TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
  CREDITS 
   
  Design, Writing, Layout: Wyatt Trull 
  Cover Art: Sivvector via Adobe Stock Art 
  Interior Art: Lawrence van der Merwe, Dean Spencer 
   
   
  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. 
  
   
  2 
  INTRODUCTION 
  Not everyone is an open book; most folk in this world are 
  filled with shame and regret; player characters are no 
  different. Some players even wish to embrace a checkered 
  past when designing their character, but those details 
  often have little to no relevance to the campaign, leaving 
  it up to the Dungeon Master to incorporate or ignore those 
  secrets. Cue Character Secrets: a lightweight system that 
  enhances roleplaying and ties the past into the present 
  with little work on the player or DM's part.  
  This supplement contains twenty-eight secrets tied to 
  the events, characters, and factions of the Waterdeep: 
  Dragon Heist campaign.   
   
  WHAT ARE CHARACTER SECRETS? 
  First featured in Icewind Dale: Rime of the Frostmaiden, 
  character secrets are meant to foment distrust and intrigue 
  among player characters. These secrets are more than just 
  background information; instead, they can, and should, 
  factor into the campaign. Some secrets are benign or out-
  right helpful, but most are shames or secret regrets that 
  should color a character throughout the campaign.  
  Some character secrets are wholly narrative in nature, 
  having a direct impact on the secret-bearer's development 
  or the campaign itself. Some secrets also grant mechanical 
  benefits to the secret-bearer, such as a language, skill, or 
  even a cantrip, just as they do in Icewind Dale: Rime of 
  the Frostmaiden.  
   
  DRAWING CHARACTER SECRETS 
  Appendix A of this supplement contains a printer-friendly 
  version of the character secret cards that you should print, 
  cut out, and shuffle into a deck.  
  Before the campaign starts, you should determine how 
  many of the player characters should have a secret. This 
  number is left to you, but it is recommended that they all 
  begin with one. A player draws a random card from the 
  deck and decides whether to embrace the secret or reject 
  it. However, a secret may not fit the character that that 
  player wished to play, or that character might fail to meet 
  the secret's prerequisites. If the secret is discarded, the 
  player draws another card.  
  It is perfectly all right if not all players wish to adopt a 
  secret; however, they should keep the card and inform you 
  privately that they won't be playing with one, so that the 
  other players don't just rule out the possibility.  
  Likewise, it's acceptable if a player character reveals 
  their secret immediately, guards it forever, or waits for a 
  later occasion to reveal it.  
   
  ANATOMY OF A CHARACTER SECRET CARD 
  This supplement follows a formula for a character secret: 
  • The Secret. This section is for a player's eyes and briefly 
  describes their secret. It is written in first person. This 
  text is reprinted on the cards in Appendix A. 
  • Additional Information. A player can't help but retain 
  details they glean; to prevent leaking too many secrets, 
  some information is kept out of the player's hands until 
  they commit to the secret that they drew. Not all secrets 
  warrant extra information.  
  • Using the Secret. This section is for DM's; it describes 
  how you can incorporate the secret in your campaign, 
  be it by having certain NPCs react differently to the 
  secret-bearer, by adding a twist, or allowing that person 
  to bypass certain restrictions in the campaign.  
   
  SECRETS IN DRAGON HEIST 
  In a campaign setting as diverse as Waterdeep, there's no 
  limit to what secrets can be explored—the trick is in 
  relating these secrets the campaign's preexisting events 
  and characters.  
   
  SECRETS IN THIS SUPPLEMENT 
  The following secrets are presented in this supplement: 
   
  Character Secrets ............................................................ 3 
  Alter Ego..................................................................... 3 
  Blackmailed Adulterer ................................................ 3 
  Bounty Hunter ............................................................ 3 
  Bregan D'aerthe Hunter .............................................. 4 
  Dagult's Hand ............................................................. 4 
  Debtor ......................................................................... 4 
  Devil in Disguise ........................................................ 4 
  Disgraced Watchman .................................................. 5 
  Double Agent .............................................................. 5 
  Draconic Descendant .................................................. 5 
  Ex-Cultist .................................................................... 5 
  Failed Adept ............................................................... 6 
  Firestarter .................................................................... 6 
  Fugitive ....................................................................... 6 
  Graverobber ................................................................ 6 
  Intellect Devourer ....................................................... 6 
  Necromancer's Apprentice .......................................... 7 
  Neverember Bastard ................................................... 7 
  Polymorphed Dragon .................................................. 8 
  Pyromaniac ................................................................. 8 
  Slimy Lawyer ............................................................. 8 
  Stranded Sailor ........................................................... 8 
  Trollskull Survivor ..................................................... 9 
  Undercover Journalist ................................................. 9 
  Volo Fan ..................................................................... 9 
  Wandrunner ................................................................ 9 
  Wererat Victim ......................................................... 10 
  Xanathar Outcast ...................................................... 10 
  Appendix A: Character Secret Cards ............................ 11 
   
   
   
  
   
  3 
  CHARACTER SECRETS 
  The secrets are presented alphabetically: 
   
  ALTER EGO 
  Prerequisite: You must have a good alignment. If you don't meet 
  this prerequisite, draw a different secret card.  
   
  When night falls, I slowly begin to take on a separate and 
  evil personality who is opposite to my usual temperament. 
  By midnight, I lose all self-control and fully morph into 
  this alter ego. However, I can keep it at bay so long as I 
  can force myself to sleep. By dawn, I have control again.  
  A spell of greater restoration cast upon me at midnight 
  might just rid me of this alter ego altogether.  
   
  USING THIS SECRET 
  This highly-personal secret can consistently factor into 
  the campaign. Should the party infiltrate Gralhund Villa 
  at night, they may be surprised at their comrade's sudden 
  change in demeanor. Additionally, several individuals in 
  Waterdeep capable of a greater restoration spell might 
  offer their services in return for a favor: 
  • Davil Starsong will cast the spell if the secret-bearer has 
  4 or more renown with the Zhentarim or if they thwart 
  Meloon Wardragon's attempt on his life. 
  • Istrid Horn will cast the spell for 1,000 gp—and if the 
  secret-bearer cannot afford such a price, she offers a 
  loan with a modest interest rate…   
  • Jeryth Phaulkon uses her divine powers to cast a greater 
  restoration spell, but the secret-bearer must have 6 or 
  more renown with the Emerald Enclave.  
  • Laeral Silverhand or Vajra Safahr will arrange for a 
  cleric to cast the spell, free of charge, if the secret-bearer 
  surrenders Neverember's gold or reaches 5 or more 
  renown with the Lord's Alliance or Gray Hands. 
  • Victoro Cassalanter offers to rid the secret-bearer of 
  their ailment should they deliver the cache of dragons 
  into his custody, offering to arrange for a meeting with 
  a cleric. If his affiliation with the Cult of Asmodeus is 
  known, he can shed this veneer and offers to cast the 
  spell himself.  
   
   
  BLACKMAILED ADULTERER 
  Prerequisite: You must be married. If you don't meet this 
  prerequisite, draw a different secret card. 
   
  My tryst has been discovered and my blackmailer has 
  demanded weekly payments of 100 gp to keep quiet. My 
  adultery must not come to light! My fortune, reputation, 
  and way of life are all forfeit should the truth be known!  
  At any time outside of combat, I can decide who my 
  secret lover is, choosing an NPC in Waterdeep. Once this 
  choice has been made, it cannot be changed. The lover is 
  friendly and sympathetic to my cause.  
   
  ADDITIONAL INFORMATION 
  The secret-bearer must leave their payments in a dead-
  drop in the Trade Ward. They may or may not know their 
  blackmailer, but can recognize their handwriting, which 
  is delivered by paper birds (see Appendix A, Waterdeep: 
  Dragon Heist).  
   
  USING THIS SECRET 
  The secret-bearer's adultery may have been discovered by 
  Vincent Trench, the rakshasa detective described in 
  Chapter 2. Also, it is the Zhentarim's modus operandi to 
  blackmail nobles and other influential individuals into 
  sweeping Zhent business under the rug or moving their 
  goods. The secret-bearer's blackmailer should be a Zhent, 
  specifically any of the following individuals:  
  • Urstul Floxin on behalf of Manshoon. 
  • Skeemo Weirdbottle whose blackmailing schemes are 
  unknown by the other Doom Raiders. 
  • Lady Yalah Gralhund, whose scheme to become a 
  masked lord of Waterdeep requires influence and gold.   
   
  BOUNTY HUNTER 
  I am a fledgling bounty hunter working my first true case. 
  My quarry is hiding out in the depths of Waterdeep. With 
  4,000 dragons on their head, I must be first to bag, tag, 
  and deliver this troublesome fugitive lest others come for 
  them as well.  
   
  USING THIS SECRET 
  If another player character draws the Fugitive secret, it 
  would be all too perfect for them to be the secret-bearer's 
  quarry. If not, the secret-bearer's quarry is none other than 
  Harko, an evil adventurer (bandit captain) that has come 
  back to Waterdeep illegally. Harko was banished from the 
  city for bribing a magistrate. The City Watch values him 
  at 500 gp alive and 100 gp as a corpse. Jalester Silvermane 
  of the Lord's Alliance wants Harko dead; see the 3rd-level 
  Lord's Alliance mission for further details.  
   
   
   
  
   
  4 
  BREGAN D'AERTHE HUNTER 
  Prerequisite: You must be a drow raised in the Underdark. If 
  you do not meet this prerequisite, draw a different secret card. 
   
  I hunt Bregan D'aerthe, a company of male drow fools that 
  have denounced the drow matriarchy. My orders are to 
  bring these castaways and fugitives back to the Under-
  dark where their insolence can be punished for all to see. 
  My spymaster has alerted me to the possible arrival of 
  Jarlaxle Baenre, leader of Bregan D'aerthe. To bring back 
  this iconoclast is to ensure my ascension into the upper 
  echelons of society; to fail is to lose everything. I must 
  find Baenre, no matter where in Waterdeep he hides.   
   
  ADDITIONAL INFORMATION 
  The secret-bearer knows that Jarlaxle is a man of many 
  disguises and countless magical items. The iconoclast is 
  fond of infiltrating other factions and has a vested interest 
  in making Lantan, a pirate's den, into a legitimate nation.  
   
  USING THIS SECRET 
  Jarlaxle and other Bregan D'aerthe are always on the look-
  out for new drow agents, although they're suspicious of 
  female drow, who have everything to lose if equality is 
  achieved in drow society. Throughout the campaign, he 
  has his drow gunslingers investigate the secret-bearer.  
  Additionally, drow hunters are encouraged to collect 
  trophies from the iconoclasts and fugitives they've hunt 
  down. The hunter may have a mummified drow hand; this 
  acts as a key for the Vault of Dragons in Chapter 4.  
   
  DAGULT'S HAND 
  I am a secret agent of Lord Dagult Neverember, who has 
  ordered me to smuggle the gold out of the city. I must 
  meet with my contact, Dalakhar, a rock gnome spy. 
   
  ADDITIONAL INFORMATION 
  The secret-bearer also knows that Dalakhar has pilfered 
  the "vault key" from the Palace of Waterdeep. They also 
  know several other agents that can help move the 
  embezzled gold out of the city—spies and veterans of 
  mainly human descent.  
   
  USING THIS SECRET 
  The secret-bearer finds an unmarked letter in a designated 
  dead-drop from Dalakhar. The letter describes a meeting 
  place where the spy will pass over the stone of Golorr; 
  when Chapter 3 opens with the fireball event, the secret-
  bearer is at the meeting place (a café in Trollskull Alley). 
  When the other adventurers arrive on the scene, hint that 
  the secret-bearer was "nearby, enjoying a coffee" when 
  the fireball consumed Trollskull Alley.  
  Additionally, the secret-bearer can call upon three other 
  spies of Dagult, who can supply them with up to 250 gp 
  and surveil targets of their choice. Communication is 
  usually handled through dead-drops or paper birds.  
   
  DEBTOR 
  I owe a hefty sum to an unforgiving and well-connected 
  usurer by the name of Istrid Horn. I have two weeks left 
  to present her with 1,650 gold pieces or I can say goodbye 
  to my knees.  
   
  ADDITIONAL INFORMATION 
  The secret-bearer also knows where to find Istrid Horn, 
  and that she is a high-ranking member of the Zhentarim 
  with impunity to conduct her affairs however she sees fit.   
   
  USING THIS SECRET 
  To intimidate and remind the secret-bearer of their debt, 
  Istrid Horn sends four NE thugs to rough up the secret-
  bearer. If the secret-bearer fails to pay up in two weeks, 
  these same thugs come to abduct the secret-bearer and 
  bring them to Istrid Horn, who cripples them. 
  During the Bad Time to be a Zhent event in Chapter 3, 
  Istrid offers to cut 500 gp off the secret-bearer's debt if 
  they allow her to lay low at Trollskull Manor.  
   
  DEVIL IN DISGUISE 
  To save the life of a loved one, I sold my soul to the Lord 
  of the Nine Hells, Asmodeus. Per our infernal contract, I 
  can reclaim my soul by paying half a million gold pieces 
  before the new year. The gold must be sacrificed in an 
  effigy devoted to the archdevil.  
  Because I sold my soul to Asmodeus, I can read, write, 
  and speak Infernal. Additionally, I count as a fiend for the 
  purposes of a detect evil and good spell or similar magic.  
   
  USING THIS SECRET 
  The secret-bearer at ends with the Cassalanters, who also 
  need half a million gold to save the souls of their children. 
  Asmodeus, being the mischievous creature he is, may tell 
  Victoro Cassalanter to seek out the secret-bearer—while 
  neglecting to mention their own predicament. Victoro can 
  patronize the adventurers, fronting the cost for Trollskull 
  Manor's repairs. Once the Cassalanters learn of the secret-
  bearer's plight, they send four spined devils to send him 
  or her to an early grave, thereby removing a potential foe.  
  
   
  5 
  DISGRACED WATCHMAN 
  I was a City Watchman but was dismissed for misconduct. 
  I know most members of the City Watch. At any time 
  outside of combat, I can choose a City Watch NPC and 
  decide if our history is favorable, granting me advantage 
  on Charisma checks to influence them. The DM, in turn, 
  can choose two NPCs that view me unfavorably, which 
  imposes disadvantage on any Charisma checks made to 
  influence them. Once these choices have been made, they 
  cannot be changed.  
  Details. Work with your DM to determine why you 
  were fired from the City Watch, such as past brutality, 
  insubordination, or law-breaking. The reason ought to be 
  something shameful. 
   
  ADDITIONAL INFORMATION 
  The secret-bearer is aware of the City Watch's influential 
  members, such as Captain Hyustus Staget, Sergeant Saeth 
  Cromley, and even Barnibus Blastwind of the Watchful 
  Order of Magists and Protectors.  
   
  USING THIS SECRET 
  This secret colors the secret-bearer's interactions with the 
  City Watch throughout the campaign. The watchmen may 
  be sympathetic to the secret-bearer, if they were dismissed 
  for less vile crimes, or are outright hostile. As crimes are 
  committed throughout Waterdeep, some officers may pay 
  the secret-bearer a visit to threaten, question, or accuse 
  them of foul play.   
   
   
  DOUBLE AGENT 
  I am a secret agent of the Zhentarim. My orders are to 
  infiltrate the Harpers, an organization fiercely opposed to 
  the Zhentarim. As a Zhent, I know thieves' cant.   
   
  ADDITIONAL INFORMATION 
  The secret-bearer also knows that Renaer Neverember, 
  the son of the disgraced Lord Dagult Neverember, is a 
  secret Harper agent. By worming their way into his good 
  graces, they might secure an invitation to the Harpers.  
  Additionally, the secret-bearer is aware of a growing rift 
  in the Zhentarim, with the two camps being led by Davil 
  Starsong and Urstul Floxin—an unforgiving and sadistic 
  gangster that does not tolerate failure.  
   
  USING THIS SECRET 
  During the events at Gralhund Villa in Chapter 3, Urstul 
  Floxin recognizes the secret-bearer and believes they are 
  here to help him.  
  Should the Harpers become aware of the secret-bearer's 
  true affiliation, they use their connections to have this 
  Zhent imprisoned alongside Davil Starsong and other 
  agents.  
   
  DRACONIC DESCENDANT 
  Prerequisite: You must be either a gold dragonborn or a gold 
  draconic sorcerer. If you do not meet this prerequisite, draw a 
  different secret card.  
   
  My bloodline begins with the mighty Aurinax, an ancient 
  gold dragon who, if the legends are to be believed, came 
  to Waterdeep at the behest of a mortal friend. I know not 
  where my ancestor hides, or if he even still lives, but I 
  must find him, nonetheless. Aurinax's favor promises 
  great honor and even greater power that I might wield for 
  my own purposes.  
   
  USING THIS SECRET 
  During Chapter 4, Aurinax recognizes the secret-bearer as 
  a descendant of his—either through facial features or the 
  ambient magic surrounding the individual—and can be 
  convinced to part with Neverember's cache of gold with a 
  successful DC 18 Charisma (Persuasion) check (made 
  with advantage).  
  Additionally, if the secret-bearer is a gold dragonborn, 
  have one of their scales open the Vault of Dragons, rather 
  than a bronze dragon scale (see Chapter 4, Vault Keys).  
   
  EX-CULTIST 
  I once belonged to a devil cult devoted to Asmodeus that 
  practices in the shadows of Waterdeep. We were required 
  to bring our friends, family, or lovers into the fold—and 
  those who did not accept the "Good Word" were ruined 
  or outright sacrificed. To my great shame, I delivered 
  someone dear to my heart into that black abattoir.  
  Details. If you possess this secret, work with the DM to 
  establish who this loved one was and whether they were 
  sacrificed to the cult or are now one of its zealots.  
   
  ADDITIONAL INFORMATION 
  The secret-bearer knows that many nobles and powerful 
  merchants belong to the infernal cult but knows not who. 
  They do know three cultists: Vaelle Luval, a florist, her 
  boyfriend Holiver Tornrudder, and Arn Xalrondar. All 
  three are human. These cultists are met in the Summer 
  Encounter chain of Chapter 4.  
   
  USING THIS SECRET 
  If the Cult of Asmodeus learns that the secret-bearer is 
  working against the Cassalanters, two cultists and a cult 
  fanatic are sent to intimidate, silence or kill the ex-cultist 
  (these cultists may be any of the three individuals above). 
  Should the secret-bearer continue, four spined devils are 
  dispatched to eliminate them.  
  Additionally, the secret-bearer can recall that there is an 
  entrance to the Temple of Asmodeus located in the Mud 
  Flats. The nebulous caverns eventually lead to Area A9.  
   
   
   
  
   
  6 
  FAILED ADEPT 
  I was once offered a trial to join the esteemed Order of the 
  Gauntlet but failed—miserably. I was laughed out of the 
  order hall and warned never to return, lest I bring shame 
  upon myself and the order itself.  
   
  ADDITIONAL INFORMATION 
  The secret-bearer has met Savra Belabranta, the order's 
  recruiter, who refuses to give them a second chance.   
   
  USING THIS SECRET 
  If the adventurers visit Hlam at Mount Waterdeep, as part 
  of the first Force Grey (Gray Hands) quest, the hermit sees 
  redemption in the secret-bearer. He mentions that their 
  past mistakes need not govern who they are in the future.  
   
  FIRESTARTER 
  I have the power to spark flames. This power manifests at 
  the worst opportunities, often when I'm panicked, upset, 
  or enraged. The DM can, at any moment while I'm awake, 
  call for a DC 10 Charisma saving throw. On a failure, my 
  touch ignites a flammable object.  
  As an action, I can touch a flammable object that isn't 
  being worn or carried and ignite it.  
   
  USING THIS SECRET 
  This secret can be used heavily throughout the campaign 
  as comedic relief, an unorthodox solution, and as a twist 
  to the campaign's events. Suggestions include: 
  • During Ch. 1, the secret-bearer accidentally sets the troll 
  in the Yawning Portal on fire, arresting its regeneration. 
  • During Ch. 1, the secret-bearer accidentally ignites the 
  Zhentarim Hideout.  
  • The adventurers might initially blame the secret-bearer 
  for the fires that spread during Chapter 3.  
  • The secret-bearer may be charged with arson by two 
  City Watch veterans. 
  • Barnibus Blastwind tries to teach the secret-bearer how 
  to control their pyromancy.  
   
  FUGITIVE 
  I am a fugitive who was meant to be delivered to Revel's 
  End, a remote prison located in the Far North. After the 
  ship wrecked off the Sword Coast, I managed to make it 
  to Waterdeep. With enough gold, my crimes can be 
  forgiven—or at least forgotten. Until then, I must be wary 
  of bounty hunters or past acquaintances that may have 
  moved to Waterdeep in my absence.  
   
  USING THIS SECRET 
  At some point during the campaign, a bounty hunter by 
  the name of Gren'ys finds and pursues the secret-bearer. 
  He is a LN half-orc veteran with the following changes 
  to his statistics: 
  • He speaks Orcish, Elvish, Dwarvish and Common.  
  • Once per long rest, when he is reduced to 0 hit points, 
  Gren'ys can be reduced to 1 hit point instead. 
  • He has an Intelligence score of 16 and Wisdom of 17.  
  • He has proficiency (+2) in Investigation and Perception 
  checks.  
  • He has a passive Perception score of 15. 
   
  Additionally, if the character's secret is discovered, they 
  are blackmailed (or worse, captured) by a Zhent: Istrid 
  Horn, Skeemo Weirdbottle, or Vevette Blackwater (a 
  CE human swashbuckler) of the Rogue Zhentarim.  
   
  GRAVEROBBER 
  In bleaker times, I turned to less scrupulous work to make 
  ends meet. In the darkest hour, I agreed to exhume corpses 
  for a local necromancer.  
   
  ADDITIONAL INFORMATION 
  The secret-bearer knows that their former employer is a 
  halfling whose first name is Losser. They also know his 
  two other usual graverobbers: two humans named Volkarr 
  and Urlaster. The two share an apartment in South Ward, 
  which the secret-bearer sheltered at one night when they 
  were almost discovered exhuming bodies.  
   
  USING THIS SECRET 
  This secret can play into the Emerald Enclave faction 
  quest or the Dragon Season chapter: 
  • Jeryth Phaulkon of the Emerald Enclave sends its agents 
  to rendezvous with Sir Ambrose Everdawn in the City 
  of the Dead. Unless the character deceives Sir Ambrose 
  (DC 14), the knight recognizes him as one of the 
  necromancer's graverobbers, having crossed paths with 
  him in the dead of night long ago.  
  • The Spring Encounter chain features Losser Mirklav, the 
  necromancer involved in this secret. If they confront the 
  necromancer, the secret-bearer has advantage on any 
  Charisma checks made to influence the mage. See 
  Encounters 10 and 9 (Spring) in Chapter 4 for details.  
   
  
   
  7 
  INTELLECT DEVOURER 
  You are an intellect devourer, an aberration that devours 
  the brain of its victims. The ordinary person whose mind 
  you devoured and replaced is gone; they are but a husk 
  under your control.  
  As an intellect devourer, you gain these benefits: 
  • You can understand Deep Speech but can't speak it. 
  • You have telepathy out to a range of 30 feet. 
  • You can be sensed by a detect evil and good spell and 
  similar magic.   
   
  Although you are an intellect devourer, you have all the 
  statistics of the character whose brain you replaced, 
  including the languages they spoke. Work with the DM to 
  determine what orders your distant master telepathically 
  issues to you. You are unyieldingly loyal to your creator. 
   
  ADDITIONAL INFORMATION 
  The secret-bearer knows its creator is Nihiloor, a mind 
  flayer working for the Xanathar Guild.  
   
  USING THIS SECRET 
  The secret-bearer telepathically receives orders from its 
  master, Nihiloor, the mind flayer working for Xanathar. 
  The illithid can be met during Chapter 1, Chapter 5, and 
  the 5th-level Force Grey mission. It may order the secret-
  bearer to betray the adventurers and it later demands the 
  death of Davil Starsong.  
  For all intents and purposes, the intellect devourer uses 
  the statistics of the adventurer that that player created. If 
  this host is slain, and there is no chance for the party to 
  resurrect the character, the intellect devourer teleports 
  out of their skull and can be seen by the party. It is then 
  an NPC under the DM's control.  
   
  NECROMANCER'S APPRENTICE 
  Prerequisite: You must be an artificer, sorcerer, warlock or 
  wizard. If you do not meet this prerequisite, draw a different 
  secret card.  
   
  I apprenticed under a necromancer who taught me the 
  dark arts of raising the dead and ravaging souls. I know 
  the chill touch cantrip, but to cast it would reveal my sins. 
   
  ADDITIONAL INFORMATION 
  The secret-bearer knows the identity of the necromancer: 
  a halfling named Losser Mirklav who already has two 
  other apprentices named Kreela and Retchyn. The magi 
  lair in a cellar complex under the Trades Ward. The lair's 
  entrance is found in the basement of Retchyn's wig shop, 
  Dandymops.   
   
  USING THIS SECRET 
  Losser Mirklav is featured in the Spring Encounter chain 
  of Chapter 4, and he is also the unseen antagonist of the 
  3rd-level Emerald Enclave mission. As noted above, the 
  secret-bearer already knows how to find Losser's lair. 
  Additionally, they have advantage on one Charisma check 
  made to deceive or persuade Losser.  
   
  NEVEREMBER BASTARD 
  Prerequisite: You must be a human, half-elf, or half-orc to have 
  this secret. If you don't meet this prerequisite, draw a different 
  secret card.  
   
  I am the bastard child of Lord Dagult Neverember, the 
  former Open Lord of Waterdeep who was voted out of 
  office by his political rivals. My half-brother, Renaer, still 
  lives in Waterdeep, at his deceased mother's estate. As far 
  as I know, he is unaware of my existence—and there's no 
  telling how he'll react to another potential heir.   
   
  ADDITIONAL INFORMATION 
  The secret-bearer knows that Renaer is in his mid-thirties 
  and has given up his life of adventuring. Renaer's mother 
  was Lady Brandath and has been dead for many years.  
   
  USING THIS SECRET 
  Renaer (and thereby Floon Blagmaar) both have a striking 
  resemblance to the secret-bearer, but he is oblivious to 
  this fact until they reveal their kinship. Renaer rejoices at 
  the idea of having a sibling—unless the secret-bearer 
  idolizes their father, in which case Renaer grows cold and 
  distant. Still, Renaer invites his new sibling to stay at the 
  family estate and quietly judges whether they are fit to 
  join the Harpers.  
  Additionally, if a faction attempts to steal Renaer again, 
  they might mistake the secret-bearer for him, especially if 
  the kidnapping goes off at night.  
   
   
   
  
   
  8 
  POLYMORPHED DRAGON 
  Prerequisite: You must have an evil alignment. If you do not 
  meet this prerequisite, draw another card.  
   
  My true form is that of a chromatic dragon, but it was 
  twisted into this feeble body by a nefarious wizard. I have 
  heard of a mystical staff hidden in this "Waterdeep" that 
  holds sway over true dragons. Perhaps it can restore me 
  to my all-powerful form.  
  I retain my class features, alignment, and racial traits for 
  the race I have been polymorphed into, but I do not have 
  a background. In addition, I have the following benefits: 
  • I can read, write, and speak Draconic.  
  • I have proficiency in two skills of my choice.  
   
  ADDITIONAL INFORMATION 
  The secret-bearer is aware of Waterdeep's dragonward but 
  can enter the city in this form. They are also aware of the 
  dragonstaff of Ahghairon, which can restore them to their 
  true form. If restored, the secret-bearer becomes an adult 
  dragon NPC under the DM's control once the campaign 
  concludes. The character loses any racial traits and class 
  features that they had while polymorphed.  
   
  USING THIS SECRET 
  Thanks to the true polymorph spell cast upon them, the 
  secret-bearer can still enter Waterdeep, despite its wards. 
  The wizard that reduced the dragon to this new form was 
  Manshoon himself. The secret-bearer recognizes him by 
  sight and voice.  
  In Chapter 4, Aurinax detects that the secret-bearer is a 
  polymorphed dragon and offers his sympathies—and then 
  fiercely guards the gold from this chromatic hoarder, 
  never realizing that the secret-bearer hungers for the 
  dragonstaff of Ahghairon.   
  Dragonstaff. To enable the secret-bearer's restoration, 
  add the following trait to the dragonstaff of Ahghairon: 
   
  Restoration. While holding the staff, you can use an action to 
  expend 10 of its charges to target a dragon that has shapeshifted 
  into another creature, ending the effect as if you had cast the 
  wish spell. The dragon is restored to its true form.  
   
  PYROMANIAC 
  My fetish for fire accidentally cost the lives of several 
  innocent vagrants squatting in the run-down apartment 
  that I burned down. I still hear their agonized wails in the 
  flames of a nearby torch or hearth.  
   
  USING THIS SECRET 
  The events of Chapter 3 become a harrowing ordeal for 
  the secret-bearer. Additionally, if their arson is known to 
  the City Watch, Sergeant Saeth Cromley suspects the 
  secret-bearer of a relapse.  
   
   
  SLIMY LAWYER 
  I am a criminal defense attorney who has represented a 
  cornucopia of scumbags, Zhents, and petty thieves. My 
  ability to stretch the truth and pervert the letter of the law 
  has made me a popular lawyer in the criminal underworld. 
  It has also earned me the disrespect or outright loathing 
  by the City Watch and much of the local judiciary.  
  As an attorney, I have advantage on Intelligence and 
  Charisma checks to persuade magistrates and jurors. I can 
  also count upon a past client owes me for keeping them 
  out of jail. At one point in the campaign, I can call upon a 
  past client who owes me for keeping them from jail.  
   
  USING THIS SECRET 
  This secret can be used to turn up leads when the party's 
  search for the stone of Golorr runs dry. Alternatively, if 
  the adventurers require an obscure vault key in Chapter 4, 
  the secret-bearer can call upon their past client, who has 
  the statistics of a master thief.   
   
  STRANDED SAILOR 
  I crewed aboard Wavestrider, a ship that now lies at the 
  bottom of Deepwater Harbor. Stricken with scurvy, we 
  had no choice but to make port in Waterdeep. Alas, our 
  delirious captain ran us right into another ship. Most of 
  our crew drowned in the chaos.  
  In my haste to evacuate the ship, I left a hidden treasure 
  behind. To brave the depths and recover it will require 
  great magic. Hiding a treasure from one's crewmates is a 
  great sin on the high seas; should my surviving crewmates 
  learn of this prize, they will surely demand compensation 
  or justice.   
   
  ADDITIONAL INFORMATION 
  The treasure was acquired through less-than-scrupulous 
  means and was hidden from the secret-bearer's crew—a 
  grave crime on the high seas. It is one of the items below: 
  • An adamantine bar worth 1,000 gp.   
  • A fire ruby worth 1,500 gp.   
  • A golden tiara worth 2,500 gp, gifted by the queen of a 
  far-off land. 
  • A flying sword loyal to whomever wears its scabbard 
  on their belt. When reduced to 0 hit points, it becomes 
  a nonmagical longsword.  
   
   
  
   
  9 
  USING THIS SECRET 
  When the sailor delves into the wreck of Wavestrider, the 
  young bronze dragon Zelifarn is already combing it for 
  treasure. With a successful DC 15 Charisma (Persuasion) 
  check, the dragon can be convinced into allowing the 
  secret-bearer a chance to gather their belongings from the 
  wreck. On a failure, Zelifarn insists that seafloor-found 
  treasure is first come, first serve; he will not allow the 
  sailor inside until he's finished his search. 
  To make matters worse, a surviving crewmate sees the 
  secret-bearer surface from Deepwater Harbor with the 
  treasure. This crewmate, a LE human gladiator named 
  Erykus Maxinis, confronts the secret-bearer, demanding 
  his "fair share" of what was squirreled away.  
  Erykus is without a shield when he first confronts the 
  secret-bearer, (reducing his AC to 14 and depriving him 
  of his Shield Bash ability) but he can use a fishing spear 
  as a regular spear. Erykus fights until he is reduced to 28 
  hit points or fewer. Thereafter, he begs for mercy. If left 
  to his own devices, Erykus rallies three other surviving 
  crewmates (LE bandits) and attacks the secret-bearer two 
  days later.   
  Vault Key. The treasure happens to be eligible as one of 
  the vault keys needed to open the Vault of Dragons in 
  Chapter 4. It satisfies one of the requirements below: 
  • Adamantine Bar 
  • Animated Construct 
  • Gems Worth 1,000 gp or more 
  • Gift from a Queen 
   
  TROLLSKULL SURVIVOR 
  Prerequisite: You must be an orphan. If you do not meet this 
  prerequisite, draw a different secret card. 
   
  I am a survivor of the carnage that consumed Trollskull 
  Orphanage. Mama Esther, a secret hag, reared children 
  only to cook and eat them. We all partook of her meals, 
  never knowing that the remains of those who "ran off" 
  were in the bowls of soup we so greedily ate from. Mama 
  Esther was slain by adventurers long ago, but her shadow 
  still haunts my nightmares.  
   
  USING THIS SECRET 
  The secret-bearer is intimately familiar with Trollskull 
  Manor and is haunted by distant wails of children long-
  dead. Through a successful DC 19 Charisma (Persuasion) 
  check, the secret-bearer can appease Lif the poltergeist 
  (see Chapter 2) by asserting their own claim on the manor.  
   
  UNDERCOVER JOURNALIST 
  I am an investigative journalist working for The Targe, a 
  vitriolic broadsheet fond of publishing rants and saucy 
  exposés. Always looking for the next big scoop, I must 
  take great pains to keep my affiliation secret. 
  I have proficiency in the Investigation and Insight skills.   
   
  USING THIS SECRET 
  The secret-bearer has a caustic relationship with Shan 
  Chien, the imperious editor of The Targe who is captured 
  by Amath Sercent in the Winter encounter chain of Ch. 4. 
  See Encounter 7: Old Tower for more details.  
  Although their relationship is rocky, Shan trusts the 
  secret-bearer's word and allows them to use The Targe as 
  their mouthpiece—so long as what they print will sell.  
   
  VOLO FAN 
  I'm a rabid fan of the Sword Coast's most esteemed and 
  insightful author, Volothamp Geddarn. I've even met him! 
  More than once! He knows me by sight, if not by name. 
  Unfortunately, Volo—and the magistrates—have decided 
  that it's better if we maintain a respectable distance. I'm 
  technically not allowed within a hundred yards of Volo, 
  but at least I can still collect his autograph!  
   
  ADDITIONAL INFORMATION 
  The secret-bearer has one of the following items: 
  • A signed copy of Volo's Guide to Monsters worth 50 gp. 
  • A leaked draft of Volo's Guide to Spirits and Specters 
  worth 250 gp to an interested publisher. 
  • A personal memento of Volo's, such as a sock or a lock 
  of his hair. 
  • A framed copy of your restraining order. 
   
  USING THIS SECRET 
  At the start of the campaign, Volo is distressed when he 
  sees the secret-bearer in the Yawning Portal. Through a 
  forced smile, he welcomes them by name but does his best 
  to disentangle himself from the situation. 
   
  WANDRUNNER 
  I was involved in the illegal arms trade, selling or crafting 
  wands of magic missile that were used to slaughter goons 
  and innocents alike. Although I was removed from this 
  bloodshed, many would feel that I am culpable for the 
  crimes committed with my merchandise.  
  Item. I've kept one wand of magic missiles for myself.  
   
  ADDITIONAL INFORMATION 
  The secret-bearer's wares were often bought by Tashlyn 
  Yafeera, a human Zhentarim arms dealer, and the dwarf 
  Noska Ur'gray, Xanathar's enforcer. The secret-bearer is 
  aware of both individuals but has never met either.   
   
   
  
   
  10 
  USING THIS SECRET 
  As more bystanders are caught in the crossfire between 
  the Xanathar Guild and Zhentarim, the secret-bearer finds 
  and recognizes discarded or dropped wands of magic 
  missile that they crafted or peddled. Every wand bears an 
  icon somewhere on the shaft that identifies it as their 
  work.  
  Barnibus Blastwind might link the wands to the secret-
  bearer. If so, he and Sergeant Saeth Cromley bring the 
  character in for questioning.  
  If this secret is drawn, equip many of the Xanathar and 
  Zhentarim goons in the campaign with wands of magic 
  missile, which are fantasy analogues for tommy guns.  
   
  WERERAT VICTIM 
  Last month, just after the full moon, I was infected by a 
  wererat. If I do not find a healer by the next full moon, my 
  curse will become permanent—and with it goes both my 
  soul and self-control. All scholars I've consulted say I 
  must acquire the blood of my dark sire, which must be 
  used in the purification ritual.  
  Thanks to my growing infection, I have a +1 bonus to 
  my AC and advantage on Wisdom (Perception) checks 
  that rely on smell.  
   
  USING THIS SECRET 
  The wererat that infected the secret-bearer is Dasher Sno-
  beedle, a halfling member of the Shard Shunners, who are 
  described in the 4th-level Order of the Gauntlet mission. 
  The Shard Shunners also do the Xanathar Guild's bidding.  
  Additionally, the victim counts as a shape-changer for 
  the purposes of opening the Vault of Dragons in Chapter 
  4 (see the Shapechanger key).  
  If the secret-bearer is not cured by the next full moon, 
  they become an NPC under the DM's control.   
   
  XANATHAR OUTCAST 
  During harder times, I found employment in the Xanathar 
  Guild, a cutthroat gaggle of monsters and rough men. 
  When I failed a mission, my bedfellows tried to murder 
  me—for it is the orders of every goon to off those that 
  aren't up to task. I fought off my treacherous brethren but 
  still live in constant fear that I will be found again by the 
  All-Seeing Eye of Xanathar.  
   
  USING THIS SECRET 
  If the secret-bearer runs afoul of the Xanathar Guild, they 
  come under fire from three bugbears, a CE human thug, 
  and an orc who might advance upwards for slaying such 
  a failure. Additionally, should their past be learned by the 
  City Watch, the secret-bearer is likely to rot in prison.  
  Additionally, the secret-bearer knows how to reach 
  Xanathar's lair.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  11 
  APPENDIX A: CHARACTER SECRET CARDS 
  You can print off the following simple cards for your players: 
   
   
   
  ALTER EGO 
  Prerequisite: You must have a good alignment. If you don't meet 
  this prerequisite, draw a different secret card.  
   
  When night falls, I slowly begin to take on a separate and evil 
  personality who is opposite to my usual temperament. By 
  midnight, I lose all self-control and fully morph into this alter 
  ego. However, I can keep it at bay so long as I can force myself 
  to sleep. By dawn, I have control again.  
  A spell of greater restoration cast upon me at midnight might 
  just rid me of this alter ego altogether.  
   
   
   
  BLACKMAILED ADULTERER 
  Prerequisite: You must be married. If you don't meet this 
  prerequisite, draw a different secret card. 
   
  My tryst has been discovered and my blackmailer has 
  demanded weekly payments of 100 gp to keep quiet. My 
  adultery must not come to light! My fortune, reputation, and 
  way of life are all forfeit should the truth be known!  
  At any time outside of combat, I can decide who my secret 
  lover is, choosing an NPC in Waterdeep. Once this choice has 
  been made, it cannot be changed. The lover is friendly and 
  sympathetic to my cause.  
   
   
   
   
   
  BOUNTY HUNTER 
  I am a fledgling bounty hunter working my first true case. My 
  quarry is hiding out in the depths of Waterdeep. With 4,000 
  dragons on their head, I must be first to bag, tag, and deliver 
  this troublesome fugitive lest others come for them as well.  
   
   
   
  BREGAN D'AERTHE 
  Prerequisite: You must be a drow raised in the Underdark. If 
  you do not meet this prerequisite, draw a different secret card. 
   
  I hunt Bregan D'aerthe, a company of male drow fools that have 
  denounced the drow matriarchy. My orders are to bring these 
  castaways and fugitives back to the Underdark where their 
  insolence can be punished. My spymaster has alerted me to the 
  possible arrival of Jarlaxle Baenre, leader of Bregan D'aerthe. 
  To bring back this iconoclast is to ensure my ascension into the 
  upper echelons of society; to fail is to lose everything. I must 
  find Baenre, no matter where in Waterdeep he hides.   
   
   
   
   
  DAGULT'S HAND 
  I am a secret agent of Lord Dagult Neverember, who has 
  ordered me to smuggle the gold out of the city. I must meet with 
  my contact, Dalakhar, a rock gnome spy. 
   
   
   
  DEBTOR 
  I owe a hefty sum to an unforgiving and well-connected usurer 
  by the name of Istrid Horn. I have two weeks left to present her 
  with 1,650 gold pieces or I can say goodbye to my knees.  
   
   
   
   
   
  DEVIL IN DISGUISE 
  To save the life of a loved one, I sold my soul to the Lord of the 
  Nine Hells, Asmodeus. Per our infernal contract, I can reclaim 
  my soul by paying half a million gold pieces before the new 
  year. The gold must be sacrificed in an effigy devoted to the 
  archdevil.  
  Because I sold my soul to Asmodeus, I can read, write, and 
  speak Infernal. Additionally, I count as a fiend for the purposes 
  of a detect evil and good spell or similar magic.  
   
   
  DISGRACED WATCHMAN 
  I was a City Watchman but was dismissed for misconduct. I 
  know most members of the City Watch. At any time outside of 
  combat, I can choose a City Watch NPC and decide if our 
  history is favorable, granting me advantage on Charisma checks 
  to influence them. The DM, in turn, can choose two NPCs that 
  view me unfavorably, which imposes disadvantage on any 
  Charisma checks made to influence them. Once these choices 
  have been made, they cannot be changed.  
  Details. Work with your DM to determine why you were fired 
  from the City Watch, such as past brutality, insubordination, or 
  law-breaking. The reason ought to be something shameful. 
   
   
  
   
  12 
   
  DOUBLE AGENT 
  I am a secret agent of the Zhentarim. My orders are to infiltrate 
  the Harpers, an organization fiercely opposed to the Zhentarim. 
  As a Zhent, I know thieves' cant.   
   
   
   
   
  DRACONIC DESCENDANT 
  Prerequisite: You must be either a gold dragonborn or a gold 
  draconic sorcerer. If you do not meet this prerequisite, draw a 
  different secret card.  
   
  My bloodline begins with the mighty Aurinax, an ancient gold 
  dragon who, if the legends are to be believed, came to 
  Waterdeep at the behest of a mortal friend. I know not where 
  my ancestor hides, or if he even still lives, but I must find him, 
  nonetheless. Aurinax's favor promises great honor and even 
  greater power that I might wield for my own purposes.  
   
   
   
   
   
  EX-CULTIST 
  I once belonged to a devil cult devoted to Asmodeus that 
  practices in the shadows of Waterdeep. We were required to 
  bring our friends, family, or lovers into the fold—and those who 
  did not accept the "Good Word" were ruined or outright 
  sacrificed. To my great shame, I delivered someone dear to my 
  heart into that black abattoir.  
  Details. If you possess this secret, work with the DM to 
  establish who this loved one was and whether they were 
  sacrificed to the cult or are now one of its zealots.  
   
   
   
  FAILED ADEPT 
  I was once offered a trial to join the esteemed Order of the 
  Gauntlet but failed—miserably. I was laughed out of the order 
  hall and warned never to return, lest I bring shame upon myself 
  and the order itself.  
   
   
   
   
   
  FIRESTARTER 
  I have the power to spark flames. This power manifests at the 
  worst opportunities, often when I'm panicked, upset, or 
  enraged. The DM can, at any moment while I'm awake, call for 
  a DC 10 Charisma saving throw. On a failure, my touch ignites 
  a flammable object.  
  As an action, I can touch a flammable object that isn't being 
  worn or carried and ignite it.  
   
   
   
  FUGITIVE 
  I am a fugitive who was meant to be delivered to Revel's End, 
  a remote prison located in the Far North. After the ship wrecked 
  off the Sword Coast, I managed to make it to Waterdeep. With 
  enough gold, my crimes can be forgiven—or at least forgotten. 
  Until then, I must be wary of bounty hunters or past 
  acquaintances that may have moved to Waterdeep in my 
  absence.  
   
   
   
   
   
  GRAVEROBBER 
  In bleaker times, I turned to less scrupulous work to make ends 
  meet. In the darkest hour, I agreed to exhume corpses for a local 
  necromancer.  
   
   
   
  INTELLECT DEVOURER 
  You are an intellect devourer, an aberration that devours the 
  brain of its victims. The ordinary person whose mind you 
  devoured and replaced is gone; they are but a husk under your 
  control. As an intellect devourer, you gain these benefits: 
  • You can understand Deep Speech but can't speak it. 
  • You have telepathy out to a range of 30 feet. 
  • You can be sensed by a detect evil and good spell and similar 
  magic.   
   
  Although you are an intellect devourer, you have all the 
  statistics of the character whose brain you replaced, including 
  the languages they spoke. You are loyal to your creator.  
   
   
   
  
   
  13 
   
  NECROMANCER'S APPRENTICE 
  Prerequisite: You must be an artificer, sorcerer, warlock or 
  wizard. If you do not meet this prerequisite, draw a different 
  secret card.  
   
  I apprenticed under a necromancer who taught me the dark arts 
  of raising the dead and ravaging souls. I know the chill touch 
  cantrip, but to cast it would reveal my sins. 
   
   
   
  NEVEREMBER BASTARD 
  Prerequisite: You must be a human, half-elf, or half-orc to have 
  this secret. If you don't meet this prerequisite, draw a different 
  secret card.  
   
  I am the bastard child of Lord Dagult Neverember, the former 
  Open Lord of Waterdeep who was voted out of office by his 
  political rivals. My half-brother, Renaer, still lives in 
  Waterdeep, at his deceased mother's estate. As far as I know, he 
  is unaware of my existence—and there's no telling how he'll 
  react to another potential heir.   
   
   
   
   
   
  POLYMORPHED DRAGON 
  Prerequisite: You must have an evil alignment. If you do not 
  meet this prerequisite, draw another card.  
   
  My true form is that of a chromatic dragon, but it was twisted 
  into this feeble body by a nefarious wizard. I have heard of a 
  mystical staff hidden in this "Waterdeep" that holds sway over 
  true dragons. Perhaps it can restore me to my all-powerful form.  
  I retain my class features, alignment, and racial traits for the 
  race I have been polymorphed into, but I do not have a 
  background. In addition, I have the following benefits: 
  • I can read, write, and speak Draconic.  
  • I have proficiency in two skills of my choice.  
   
   
   
  PYROMANIAC 
  My fetish for fire accidentally cost the lives of several innocent 
  vagrants squatting in the run-down apartment that I burned 
  down. I still hear their agonized wails in the flames of a nearby 
  torch or hearth.  
   
   
   
   
   
  SLIMY LAWYER 
  I am a criminal defense attorney who represented a cornucopia 
  of scumbags, Zhents, and petty thieves. My ability to stretch the 
  truth and pervert the letter of the law has made me a popular 
  lawyer in the criminal underworld. It has also earned me the 
  disrespect or outright loathing by the City Watch and much of 
  the local judiciary.  
  As an attorney, I have advantage on Intelligence and 
  Charisma checks to persuade magistrates and jurors. I can also 
  count upon a past client owes me for keeping them out of jail. 
  At one point in the campaign, I can call upon a past client who 
  owes me for keeping them from jail.  
   
   
   
  STRANDED SAILOR 
  I crewed aboard Wavestrider, a ship that now lies at the bottom 
  of Deepwater Harbor. Stricken with scurvy, we had no choice 
  but to make port in Waterdeep. Alas, our delirious captain ran 
  us right into another ship. Most of our crew drowned in the 
  chaos.  
  In my haste to evacuate the ship, I left a hidden treasure 
  behind. To brave the depths and recover it will require great 
  magic. Hiding a treasure from one's crewmates is a great sin on 
  the high seas; should my surviving crewmates learn of this 
  prize, they will surely demand compensation or justice.   
   
   
   
   
   
   
   
   
  TROLLSKULL SURVIVOR 
  Prerequisite: You must be an orphan. If you do not meet this 
  prerequisite, draw a different secret card. 
   
  I am a survivor of the carnage that consumed Trollskull 
  Orphanage. Mama Esther, a secret hag, reared children only to 
  cook and eat them. We all partook of her meals, never knowing 
  that the remains of those who "ran off" were in the bowls of 
  soup we so greedily ate from. Esther was slain by adventurers 
  long ago, but her shadow still haunts my nightmares.  
   
   
   
  UNDERCOVER JOURNALIST 
  I am an investigative journalist working for The Targe, a 
  vitriolic broadsheet fond of publishing rants and saucy exposés. 
  Always looking for the next big scoop, I must take great pains 
  to keep my affiliation secret. 
  I have proficiency in the Investigation and Insight skills.   
   
   
   
  
   
  14 
   
  VOLO FAN 
  I'm a rabid fan of the Sword Coast's most esteemed and 
  insightful author, Volothamp Geddarn. I've even met him! 
  More than once! He knows me by sight, if not by name. 
  Unfortunately, Volo—and the magistrates—have decided that 
  it's better if we maintain a respectable distance. I'm technically 
  not allowed within a hundred yards of Volo, but at least I can 
  still collect his autograph!  
   
   
   
  WANDRUNNER 
  I was involved in the illegal arms trade, selling or crafting 
  wands of magic missile that were used to slaughter goons and 
  innocents alike. Although I was removed from this bloodshed, 
  many would feel that I am culpable for the crimes committed 
  with my merchandise.  
  Item. I've kept one wand of magic missiles for myself.  
   
   
   
   
   
   
   
   
  WERERAT VICTIM 
  Last month, just after the full moon, I was infected by a wererat. 
  If I do not find a healer by the next full moon, my curse will 
  become permanent—and with it goes both my soul and self-
  control. All scholars I've consulted say I must acquire the blood 
  of my dark sire, which must be used in the purification ritual.  
  Thanks to my growing infection, I have a +1 bonus to my AC 
  and advantage on Wisdom (Perception) checks that rely on 
  smell.  
   
   
   
  XANATHAR OUTCAST 
  During harder times, I found employment in the Xanathar 
  Guild, a cutthroat gaggle of monsters and rough men. When I 
  failed a mission, my bedfellows tried to murder me—for it is 
  the orders of every goon to off those that aren't up to task. I 
  fought off my treacherous brethren but still live in constant fear 
  that I will be found again by the All-Seeing Eye of Xanathar.  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Waterdeep/Character Secrets - Waterdeep_ Dragon Heist/1643747-Character_Secrets_-_Waterdeep_Dragon_Heist_(Printer_Friendly).pdf