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  Shard Shunners
  In the Zhentarim's third mission the party must �ind a young,
  wealthy hal�ling who's joined a band of dangerous wererats.
  The Mission
  This mission description assumes that Tashlyn Yafeera has
  temporarily replaced Davil Starsong as the party's main
  contact, so if this change hasn't happened in your campaign,
  make sure you change things accordingly.
  In the campaign book it's suggested that Tashlyn sends a
  note with the mission, but if you want the party to meet
  Tashlyn, have her send a winged snake with a note – clearly
  not written by Davil – asking the party to show up at noon by
  the statue of the god of death, Kelemvor, in the City of the
  Dead. She starts by explaining Davil's predicament (and
  perhaps tell the party about Urstul Floxin as described in the
  Zhentarim section in Chapter 2) before giving the characters
  their newest mission:
  "Waterdeep’s richest halfling family, the Snobeedles, is
  offering 500 gold pieces for the safe return of a missing
  family member named Dasher Snobeedle. We'll need
  additional funds to keep us afloat while Davil's away and the
  Watch have their eyes on us, so I want you to give it a shot."
  Sticking to the campaign book, the characters would only
  need to ask around for three days and make a Charisma
  check to arrange a meeting with Dasher, who refuses to
  return to his family. In this take on the mission, that brief is
  expanded upon, infusing the mission with more intrigue and
  offering several (more rewarding) potential outcomes. Have
  Tashlyn give the following additional information:
  "I've gotten my hands on some information I think might
  lead us to Dasher. One of my constables thinks he saw a
  halfling fitting Dasher's description – scrawny, a mess of
  curly red hair – at The Pickled Fisherman in the Dock Ward.
  He's been reported missing by his family six months ago, so
  I'll have to send a patrol to follow up eventually, but I can
  delay a day or two. Meanwhile, you head over to the
  Fisherman, find the little bugger and cart him off to his
  family. But be subtle, yeah? With so many eyes on us, I won't
  be able to get you of any pickle you get yourselves into."
  True enough, Dasher has been frequenting The Pickled
  Fisherman with his new buddies from the Shard Shunners – a
  nefarious gang of wererats led by the Rat Queen, Rottina
  Reedfellow. Dasher joined up with the gang about six months
  ago, tired of his mother nagging him to become a druid and
  his older siblings teasing him about not contributing to the
  family's business: the Snobeedle Orchard and Meadery.
  Finding Dasher and returning him to his family can be as
  easy as talking his Shard Shunner-buddies into setting up a
  meeting and then convincing Dasher to return of his own
  volition, or as hard as venturing into the sewers and taking
  on the entire gang of wererats on their home turf. On the next
  pages several locations and scenarios are detailed, giving you
  a framework for running this mission, but how – and if – your
  players complete their mission, depend on their actions and
  the luck of the dice. Regardless of everything else, the quest
  likely starts with a visit to The Pickled Fisherman.
  The Pickled Fisherman
  The Pickled Fisherman is a large tavern on Boat Street run by
  the homely female hal�ling commoner Antonetta Stubtoe,
  who's pickled delights draws in hal�lings from as far away as
  Amn and Luiren. Most the tavern's tables are occupied by
  hal�lings gorging themselves on brined cheese, pickled crab
  meat, and other such delicacies. Most know little or nothing
  about Dasher Snobeedle. Here's some inspiration on patrons
  the party can �ind in The Pickled Fisherman:
  Antonetta Stubtoe, who's way too busy to answer the
  party's questions. A few pieces of silver will get her to
  pause and speak. She doesn't know Dasher by name, but
  know of the Snobeedles and has seen a young, redhead
  hal�ling in the tavern from time to time. He usually sits by
  the table in the back when he's in.
  Perigan Copperkettle, a middle-aged hal�ling in a dapper
  out�it, and Kyressa Larksong, the beautiful half-elf woman
  he's wooing. It's their �irst time visiting The Pickled
  Fisherman and they know nothing of Dasher Snobeedle.
  Dogan, Lars and Helmut, three dwarven dockworkers
  who's here to enjoy fermented eggs and bitter schnapps,
  "not answer questions about hal�lings with silly names!"
  Callie, Willow, Fildo and Harol, four young hal�lings
  celebrating Willow's 19th birthday. They're friendly and
  will freely admit to knowing Dasher Snobeedle by name,
  but are nervous about telling characters that they've
  sometimes seen him with the three dangerous hal�lings at
  the back of the tavern. A few drinks and a successful DC
  13 Charisma (any) check will loosen their tongues.
  Bad Company
  In the back of The Pickled Fisherman sits a trio of rough-
  looking hal�lings underneath a thick cloud of pipesmoke.
  They're wearing silk vests, tailored pants, leather shoes and
  gaudy jewelery, but their scarred faces and hard eyes reveal
  that they're no soft-handed dandies.
  Alton Tosscobble (a male hal�ling	 wererat with thick
  black sideburns and broad shoulders) is the clear leader of
  the bunch, his barking laugh drowning out his two
  companions, Roscoe Underbough (a male hal�ling	wererat
  with a thin moustache) and Brynn Hilltopple (a female
  hal�ling	wererat with an angry scar closing one eye).
  The three Shard Shunners meet approaching strangers
  with detached disdain. Alton shoos away annoying
  busybodies without direct aggression, gruf�ly stating that
  "We's havin' a private conversation here – we prefer it stays
  that way". A good reason and a DC 13 Charisma (Deception
  or Persuasion) check is needed to get the hal�lings talking at
  all (hal�ling characters have advantage on this check).
  Mentioning Dasher Snobeedle piques Alton's interest. If
  asked about the young hal�ling, he responds: "Don't know
  that I be knowin' anyone by that name, but if I did, I'd be
  wonderin' who's askin' and why?" If the characters reveal
  that they want to return Dasher to his family, Alton asks the
  party to meet him by the Lady's Statue at midnight, where he
  says he'll tell them what he knows about Dasher (see
  'Meeting at Midnight'). This is a lie – Alton wants to lure the
  characters away from witnesses before ambushing them.
  Following the Shard Shunners
  All is not lost even if the characters fail to strike up a
  conversation with Alton or refuse to meet with him later. A
  few hours after midnight, the trio leaves the tavern and head
  toward a nearby sewer grate to return to Rats' Nest. If they
  succeed on a DC 12 Dexterity (Stealth) group check, the party
  can follow the wererats to Rats' Nest without being noticed.
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  Meeting at Midnight
  The Lady's Statue in the Dock Ward is a bronze statue
  depicting the human woman Midnight before she became the
  goddess of magic Mystra more than a century ago. Tucked
  away in a shadowy square between tall warehouses, the
  statue is a popular meeting spot for the ward's seedier
  inhabitants, who refer to it as 'meeting at midnight'.
  If the characters show up to meet Alton here, they �ind him
  standing alone next to the statue. Four more hal�ling
  wererats in hybrid form hide in nearby alleys or on top of
  the surrounding buildings. An alert character can spot the
  hal�lings with a DC 18 Wisdom (Perception) check.
  Alton Tosscobble is still in hal�ling form, but the moon's
  presence is making it hard for him to suppress his af�liction.
  A character with passive Insight or passive Perception more
  than 15 notices that his nose is making rat-like twitches and
  that his �ingernails have grown longer.
  When the party has come as close as they'll get, Alton says:
  "Ha! Seems I owe Roscoe five gold dragons. You really was
  dumb enough to show up. Aye, well, now that you're here,
  let me tell you how this is gonna go. We's the Shard
  Shunners and we run these here streets. Dasher's with us
  now – by his own choice, don't you worry. Now, we ain't
  much likin' that you're running around askin' questions
  about one of ours. In fact, I've half a mind to stick some
  holes in you and silence you for good. If I was you, I'd start
  coming up with reasons why I shouldn't, eh?
  Alton's question is followed by loud clicks of hand crossbows
  being loaded and menacing sounds of sharp claws being
  dragged across brick walls in the nearby alleys.
  The Shard Shunners
  The Shard Shunners are a gang of halfling
  wererats, named so because they detest silver.
  They have a steady gig extorting businesses for
  money ("or you might soon have a pest problem,
  eh?)" and perform odd jobs ranging from
  vandalism to robbery and murder. Their base,
  Rats' Nest, lies underneath the Dock Ward
  sewers and they have a tenous alliance with the
  Xanathar Guild. Their leader is Rottina Reedfellow,
  a female halfling wererat wizard both cunning
  and ruthless. She's not well-liked among most of
  the other Shard Shunners, but her magical
  powers has insured her continued leadership.
  Her second-in-command is Alton Tosscobble,
  who's also her – somewhat reluctant – lover.
  Each Shard Shunner carries a hand crossbow, a
  shortsword, and a pouch with 1d10 gold pieces
  and 1d20 copper pieces, unless otherwise noted.
  If the characters want to avoid a violent confrontation they
  have to present a clever lie, a credible threat, or a good
  argument followed by a DC 15 Charisma (Deception,
  Intimidation or Persuasion) check. Examples include:
  "We're friends of Dasher and just want to speak with him.
  I don't think he'd like it if you harmed us!" (Deception)
  "We're with the Zhentarim. Harm us and you'll have the
  entire Black Network out to get you." (Intimidation)
  "There's a big reward for bringing Dasher to his family. If
  you're clever about this, we can make an arrangement
  that will make everyone happy." (Persuasion)
  A good argument convinces Alton to let the party leave
  unharmed, but the right words might even persuade him to
  bring the party to meet Dasher and Rottina Reedfellow in the
  Rats' Nest. If the party can't convince him, he whips out his
  pipes	of	the	sewer and signals the Shard Shunners to attack.
  Night	Dock	Ward	Map. If combat breaks out, you can use
  the Night Dock Ward Map. Place Alton Tosscobble by the
  statue in the bottom left corner and the other hal�ling
  wererats in the alleys and on the roofs around the small
  square. The surrounding buildings are 20 feet tall, requiring a
  DC 13 Strength (Athletics) check to climb and a DC 15
  Dexterity (Acrobatics) check to jump down from unharmed.
  Crates, barrels and even streetlamps can grant cover.
  Shard	Shunner	Tactics. Alton Tosscobble carries pipes	of
  the	sewer which he uses to summon three swarms	 of	 rats.
  The other hal�ling	 wererats use hand crossbows, blades
  and bites to deathly effect. They prefer to swarm one foe at a
  time, singling out weak targets while actively avoiding
  characters wielding silvered blades. If Alton or at least half of
  the wererats are defeated, the rest �lees toward the nearest
  sewer grate, jump down below and make their way to Rats'
  Nest, quickly scurrying to alert Rottina.
  A	 Rat	 in	 the	 Trap. A caught Shard Shunner is easily
  convinced (DC 10 Charisma (Intimidation or Persuasion)
  check) to tell the party anything they want to know about
  Rats' Nest and its inhabitants. Even Alton can be convinced to
  turn on Rottina, as he eyes an opportunity for a change in
  leadership. If caught, he tells the party about the sewer pipe
  (area R4 of Rats' Nest) leading into Rottina's audience
  chamber and offers to keep the hal�lings who are dissatis�ied
  with Rottina's leadership (hal�lings in areas R5 and R8) at
  bay while the characters fetch Dasher, get rid of Rottina and
  make him the Shard Shunners' new leader.
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  Rats' Nest
  Rats' Nest is the Shard Shunners' base in the sewers beneath
  the streets of the Dock Ward. Once a base of operations for
  the guild of Cellarers' and Plumberers Guild, the decrepit
  complex was abandoned by a few years ago and soon taken
  over by the wererats. Not all Shard Shunners live in Rats'
  Nest, but all frequent the complex from time to time to
  receive directions from the ruthless Rottina	Reedfellow.
  The following features apply to the sewers and Rats' Nest.
  Alert. If the Rats' Nest has been alerted that someone is
  coming, the wererats in area R8 join the wererats in R5,
  hiding in doorways and shadowy nooks to ambush intruders,
  while Rottina prepares herself with mage	armor and makes
  sure the three wererats in R10 are ready to defend her.
  Ceilings. Ceilings are 10 feet high unless otherwise noted.
  Light. The sewers are completely dark with empty
  lanterns hanging at regular intervals. Lit lanterns provide
  bright light in most of the Rats' Nest complex (see map).
  Sewer	Pipes. Underwater sewer pipes indicated by black
  dotted lines connect different areas. Small characters can
  swim through these pipes unhindered, but Medium
  characters must succeed on a DC 13 Dexterity check or
  become stuck. A creature stuck this way can attempt a DC 13
  Strength or Dexterity check at the end of each round to slip
  free, taking 1d8 bludgeoning damage with each attempt.
  Sewer	Water. 5-foot-deep canals of sewage run through
  this part of the sewers. Sewer water heavily obscures
  anything beyond 10 feet. A creature that becomes submerged
  in the water must succeed on a DC 11 Constitution saving
  throw or become poisoned for 1 minute and contract sewer
  plague (see the Dungeon Master’s Guide p. 257). Shard
  Shunners automatically succeed on this saving throw.
  R1. Sewer Intersection
  Whether coming from the western or northern sewer grate
  (indicated by white dotted lines) the characters soon arrives
  at an intersection where four rusty grate bridges span the
  canals of foul-smelling sewage below.
  Trapped	Bridges. All four bridges have been sabotaged to
  hinder anyone snooping around the area (a DC 13
  Intelligence (Investigation) check �inds this sabotage). Each
  bridge collapses if a load of 100 lbs. or more is placed upon it,
  causing any creatures on the bridge to fall into the sewage
  below, unless they succeed on a DC 13 Dexterity saving
  throw. While the short fall itself deal no damage, landing in
  the sewage is unpleasant at best (see 'Sewer Water' above).
  R2. Abandoned Basement
  The door to this old basement is unlocked and rests uneven
  on broken hinges. The debris-�illed room within reeks of
  decay. The building that once connected to this basement has
  been torn down and the hatch leading up is bricked shut.
  Corpse	Disposal The Shard Shunners dump dead bodies
  in this room, trusting the carrion crawler that lairs here to
  take care of any evidence. At the moment, two dead bodies –
  a human Zhentarim spy who happened upon the Rats' Nest
  and a hal�ling wererat who challenged Rottina's leadership –
  are decomposing on the �loor. A large, pale worm with �lailing
  appendages feasts on the human corpse. The carrion
  crawler has made the basement its lair, eagerly awaiting the
  meals regularly brought to it by the hal�lings. It has grown
  too large to exit the chamber, but attacks any creature that
  ventures inside and disturbs its meal.
  Treasure. A perceptive character (passive Perception 13
  or higher, or a DC 13 Wisdom (Perception) check) notices a
  silvered dagger (50 gp) sticking out of the hal�ling's boot.
  R3. Rats' Nest Entrance
  A small platform marks the entrance to Rats' Nest. A partially
  faded inscription above the heavy, iron door reads:
  "Cellarers' and Plumbers' Guild – Workstation 35 – No
  trespassing".
  Trapped	Door. The door leading into the Rats' Nest isn't
  locked, but it is trapped. If a character attempts to open the
  door by pulling down on the handle, poisonous gas spills
  forth from small vents in the ceiling. Each character on the
  platform must make a DC 13 Constitution saving throw or
  take 3d8 poison damage and be poisoned for 1 minute. The
  vents are noticed by a character who succeeds on a DC 13
  Wisdom (Perception) or Intelligence (Investigation) check. A
  DC 13 Intelligence (Investigation) check on the door itself
  reveals that the handle can be turned counter-clockwise,
  which opens the door without setting off the trap.
  Disturbing	 the	 Nest. Setting off the trap alerts the two
  hal�ling	 wererats in area R5. One hal�ling moves to
  investigate, while the other noti�ies the Shard Shunners in
  areas R8 and R10, putting Rats' Nest on alert. If battle breaks
  out here, the hal�ling	wererats from area R8 join the �ight.
  R4. Sewer Pipe Entrance
  An underwater sewer pipe connects this tunnel to area R10.
  The sewer pipe is easily spotted by anyone who comes by, but
  a successful DC 15 Wisdom (Perception) check is required to
  hear the muf�led voices of Rottina and her retinue in area
  R10. The sewer pipe is barely large enough to accommodate
  Medium or smaller creatures (see 'Sewer Pipes').
  R5. Sewer Hall
  Two bored hal�ling	wererats loiter in this central hall.
  Sewer	Pipe. An underwater sewer pipe leading from this
  hall to area R10 is blocked off by a heavy iron grate. A DC 25
  Strength check is necessary to remove the iron grate without
  making noise – on a result of 20 to 24, the grate comes loose,
  but makes enough noise to alert creatures in R5 and R10,
  who quickly come to investigate.
  R6. Warehouse Basement
  This rat-infested basement goes largely unused by its
  owners, who've left behind only a few crates of rotten rope,
  rusty crane hinges and shattered glass panels. A small,
  unlocked door opening directly into a sewer tunnel allows for
  quick waste disposal.
  Secret	 Tunnel. Taking advantage of the basement's
  disuse, Rottina has dug a secret tunnel leading from her
  private chambers to the basement. The small tunnel sits low
  to the �loor and is hidden by fabric painted to mesh in with
  the basement's grimy walls. The tunnel is easily found with a
  thorough search of the room, or noticed by a perceptive
  character (DC 13 Investigation or Perception) at a quick
  glance. The tunnel will only �it a Small or smaller creature.
  R7. Storage Room
  This storage room contains crates, barrels and baskets with
  mundane equipment and foodstuffs, such as rope, hooks, oil,
  clothes, wine, ale, sausages, barley, plums, rice, and so on.
  R8. Common Room
  A fully-stocked kitchen, a large dining table and six hal�ling-
  sized beds �ill this chamber. This is where the Shard Shunners
  eat, sleep and entertain themselves, when they've nothing
  better to do. At any time, 4 hal�ling	wererats reside within.
  Treasure. Besides the gold and copper they're carrying,
  the wererats have a cache of 12 shortswords, four hand
  crossbows and 120 bolts stashed in this room.
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  R9. Master Bedroom
  Rottina Reedfellow has converted this utility closet into her
  private bedroom, which she often shares with her lover and
  second-in-command, Alton Tosscobble. Within is a queensize
  (by hal�ling standards) bed, a big chest and two bookshelves
  stocked with cookbooks, books on lycanthropy, stories about
  hal�lings and tomes �illed with obscure arcane lore.
  Trapped	 Chest. Rottina has taken it upon herself to
  safekeep the Shard Shunners' treasures, which she stores in a
  big chest by the foot of her bed. Opening the chest using
  lockpicks (DC 13 Dexterity (Thieves' Tools) check) or brute
  force (DC 18 Strength check) triggers two magical traps set
  on the chest. The �irst is a spell of hypnotic	pattern (DC 13)
  targeting everyone in the room and the other is an alarm
  spell notifying Rottina Reedfellow of the intrusion. Two
  rounds after the trap has been triggered, Rottina and the
  hal�ling	 wererats from R5 and R10 arrive to investigate.
  The two magical traps can be found with a DC 10 Intelligence
  (Arcana or Investigation) check. A DC 15 Dexterity (Thieves
  Tools) check (or the dispel	magic spell) is required to destroy
  the magical glyphs without triggering the traps.
  Treasure. The chest contains 14pp and 182gp, a single
  emerald (500 gp) and two silvered shortswords (50 gp each)
  which Rottina keeps in case she needs to defend herself
  against her underlings. A scroll of dispel	magic can be found
  on top of one of the bookshelves by a character that succeeds
  on a DC 10 Intelligence (Investigation) check.
  R10. Main Hub
  Once a central hub for the Cellarers' and Plumbers' Guild
  operations in the Dock Ward, this large room has been
  converted into the Shard Shunners' club house. Sewage �lows
  freely through sewer pipes to the west and north, and a large
  basin of sewage �ills the southwestern corner of the room.
  Two stairs lead 5 feet up to a platform in the middle of the
  basin, upon which stands a large oak desk and two braziers.
  The ceiling in this room is 20 feet high.
  Shard	Shunners. Three hal�ling	wererats – one of them
  Dasher Snobeedle – loyal to Rottina lounge in plush chairs,
  gather at the dinner table or attend to the Rat Queen's needs.
  Rottina	 Reedfellow. Rottina Reedfellow spends most of
  her time in this room. Whether she's studying, eating, or
  barking orders at the other Shard Shunners, Rottina can
  usually be found behind her desk on the raised platform. If
  the characters enter with diplomatic intentions – either led
  by Alton or another wererat, or by their own accord – Rottina
  is willing to at least hear them out (see 'Dealing with Rottina
  Reedfellow'). If negotiations fail – or are never initiated –
  Rottina orders the Shard Shunners to attack the party while
  she stays on her platform, using spells like hold	 person and
  stinking	cloud to control the battle�ield.
  Developments. Rottina Reedfellow might be arrogant, but
  she isn't a fool. If she's clearly losing the battle, she turns into
  a rat and dives for the pool of sewer water, intending to swim
  out to area R4. Unless stopped or closely pursued, she
  disappears into the sewers without a trace. Should the Shard
  Shunners gain the upper hand in the �ight, Rottina tries to
  keep the characters alive, preferring to steal their valuables
  and extort them for as much wealth or power as she can,
  instead of killing them outright. She might keep one
  character hostage while releasing the rest of the party to
  fetch a ludicrous ransom or perform some task for her – thus
  giving them an opportunity for a daring rescue mission.
  Treasure. Rottina Reedfellow carries a pouch with 12pp
  and nine pearls (25 gp each), a component pouch, a
  spellbook with all the spells she has prepared and a big, brass
  key that unlocks her chest in area R9.
  Dasher Snobeedle
  Dasher Snobeedle is a scrawny halfling with a
  bushy top of fiery red hair and a face full of
  freckles. The runt of the litter, Dasher has had to
  endure endless amounts of good-natured teasing
  from his five older siblings. About six months
  ago, the impressionable young halfling fell into
  conversation with a pair of Shard Shunners. It
  didn't take long for Dasher to allow one of his
  new friends to bite him and grant him the gift of
  lycanthropy. Even though he's since had his
  doubts about this decision – knowing how much
  it would hurt his mother if she knew about his
  affliction – Dasher enjoys the power and respect
  lycanthropy affords him, as well as the
  camraderie among the Shard Shunners.
  Dealing with Dasher Snobeedle. Although he
  secretly harbors some regrets, Dasher Snobeedle
  refuses any suggestion to return home if other
  Shard Shunners are present and he hasn't been
  given permission by Rottina. Even if talked to
  alone, a persuasive argument (DC 15 Charisma
  (Persuasion or Deception) check) is required to
  change his mind, and unless the Shard Shunners
  have been exterminated, he still insists that the
  party first speak with his family. Dasher won't
  return home until he's sure that he'll be treated
  as an equal by his siblings and that his mother
  will accept his lycanthropic curse. If the party can
  get his family to make these promises (see 'The
  Snobeedles'), he'll return home willingly.
  Rottina Reedfellow
  Rottina Reedfellow, or the Rat Queen, as her
  closest followers have amicably dubbed her, is a
  raven-haired halfling with stark white skin and
  sharp, red eyes. She leads the Shard Shunners by
  virtue of her arcane powers and her shrewd
  intellect, but her bossy demeanor and ruthless
  pragmatism has won her few friends among the
  other halfling wererats.
  Dealing with Rottina Reedfellow. Rottina is a
  clever negotiator, who is perfectly willing to
  eschew sentiment for profit. If the party tries to
  speak with Dasher Snobeedle while she's
  present, she orders him to shut up and takes
  over the negotiation. Clever characters might
  convince her (DC 15 Charisma (Persuasion)
  check) to allow Dasher Snobeedle to return to
  his family, if they offer her at least half of the
  500 gp reward (Rottina expects Dasher to return
  back to the Shard Shunners soon after anyway). If
  facing great peril or caught in a position of
  weakness, Rottina will say and do anything to
  save her hide, including promising to end her
  alliance with the Xanathar Guild in favor of the
  Doom Raider Zhentarim. However, Rottina isn't
  above reneging on a promise if she finds it in her
  best interest, so the party might find that any
  deal they make with the Rat Queen only lasts
  until she finds it more profitable to betray it.
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  The Snobeedles
  During their search for Dasher Snobeedle – or after �inding
  him – the party might decide to pay the Snobeedles a visit.
  The entire family live and work at the popular Snobeedle
  Orchard and Meadery in Undercliff just outside Waterdeep.
  Snobeedle Orchard and Meadery
  This picturesque orchard lies just a few mile from the eastern
  city wall, easily accessible by foot. Sprawling cross several
  hundred acres, a dazzling variety of colorful fruit trees
  provide the Snobeedles with all the ingredients they need to
  make their famous meads and ciders. Nested in the middle of
  a copse of golden dwarf apple trees, a rustic drinking hall
  built from heavy cedar logs offers visitors a place to sit and
  enjoy the hal�lings' specialties, including tasting menus with
  prices ranging from one silver piece to several gold pieces. A
  large shop next to the drinking hall sells all the hal�lings'
  brews – including popular choices like the Snobeedle
  Summer Cider and Mother Blossom's Favorite Stout.
  The Snobeedle Family
  The matriarch of the Snobeedle family is Blossom Snobeedle,
  a tireless old hal�ling druid. She built the orchard – and her
  family's fortunes – from nothing with her husband, Egart
  Snobeedle, who passed away a few years back. While
  Blossom's �iery red hair has dulled and grayed over the years,
  the kind-hearted druid remains sharp of mind and spends
  most her days tending diligently to the large orchard.
  Dasher's three older brothers – Cade, Bobbin and Perry –
  and two older sisters – Lidda and Marigold – all live and work
  at the orchard. Perry manages the business' �inances and
  deals with suppliers and vendors, Cade and Lidda run the
  popular drinking hall, and Bobbin and Marigold is in charge
  of the family's shop. They're all easily recognizable by their
  curly, red hair and joyous demeanors.
  Speaking with the Snobeedles
  If the party seek out the Snobeedles before having found
  Dasher, his brothers and sisters swiftly fetch their mother.
  The old druid explains with sadness how Dasher disappeared
  about six months ago: "He'd been restless for a while. I'd
  been trying to teach him the ways of Yondalla, so he could
  take my place when I return to the soil. He showed great
  promise, but becoming a druid is not something you do
  overnight. He lost patience, I think, and began going into the
  city more and more, until one night, he didn't come back."
  While Blossom is saddened by her son's disappearance –
  and blames herself for pushing him too hard – she harbors no
  doubt that her son still lives: "Yondalla shows him to me in
  my dreams. I see him on a dark path, a dangerous path,
  surrounded by foul beasts with menacing red eyes and hearts
  as black as coal. He's alive, I'm sure, but in grave danger."
  If the party has met with Dasher Snobeedle and tells
  Blossom about his af�liction, she is morti�ied, explaining that
  lycanthropy is deeply offensive to Yondalla and the natural
  balance. She promises to accept Dasher back to the family,
  but is hellbent on beseeching Yondalla to remove her son's
  curse. Changing her mind on this is exceedingly hard
  (requiring a DC 20 Charisma (Persuasion) check).
  Dasher's siblings are ashamed to hear that their teasing
  was partly to blame for their brother's disappearance. They
  promise to lay off if the party can convince Dasher to return.
  Giving	Notice. If the party noti�ies the Snobeedles about
  Dasher's whereabouts, but can't or won't convince the young
  hal�ling to return, Blossom thanks them for their aid and
  gives them half of the 500 gp reward.
  Conclusion
  This mission can end in several different ways, depending on
  the party's choices and their luck with the dice.
  Family	Reunion. If the party manages to return Dasher
  Snobeedle to his family – either by force or by diplomatic
  means – the Snobeedle's happily give the characters the 500
  gp reward. Depending on the party's discussions with Dasher
  and his mother, Blossom Snobeedle will either be oblivious
  about her son's af�liction (although she soon senses a
  wrongness about him), accept that Dasher wants to be a
  wererat but hope that he'll come to his senses eventually, or
  use a remove	 curse spell to cure her son's af�liction. If the
  party and Blossom properly convinced Dasher that his place
  is with his family, he begins embracing the teachings of
  Yondalla and becomes a respectable druid – and a faithful ally
  to the party. If Dasher was never properly convinced and
  Rottina and the other Shard Shunners still wait for him in the
  sewers, he's likely to return to them after a few days, perhaps
  carrying with him a portion of the family's fortunes.
  Making	 Alliances. The party might have convinced
  Rottina Reedfellow (or any wererat that replaced her as
  leader of the Shard Shunners) to abandon the Xanathar Guild
  and ally the wererat gang with the Doom Raider Zhentarim
  instead. Tashlyn Yafeera (or Davil Starsong) welcomes this
  alliance, realizing the need for friends in these troubled
  times. Precisely what this alliance entails and how long the
  untrustworthy Shard Shunners keep their word, is up to you.
  Reward. If the party is successful, Tashlyn Yafeera lets
  them keep 100 gp plus any valuables they have secured
  themselves along the way. Each Zhentarim character also
  receives 2 renown.
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  The Mission
  Tashlyn/Davil tells the party about the 500 gp reward for
  returning Dasher Snobeedle to his family.
  Dasher disappeared six months ago, he is young and has
  red curly hair. He was seen recently at The Pickled
  Fisherman in the Dock Ward.
  The Pickled Fisherman
  A large tavern that specializes in pickled food and is very
  popular with hal�lings.
  Patrons can include: Antonetta Stubtue, the busy
  proprietor, who has seen Dasher sitting by a table in the
  back from time to time. Perigan, hal�ling, and Kyressa,
  half-elf, who knows nothing. Dogan, Lars and Helmut,
  dwarven dockworkers, who know nothing. Callie, Willow,
  Fildo and Harol, who know Dasher by name and has seen
  him with the dangerous hal�lings in the back of the tavern
  (DC 13 Charisma check to convince them to speak).
  Alton Tosscobble, Roscoe Underbough and Brynn
  Hilltopple sit by a table in the back. Can be engaged in
  conversation with DC 13 Deception or Persuasion. Won't
  say anything about Dasher, but Alton asks the party to
  meet him by the Lady's Statue at midnight.
  The hal�ling	 wererats can be followed back to Rats'
  Nest with a DC 13 group Stealth check.
  Meeting at Midnight
  A bronze statue of Mystra in a shadowy square.
  Alton is alone by the statue, but four hal�ling	wererats
  hide in alleys and on roofs (DC 18 Perception to spot).
  Passive Insight or Perception 15 or higher notices Alton's
  nose twitching and �ingernails growing longer.
  Alton reveals his dire intentions – DC 15 Charisma check
  to avoid violence. Can even be convinced to lead the party
  to Rats' Nest.
  If violence breaks out, Alton uses his pipes	of	the	sewers
  while the other hal�ling	 wererats attack. They �lee if
  Alton or half the wererats are defeated.
  A caught wererat can be convinced (DC 10 Charisma) to
  divulge information about Rats' Nest, including traps and
  secret entrances.
  Rats' Nest
  Sewer complex underneath the Dock Ward. Sewers are
  dark, ceilings 10 feet high, sewer pipes accessible by small
  and medium creatures (DC 13 Dexterity check). Sewer
  water 5 foot deep, DC 11 Constitution save or poisoned
  for 1 minute and contracts sewer	plague.
  R1. Four bridges spanning sewer canals, rigged to
  collapse under 100 lbs. or more. (DC 13 Investigation to
  notice, DC 13 Dexterity save to avoid falling into water).
  R2. Abandoned basement �illed with debris, a human
  corpse and a hal�ling corpse. Carrion	Crawler within. DC
  13 Perception notices silvered dagger (50 gp) in hal�ling's
  boot.
  R3. Small platform, heavy door reading: 'Cellarers' and
  Plumbers' GUild - Workstation 35 - No trespassing'. Door
  unlocked but trapped, move handle counter-clockwise or
  poisonous gas spills out, dealing 3d8 damage and
  poisoned for 1 minute (DC 13 Constitution save to avoid).
  Noticeable by DC 13 Perception or Investigation. If
  triggered, one wererat from R5 investigates, one alerts
  wererats in R8 and R10.
  R4. Sewer pipe grants entrance to R10, DC 13 Perception
  check to hear muf�led voices from within.
  R5. Two hal�ling	 wererats here. Sewer pipe grants
  entrance to R10, but blocked by heavy iron grate. DC 25
  Strength to remove, result of 20-24 makes noise and
  alarms creatures in R5 and R10.
  R6. Little-used warehouse basement, crates of rope,
  crange hinges, shattered glass panels. DC 13 Investigation
  or Perception to spot secret tunnel leading to R9, �its only
  small creatures.
  R7. Storage room with food, rope, hooks, oil, clothes,
  wine.
  R8. Common room with beds, kitchen and dining table.
  Four hal�ling	wererats. Also 12 shortswords, four hand
  crossbows and 120 bolts.
  R9. Rottina's bedroom with bed, large chest and
  bookshelves. Chest is locked and magically trapped, DC 13
  Thieves' Tools or DC 18 Strength to open. Triggers
  hypnotic	 pattern spell (DC 13) and alarm spell making
  hal�ling	 wererats from R5 and R10 arrive after two
  rounds. DC 13 Arcana or Investigation to notice glyphs, DC
  15 Thieves' Tools or dispel	 magic to remove without
  triggering. The chest contains 14pp, 182gp, emerald
  (500gp), two silvered shortswords (50 gp each). A scroll
  of dispel	 magic lies on top of the bookshelf (DC 13
  Investigation to �ind).
  R10. 20-foot-high ceiling, platform 5 feet above water.
  Three hal�ling	 wererats including Dasher Snobeedle.
  Rottina Reedfellow sits on the platform. If combat erupts,
  Shard Shunners attack while Rottina casts spells. She
  carries a pouch with 12 pp, nine pearls (25 gp),
  component pouch, her spellbook and a key for chest in R9.
  If not with other Shard Shunners, Dasher can be
  persuaded to return home (DC 15 Charisma) only if his
  family promises to respect him and that his mother will
  accept his lycanthropy.
  Rottina takes over any negotiation with Dasher, and can
  be persuaded (DC 15 Charisma) to allow Dasher to return
  for half the reward. If caught in a bad situation, Rottina
  promises anything to be free.
  The Snobeedles
  Snobeedle Orchard and Meadery is in undercliff about 1
  mile from eastern city wall. Fruit trees, big drinking hall,
  shop with specialties like Snobeedle Summer Cider and
  Mother Blossom's Favorite Stout.
  Blossom Snobeedle is the matriarch, a hal�ling druid.
  Dasher's �ive siblings are Cade, Bobbin, Perry, Lidda and
  Marigold.
  Blossom was teaching Dasher the ways of Yondalla when
  he disappeared six months ago. She dreams of him and is
  certain he is alive.
  Blossom will welcome back Dasher but insists on
  removing his curse (DC 20 Persuasion to change her
  mind). Dasher's siblings promise to lay off their teasing.
  If the party can tell the Snobeedles where Dasher is, but
  can't get him to return, they still receive 250 gp.
  Conclusion
  If Dasher is reunited with his family, he might return to
  the Shard Shunners (if the gang still remains), or he might
  accept his mother's teachings and allow her to rid him of
  his curse.
  If the party has convinced the Shard Shunners to ally with
  the Zhentarim, the alliance is welcomed by Tashlyn/Davil,
  but lasts only as long as the wererats �ind it in their
  interest.
  Tashlyn Yafeera lets the party keep 100 gp of the reward
  and anything they �ind along the way. Each Zhentarim
  character receives 2 renown.
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  Halfling Wererat
  Small humanoid (halfling), lawful evil
  Armor Class 12
  Hit Points 27 (6d6 + 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 Immunities bludgeoning, piercing, and
  slashing damage from nonmagical weapons
  that aren't silvered
  Senses darkvision 60 ft. (rat form only), passive
  Perception 12
  Languages Common, Halfling, Thieves' Cant
  Challenge 2 (450 XP)
  Shapechanger. The wererat can use its action to
  polymorph into a rat-humanoid hybrid or into a
  giant rat, or back into its true form. Its statistics,
  other than its size, are the same in each form. Any
  equipment it is wearing or carrying isn't
  transformed. It reverts to its true form if it dies.
  Brave. The wererat has advantage on saving throws
  against being frightened.
  Halfling Nimbleness. The wererat can move
  through the space of a Medium or larger creature.
  Keen Smell. The wererat has advantage on Wisdom
  (Perception) checks that rely on smell.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). The
  wererat makes two attacks, only one of which can
  be a bite.
  Bite (Rat or Hybrid Form Only). Melee Weapon
  Attack: +4 to hit, reach 5 ft., one target. Hit: 4
  (1d4 + 2) piercing damage. If the target is a
  humanoid, it must succeed on a DC 11
  Constitution saving throw or be cursed with
  wererat lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only).
  Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow (Humanoid or Hybrid Form Only).
  Ranged Weapon Attack: +4 to hit, range 30/120
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Swarm of Rats
  Medium swarm of tiny beasts, unaligned
  Armor Class 10
  Hit Points 24 (7d8 – 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 3 (–4)
  Damage 
  Resistances 
  bludgeoning, 
  piercing,
  slashing
  Condition 
  Immunities 
  charmed, 
  frightened,
  grappled, paralyzed, petrified, prone, restrained,
  stunned
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The swarm has advantage on Wisdom
  (Perception) checks that rely on smell.
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny rat.
  The swarm can't regain hit points or gain
  temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft.,
  one target in the swarm's space. Hit: 7 (2d6)
  piercing damage, or 3 (1d6) piercing damage if
  the swarm has half of its hit points or fewer.
  
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  8
  Rottina Reedfellow
  Small humanoid (halfling), lawful evil
  Armor Class 13 (16 with mage armor)
  Hit Points 54 (12d6 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0)
  Skills Arcana +5, Perception +2, Stealth +5
  Damage Immunities bludgeoning, piercing, and
  slashing damage from nonmagical weapons
  that aren't silvered
  Senses darkvision 60 ft. (rat form only), passive
  Perception 12
  Languages Common, Halfling, Thieves' Cant
  Challenge 4 (450 XP)
  Shapechanger. Rottina can use her action to
  polymorph into a rat-humanoid hybrid or into a
  giant rat, or back into her true form. Her statistics,
  other than her size, are the same in each form.
  Any equipment she is wearing or carrying isn't
  transformed. She reverts to her true form if she
  dies.
  Brave. Rottina has advantage on saving throws
  against being frightened.
  Halfling Nimbleness. Rottina can move through the
  space of a Medium or larger creature.
  Keen Smell. Rottina has advantage on Wisdom
  (Perception) checks that rely on smell.
  Spellcasting. Rottina is a 6th-level spellcaster. Her
  spellcasting ability is Intelligence (spell save DC
  13, +5 to hit with spell attacks). Rottina has the
  following wizard spells prepared:
  Cantrips (at will): acid splash, light, poison spray
  1st level (4 slots): alarm, grease, mage armor,
  shield
  2nd level: (3 slots): hold person, mirror image,
  misty step
  3rd level (3 slots): dispel magic, hypnotic pattern,
  stinking cloud
  Actions
  Multiattack (Humanoid or Hybrid Form Only).
  Rottina makes two attacks, only one of which can
  be a bite.
  Bite (Rat or Hybrid Form Only). Melee Weapon
  Attack: +6 to hit, reach 5 ft., one target. Hit: 6
  (1d4 + 4) piercing damage plus 4 (1d8) poison
  damage. If the target is a humanoid, it must
  succeed on a DC 11 Constitution saving throw or
  be cursed with wererat lycanthropy.
  Claw (Rat or Hybrid Form Only). Melee Weapon
  Attack: +6 to hit, reach 5 ft., one target. Hit: 6
  (1d6 + 4) piercing damage plus 4 (1d8) poison
  damage.
  Carrion Crawler
  Large monstrosity, unaligned
  Armor Class 13
  Hit Points 51 (6d10 + 18)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 16 (+3) 1 (–5) 12 (+1) 5 (–3)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Keen Smell. The carrion crawler has advantage on
  Wisdom (Perception) checks that rely on smell.
  Spider Climb. The carrion crawler can climb
  difficult surfaces, including upside down on
  ceilings, without needing to make an ability check.
  Actions
  Multiattack. The carrion crawler makes two attacks:
  one with its tentacles and one with its bite.
  Tentacles. Melee Weapon Attack: +8 to hit, reach
  10 ft., one creature. Hit: 4 (1d4 + 2) poison
  damage, and the target must succeed on a DC 13
  Constitution saving throw or be poisoned for 1
  minute. Until this poison ends, the target is
  paralyzed. The target can repeat the saving throw
  at the end of each of its turns, ending the poison
  on itself on a success.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) piercing damage.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Waterdeep - Dragon Heist/Zhentarim Faction Mission 3 - Shard Shunners.pdf