wares from
  the fields and delivering produce and fresh
  flowers to shops throughout Waterdeep.
  During the day, the warehouse yard is teaming
  with activity from a dozen or more laborers and
  drivers. The foreman, Arkem (commoner) and
  his wife Lily, oversee the activity. The
  warehouses are sectioned with wood dividers
  and filled with produce and flowers.
  The warehouses are guarded by three patrols (1
  thug and 4 guards), each operating on rotating
  fourVhour shifts. At any time, one patrol is on
  duty, another is resting in the barracks, and the
  third is off duty in Underhill. At night, one patrol
  is on duty while the others are sleeping in the
  barracks.
  https://upload.wikimedia.org/wikipedia/commons/7/7c/Drawing_of_lotus.jpg
  Note: In my playtest, the characters planted a
  rumor with the off duty guards that the streets
  around the warehouse are haunted by dwarves
  that died in a cave-in while tunneling through the
  cliffs of Waterdeep. They then proceeded to use
  illusions to scare the guards later that
  night…while sneaking in and destroying the
  warehouse contents. Remember, arson is a crime
  punishable by death! It is quite dangerous to start
  a fire in a densely populated city.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  10
  The Hallam Mansion 
  An engagement party at the Hallam Mansion will
  be held on the third night of the party’s contract
  with Mac Bondo.
  Cradduck and Gertrud
  Hallam are prosperous
  merchants, whose prowess
  as Vintners have allowed
  them to rent a lavish
  mansion in Waterdeep’s
  Sea Ward. Their mansion is
  the location of a fancy “to do” in celebration of
  their son’s (Gareth) engagement to Norah
  Tannenbay. Rupert and Brinley Tannenbay are
  wealthy developers that own many buildings
  throughout the Trade and South Wards.
  Although their wealth firmly establishes them in
  the upper crust of Waterdhavian society, they
  are only tolerated, with some contempt, over
  their roles as Waterdeep’s slumlords.
  Cradduck has contracted The Eagles for security
  during the event. Since this is a high profile
  event, Tyne Nabil (knight stats) and ThreeV
  Fingered Fazul (bandit captain stats) are
  personally overseeing the security. The Eagles
  will be at the mansion all day during
  preparations and during the event that night.
  In addition to Nabil and Fazul, two guards
  (Tomil and Grazen) will be stationed at the main
  entrance to the courtyard. Two more guards
  (Channer and Freck) are posted in front of the
  stairs and another guard (Santer) is posted in
  front of the door to Hallam’s office. It may be
  possible to forge invitations to the party (DC 15)
  or (DC 10) if the characters have an example.
  Four elite guards (use spy stats – Azire, Esther,
  Brannon, Berryn), dressed in fine clothes patrol
  the courtyard and great hall. Two thugs
  (Wallenford, Artemis) patrol the upper floor. If a
  fight breaks out, multiple guests (5 nobles) will
  jump in to help protect the others Note:
  Wallenford may recognize the characters from an
  earlier encounter!
  The iron front gate opens into a grand Courtyard,
  floored with white marble and whitewashed
  stone walls. Polished wood double doors open
  into the Great Hall and Entry / Stairs. Ornate
  columns line the walls on the kitchen and pantry
  side.
  The Great Hall is a grand space reaching two
  stories tall. Skylights let in sun or moonlight to
  sparkle on the tile floor. Wood panel walls are
  lined with rich tapestries depicting landscapes.
  A fireplace graces the north wall and a small dais
  is placed on one end for entertainers.
  The Office is richly decorated in dark wood, with
  antique vintner equipment displayed on shelves.
  A black stone desk dominates the room and is
  flanked by multiple leather chairs.
  The entryway and Stairs reaches three stories to
  a windowVlined brass cupola. The stairs lead to
  the family living quarters and Cradduck’s private
  study.
  The Dining Hall is decorated with paintings of
  the family’s holdings. A large table and side
  buffets dominate this room.
  A wellVmanicured Garden, studded with trees
  and benches can be accessed through the dining
  room and office.
  The large Kitchen and Pantry also provides
  access via a ladder and trap door to the cellar
  and servant quarters above the kitchen.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  11
  NPC Guests
  Happy, the halfling minstrel, is hired to provide
  entertainment for the evening. She has a strong
  reputation as a musician throughout the Sea and
  Castle Ward. She has a small group of minstrels
  that accompany her. It may be possible for a
  bard or other performer in the party to convince
  Happy to let them join her band. At one point in
  the middle of the evening, she announces that
  she has a new song for the happy couple. This
  beautiful song traces the rise and fall of an
  ancient elven nation – the reception is wildly
  positive and brings elves and halfVelves in the
  audience to tears. Additional details on the song,
  Voices of the Lost, is included in the “What’s
  Next?” section at the end of this adventure.
  Cissy is a greying, potVbellied gnome and owner
  of The Turnip, a fancy restaurant in the Sea
  Ward. He was hired as the executive chef for the
  event. His team is busy running the kitchen like a
  drill sergeant. It may be possible for characters
  to bluff their way onto the cook or serving staff.
  Cradduck and Gertrud Hallam enjoy being the
  life of the party. Both are madeVup in the latest
  style. They mix both individually and together
  throughout the hall and courtyard acting as
  consummate hosts. The characters do have the
  opportunity to hear Gertrud complain to one of
  the other Ladies about her son’s choice of
  families – she hopes it doesn’t hurt her station
  too much that she is now associated with “those
  slumlords.”
  Rupert and Brinley Tannenbay are an aging
  couple that are exquisitely dressed, but look out
  of place with the other wealthy guests. Rupert is
  bald with a bit of an enlarged waistline. He looks
  tired. Although dressed in high fashion, Brinley’s
  hairstyle is dated. Early in the evening, she is
  friendly, but grows irritated at perceived snubs
  from other guests. As her irritation grows, so
  does Rupert’s frustration. He just hopes that
  they can get through the evening without his
  wife making a scene about perceived slights.
  Gareth and Norah seem to be an odd couple.
  Gareth is plain, short and “husky,” while Norah is
  tall and stunningly graceful. Despite this, their
  attraction seems genuine. They move group to
  group throughout the evening
  Vincent Tannenbay (use bandit stats) is Norah’s
  younger brother. Thick with muscle, he takes
  full advantage of the food and drink provided.
  He is often on his own as other groups find ways
  to excuse themselves when they find him in their
  company. Once drunk, will respond aggressively
  to any real or perceived slight to his sister or
  parents.
  Dugald Flammery (noble stats) is the striking
  halfVelf son of Eltar and Brynn Flammery,
  wealthy jewelers. Dugald and Norah had a
  shortVlived, but intense courtship that ended a
  few months ago. He remains infatuated with her
  and desperately jealous of Gareth. He isn’t shy
  about his feelings when in a group of other
  young men. He is a potential target as he could
  be persuaded (perhaps with a cleverly applied
  spell) to publicly (and embarrassingly) share his
  devotion to Norah.
  Eleri Ammakyl is an
  attractive young noble
  and social gadfly. A
  perceptive character
  may notice Rupert and
  her frequently share
  quick glances and soft
  caresses in passing. If
  characters are keeping
  track, they notice that
  they slop away to an
  upstairs room at some point during the evening.
  Characters may overhear some guests
  whispering about their scandalous affair.
  Filaurel Varcays is a glamorous highVelf and
  proprietor of the Snowflower, a clothier in the
  Sea Ward. She becomes emotional during
  Happy’s new song and becomes obsessed with
  learning more about the song and Happy’s
  background.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Monkeywrench 
  12
  The Spyglass Tavern 
  The Spyglass Tavern is a seedy tavern and inn
  near the center of the docks in Waterdeep’s Dock
  Ward. It serves as a convenient meeting place for
  the characters. Rooms are available on the second
  floor if characters need a place to stay.
  The tavern is a popular place for rowdy sailors and
  other ruffians. Billy Benbow (A barrelBchested,
  blackBbearded, classic pirate type – use veteran
  stats) is the proprietor and almost always behind
  the bar. They serve a few simple dishes (pig
  knuckle, ham steak, bread, ale cheese) and one
  style of ale – take it or leave it.
  Scurvy (blind, disheveled, male human – use bandit
  stats) is a fixture at the bar – he sports an eye
  patch over one eye and the other is sewed shut
  and scarred. He loves to talk about his adventures
  as a pirate and a few times each hour, he’ll ask
  those near him if a oneBarmed man has come in
  yet. When pressed, he’ll name the man as ‘Black
  Dog’ and remains certain that he will show. Scurvy
  recently purchased room and board (bought, not
  rented) from Billy for a small fortune, so his antics
  are tolerated.
  Aftermath 
  Mac Bondo will pay the negotiated fee of 100 (or
  150) gold pieces. A few days later, the
  characters learn that the Bronze Talons
  mercenary company received a large contract
  from Lord Neverember. If the characters dig a
  little, they learn that The Eagles have disbanded.
  The talk on the street is that many of The Eagles,
  including Sid Kamron (unless he too was
  humiliated) have joined the Bronze Talon.
  If you feel that the characters were creative and
  roleplayed well, a package from Bondo will
  arrive with a black opal worth 250 gold pieces
  for each character.
  Success in this assignment establishes the
  characters as competent adventures – able to
  handle themselves in both combat and social
  situations. However, it is difficult to determine
  experience for this adventure. If the characters
  started at 3rd level, advance them to 4th.
  What’s Next? 
  Waterdeep at War (available in late February,
  2017) concludes the Power Play story arc. The
  violence between Mac Bondo’s organization and
  his rivals come to a head. The rivals engage in
  terrorism throughout the city while Mac goes on
  the offensive.
  You can also build further adventures off of
  Happy’s new song, Voices of the Lost. The song
  was found in an old book given to her by a lover,
  but actually dates to the ancient elven empire of
  Illefarn. Now that the song has been played
  publicly, the elven terrorist group, Eldreth
  Veluuthra, will stop at nothing to retrieve the
  book. For more on Voices of the Lost and the
  Illefarn portal network, visit:
  http://www.realmshelps.net/faerun/portals/los
  t/illefarn.shtml
  Credits 
  The artwork used in this adventure is from many
  of Patrick Pullen’s collections available on the
  DMs Guild.
  Ground Floor 
  1sq = 5 ft 
  First Floor 
  1sq = 5 ft 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Forgotten Realms/Waterdeep/Monkeywrench (Sanitized).pdf