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  Publisher: Eastman Dunn Press
  Designers: Benjamin L. Eastman and Matt Dunn
  Proofreading: Evan Perlman. Any and all errors are ours
  and ours alone.
  Logo: Sean Maroney
  Interior Design: With the help of Scott Tolksdorf's
  Homebrewery website.
  Artwork: Page backgrounds by Nimgyu. Map A by Dyson
  Logos, of whom we are proud supporters of his Patreon. We
  have gently remixed his work by adding room numbers and
  removing the original title. All other artwork is from the
  public domain or made available through the DMs Guild
  Community Art Packs.
  Contact Us: eastman.dunn.press@gmail.com
  This adventure is inspired by our love of television and
  movies that depict heists. The Complication Point mechanic
  described herein is inspired by roleplaying games like
  Dungeon World, 7th Sea and Modiphius' 2d20 system used
  in Star Trek Adventures. We strongly encourage you to
  purchase these games to explore different ways to tell your
  5E D&D stories.
  e  
  e  
  A busy day in the Castle Ward of Waterdeep.
  e
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
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  T
  rollskull Manor stinks. With its sewage system
  impossibly clogged, you don’t have the gold to
  pay the Cellarers’ and Plumbers’ Guild for its
  repair 
   to say nothing of the fines that you’re
  racking up daily. Your neighbors hold their
  noses and pray you fix this nuisance.
  Your only spot of luck in this terrible week is that a
  journeyman plumber has his own problem that you are
  uniquely suited to resolve. His nephew has been accused of
  poisoning a pastry shop’s dough with sewage — a crime that
  he possibly couldn’t have committed. The plumber is willing
  to snake the tavern and clear up any misunderstanding with
  the magisters if you can break his nephew out of the Master
  Bakers’ Hall.
  In Waterdeep, they caution waste not, want not. Can you
  help the journeyman to avoid the exorbitant cost of repairs?
   
  After saving Floon Blagmaar in Chapter 1 of Waterdeep:
  Dragon Heist, Volo rewarded the player characters (PCs)
  with the deed to Trollskull Manor. Once the heart of Trollskull
  Alley, the tavern has seen better days. To reopen for business,
  the PCs must scrabble together enough coin for repairs and
  Guild licenses.
  Upon taking title to Trollskull Manor, the PCs started
  opening rooms in the derelict tavern. The PCs quickly
  learned that the sewage system was impossibly clogged with
  filth and refuse — and now everyone in the neighborhood
  knows just how much it stinks to own Trollskull Manor. Foot
  traffic in the alley is sparse, and the urchins Nat, Jenks and
  Squiddly have begun selling clothespins to their neighbors.
  Journeymen of the Cellarers’ and Plumbers’ Guild have
  inspected the lavatory. Including guild license, the lowest
  offer is 400 gp. Absent a rich benefactor or reckless loan
  shark, the PCs can’t afford to pay the guild rate.
  Meanwhile, the PCs were summoned before North Ward
  magisters. Trollskull Manor has been declared a public
  nuisance, and a 10 gp fine accrues each day that the nuisance
  is maintained. There is a very real chance that the PCs need
  to surrender up the tavern.
   
   
   
   
  While enjoyable whenever low-level PCs are in
  Waterdeep, Leverage adventures work best when
  the PCs are working to reopen Trollskull Manor.
  Instead of joining factions, the PCs aid guild
  members who need the PCs’ skills. As a sign of
  gratitude, the guild members provide discounted
  or free work to repair the tavern.
  This adventure can easily be adapted for higher
  levels by increasing the DC of challenges. Consider
  increasing the listed DC by 1 for 3rd and 4th level
  characters or by 2 for 5th level characters.
   
  A journeyman plumber named Flaps Vitosian visits fetid
  Trollskull Manor with a problem of his own. His nephew
  Putty has been falsely accused of intentionally poisoning the
  dough at a nearby pastry shop. While he was nowhere near
  the shop on the day in question, Putty honestly believes that
  he is the culprit. Choked with guilt, he surrendered himself at
  the Master Bakers’ Hall.
  Going to the Castle Ward, the PCs investigate the dealings
  of the Bakers’ Guild in the nearby taverns and markets. They
  can also “case the joint” by observing the comings and goings
  around the Master Bakers’ Hall. Armed with this information,
  the PCs next infiltrate the safehouse. They may sneak in
  through a sewer pipe leading under the Hall or they may
  descend from the roof down an exhaust vent into a broken
  oven. They might also pose as vendors delivering exotic
  ingredients, fixers who can solve guild problems, or even
  artisans learning the noble art of breadmaking.
  Having infiltrated the Hall, the PCs sneak around the
  basement and find Putty locked in a secret room. As he is still
  convinced that he poisoned the dough, they must break
  Putty’s false memory of the crime before fleeing for the safety
  of Trollskull Manor.
  No matter their approach, something eventually goes
  wrong and the heist goes sideways. The PCs may encounter
  the master baker or the warlock who implanted Putty’s false
  memory. They may stumble upon ad hoc traps in the Hall, or
  even be outed by one of their trusted contacts!
  Having freed Putty, the PCs make their escape from the
  Hall. Pursued by irate bakers, the PCs can paddle through
  the foul sewers or scurry back up the exhaust vent. They
  might commandeer an elevator out the service entrance or
  even fight their way through the main entrance.
  Upon returning to Trollskull Manor, the PCs return Putty
  to his uncle. They make new friends with the plumbers, who
  make the necessary repairs — but they've made new enemies
  in turn.
  3
  
   
    
  It stinks in Trollskull Alley. After opening the lavatory, a vile
  odor reminiscent of an otyugh’s lairhas hangs in the air .
  Customers aren’t coming in, and even the specter Lif doesn't
  stick around. To make matters worse, posh North Ward
  magisters have deemed the tavern a public nuisance and are
  imposing fines totaling 10 gp per day.
  The Cellarers’ and Plumbers’ Guild recently came to
  Trollskull Manor to inspect the lavatory. Given the drastic
  work required to bring the lavatory up to code, the guild has
  quoted 400 gp for the repairs. The PCs just don’t have the
  coin to pay for the repairs — and there’s a very real chance
  that Trollskull Manor will be condemned.
  The adventure begins at Trollskull Manor, where the PCs
  are discussing how to fix this mess.
  It stinks to own Trollskull Manor — literally. After forcing the
  lavatory open, a pool of excrement sloshed out the door and
  down the stairs. The smell hangs in the air, permeating the
  whole neighborhood. You can’t afford to pay for guild repairs,
  and magisters are imposing fines for maintaining a public
  nuisance  There is a very real chance that you’ll lose Trollskull
  Manor.
  A tall, broad shouldered man walks into Trollskull Manor
  with a purpose. Unlike other visitors, he seems unaffected by
  the foul odor  “I believe we can help each other,” he
  announces. “Whose outhouse do I have to drain to get an ale
  around here?”
  Flapignon “Flaps” Vitosian (CG Illuskan human commoner)
  is a journeyman with the Cellarers’ and Plumbers’ Guild. He
  provided estimate for repairs, and he is acutely aware of just
  how much pressure the PCs are under.
  Flaps has a problem of his own. His nephew Putty (CN
  Illuskan human commoner), a fellow plumber, is the captive
  of the Bakers’ Guild. Flaps wants the PCs to break him out
  and return him to his brothers and sisters in the Cellarers’
  and Plumbers’ Guild. If they can do so, he will repair the
  lavatory and make the fines disappear.
  Putty has been accused of using sewage to poison the
  dough at Cannoli’s, a North Ward pastry shop. Two people
  died from eating poisoned pastries while another dozen
  needed clerical intervention.
  Based upon that week’s schedule, it should be evident that
  Putty couldn’t have committed this crime because he was
  working in the Southern Ward. Fellow guild members can
  vouch for his location, serving as an alibi to the crime.
  The problem is that Putty is certain that he committed this
  heinous act. After being accused, Putty described his crime in
  great detail to Flaps. Later that evening, he went to the
  Master Bakers’ Hall and turned himself in to the Bakers’
  Guild. While he doesn’t wish to plead guilty to this crime,
  Putty wishes to ease his conscience by helping care for those
  he believed he poisoned.
   
  If the PCs entertain his offer, Flaps discloses that Putty has
  been trapped in the basement of the Master Bakers’ Hall for
  three days. He hasn’t been taken to the City Watch to be
  arrested and charged, and the bakers won’t let him speak to
  his family or guild members.
  Flaps believes that the Bakers’ Guild hasn’t taken Putty to
  the City Watch for two reasons:
  First, the Bakers just don’t have enough evidence against
  Putty for a magister to find guilt under the Code Legal. If
  Putty enters a contrite plea of guilty, the magister won't
  examine the evidence as closely.
  Second, the Bakers’ Guild is trying to use Putty as
  leverage against the Cellarers’ and Plumbers’ Guild. T.
  Darius Baker III, the heir apparent to the guild master, is
  demanding that the two guilds’ contracts be renegotiated
  immediately, and the terms of the proposed deal clearly
  favor the bakers.
  If the PCs agree to take the case, Flaps promises to
  promptly fix the PCs’ problems (both fecal and legal). He also
  provides them with the location of a sewer pipe that travels
  underneath the Hall (see Section II: Casing the Joint).
  t c
   
  n
   
   
  t c
   
  n
   
   
  Flaps is correct — Putty was on the other side of
  the city when the crime was committed. The true
  culprit in this matter is Willifort Crowell, the
  Cassalanter family butler, who was testing a poison
  for the Founders’ Day feast. As a doppelganger,
  Crowell took the form of a human plumber and
  contaminated the dough.
  As wealthy nobles, the Cassalanters have
  connections with less-than-scrupulous members of
  the Watchful Order of Magists and Protectors.
  Crowell paid a warlock named Salazar Apelido to
  implant a false memory in the mind of a plumber.
  After meeting in a Docks Ward groghouse, Salazar
  implanted the memory of poisoning the dough
  into Putty’s mind.
  Salazar’s spell only lasts for 1 day but may be
  cast again to maintain the false memory. As a
  result, Salazar returns to the Master Bakers’ Hall
  once a day to visit the prisoner and convince him
  to plead guilty.
  n  
   
  n  
   
  The trudge to the Castle Ward is made more difficult by the
  early morning traffic, as soldiers, magisters and workers make
  their way to work.
  Turning onto the Street of the Sword, you narrowly avoid
  colliding with a teen carrying a basket of rye bread. “Hot and
  fast!” she shouts to you as she continues on her way
  4
  Leverage: Waterdeep
  
   
    
  Making their way to the Castle Ward, the PCs easily find the
  Master Bakers’ Hall. This three-story brick building
  prominently features in the Street of the Sword. Bakers
  dressed in the white guild uniforms enter to pay their dues
  and scribble down new recipes, while customers tender
  payment for past due accounts.
  In addition to the Master Bakers' Hall, the following six
  Castle Ward locations are pertinent to this adventure.
   
  This slate gray rental villa sits across the street from the Hall.
  For 10 gp, the PCs can rent a room for the week, or they can
  sneak into an unoccupied room. By spending one day
  dedicated to the surveillance of the Hall, one PC can identify
  the guard schedules and the bakers’ shifts. They also notice
  that the prominent chimney at the top of the Hall does not
  blow any smoke, suggesting that it is out of use. The PCs can
  reasonably believe that they can sneak into —or onto — the
  Hall.
  If the PCs sneak into an unoccupied room but do not pay
  the owner, mark 1 complication point.
   
   
  t
   
   
  t
  The PCs likely made friends and acquaintances after their
  visit to the Yawning Portal in Chapter 1 of Waterdeep:
  Dragon Heist. While the common room is fairly barren early
  in the morning, business picks up during the lunch hour and
  doesn’t let up until closing time in the middle evening.
   
  Normally, a PC discerns the consequences of failed
  checks immediately. While this functions
  efficiently during combat or dungeon crawls, it may
  bog down heist adventures which rely heavily on
  skill checks.
  Instead, Leverage: Waterdeep uses the
  “Complication Points” mechanic. Instead of
  suffering the immediate consequences of a failed
  check, the PCs succeed at a cost — one or more
  complication points. Failed checks can alert foes as
  to the PCs’ presence, leading them to coordinate
  stronger and better-armed allies. Failed checks may
  also mean that it takes longer for PCs to complete
  tasks. Every failure generates a narrative resource
  that the DM later draws upon to engage in creative
  storytelling that serves to keep the plot moving.
  When the threat of failure is more remote,
  complication points are generated when the PCs
  fail by 5 or more. For example, the threat posed to
  the PCs who are Casing the Joint (Section 2) is
  much more distant than the threat posed to PCs
  who are actively infiltrating the safehouse (Section
  3). In the more direct and dangerous scenarios, any
  failure generates a complication point.
  Whenever appropriate, the DM can spend
  complication points to create a new threat or
  condition which the PCs must overcome. In this
  adventure, you can spend complication points in
  Section V (The Heist Goes Sideways) or Section VI
  (Conclusion).
  The PCs can talk with the familiar faces on page 20 of
  Waterdeep: Dragon Heist. In particular, the following NPCs
  can provide information pertinent to this adventure:
  Durnan is the proprietor of the Yawning Portal. If asked
  about the Bakers’ Guild, he discusses his favorite breads and
  pastries that they sell. He loves their quality but wishes their
  prices were more affordable for all his customers.
  The acclaimed author Volothamp Geddarm is no further
  along in writing his next work, Volo’s Guide to Spirits and
  Specters, than when the PCs last saw him — but he bears
  bruises on his face and hands. Recently, he threw a small
  soiree for his godson’s birthday and he sprang for a fancy
  cake. The bake shop invoiced him at twice the rate they'd
  quoted (which frankly he could scarce afford to begin with).
  Now that the invoice is two weeks overdue, baker thugs have
  started to use aggressive collection efforts with the author.
  He has sought the anonymity of the Yawning Portal so he can
  put quill to parchment.
  Scorchflour is a down-and-out goliath commoner
  drowning his woes in the back of the tavern. Last season, he’d
  opened a tavern in the Trades Ward. With such slim profit
  margins, he tried to skimp on certain guild obligations. One
  day, a representative from the Bakers’ Guild came and saw
  that the inn wasn’t serving guild-approved rolls; the next day,
  the tavern was burned to the foundation.
   
   
   
   
  This open-air market sits just south of Trader’s Way in the
  heart of the Castle Ward. It is filled with merchants who are
  selling their wares from the backs of carts and wagons. For
  each successful DC 10 Wisdom (Insight) check to locate
  business opportunities, they meet one of the following NPCs:
  Captain Esav (LN male Chultan deepwater captain) looks
  completely out of place in the market. After arriving in port,
  his Waterdhavian buyer was nowhere to be found. He’s
  desperately trying to unload the last of his cargo of rice flour
  and cacao fast — and cheap (10 gp). His ship is cheduled to
  depart in the afternoon.
  Ciawi Li (CG female Illuskan human scout) is dressed in
  the fine silks of Kara Tur. She sells various spice blends from
  those foreign shores to individuals in Waterdeep. Finding
  guilds to be distasteful to deal with, she flatly refuses to sell
  to anyone in guild uniform.
  Handamar Gemcouper (LE male svirfneblin scout)
  smuggles supplies between Waterdeep and the Underdark.
  On his last run, he came across legitimate wares that he’s
  been offloading in the market. At this point, Handamar only
  has a glass jar of Menzoberranzan yeast left to sell.
  As the Bakers’ Guild has interest in all of these products,
  its members watch the market. Mark 1 complication point for
  each PC that fails their Investigation check.
   
  This quaint two-story tavern is popular with the working class
  of the Castle Ward. It offers affordable drinks, free games and
  indoor plumbing 
   what’s not to love? The PCs should avoid
  the goulash if they don’t want upset stomachs. The PCs can
  talk with the following NPCs, who provide information
  pertinent to this adventure:
  5
  Waste Not, Want Not
  
   
    
  Gruntheron (LG shield dwarf commoner) is a bricklayer
  whose guild sent him to repair an exhaust vent at the Master
  Bakers’ Hall. He’s come out three times this week but still
  hasn’t laid a single brick. Whenever he arrived at the Hall, T.
  Darius Baker III tried to renegotiate the repair costs — “it’s
  like he doesn’t know how guilds work.”
  Janness Mossflower (LG female lightfoot halfling
  commoner) just delivered a large order of wicker baskets to
  the Hall. Flush with coin, she boasts about the profit margin
  that she gets courtesy of the League of Basketmakers &
  Wickerworkers. She encourages any PC who appears
  nimble-fingered to consider joining the guild.
  Bakers are also known to frequent the Asp. Mark 1
  complication point for each NPC that the PCs speak with.
  s 
   
  s
  s 
   
  s
  With its motto “clothing for every occasion,” this narrow shop
  sells posh suits, masks and costumes to the wealthy denizens
  of the Castle Ward. Six attractive staffers of various races and
  gender identities work on the first two floors while the owner,
  Nurneene sews magical masks on its top floor. The third floor
  is used as storage for new and existing stock. The PCs can
  purchase apparel from all walks of life from this store. To
  determine prices, refer to the Adventuring Gear chart in
  Chapter 5 of the Player’s Handbook.
  To make sure that she makes the rent each month,
  Nurneene also sews the uniforms of the Bakers’ Guild. If the
  PCs find their way to the third floor, they can find the white
  cloaks with blue chevrons which are worn by members.
  If the PCs steal Bakers’ Guild uniforms, mark 2
  complication points. Mark 1 more complication point if the
  PCs are rude to the staff.
   
   
   
   
  This four story stone structure is surrounded by a sparkling
  green fence that gives off a strong aura of abjuration. Only
  members of the Watchful Order of Magists and Protectors
  are welcome here, although anyone who can cast arcane
  spells may inquire as to the benefits of membership.
  If the PCs come to the Tower of Order, they are greeted by
  Salazar Apelido (CE male warlock), a strawberry blonde half-
  elf with a bushy beard. Mark 1 complication point. After a PC
  demonstrates arcane aptitude by casting a 1st level spell,
  Salazar launches into the recruitment speech. After
  describing the many benefits of membership, he mentions
  the initial membership fee of 25 gp as well as monthly due of
  3 gp.
  If the PCs ask about the Bakers’ Guild, mark 3
  complication points. Salazar discusses the two guilds’
  mutually beneficial arrangements. Primarily, members of the
  Order purchase spell components from the Bakers, who have
  supplies of exotic spices from faraway locales. Most times,
  they pay the Bakers in coin; in rare cases, the magists pay by
  providing spellcasting services.
  After Casing the Joint in Section II, the PCs can reasonably
  identify the five methods to infiltrate the Master Bakers’ Hall.
  If the PCs try to infiltrate during business hours, increase
  each DC by 2 to reflect the number of bakers in the Hall.
   
  Back at Trollskull Manor Flaps provided the PCs with
  instructions on how to enter the Hall via the sewer system.
  He offers the use of a guild rowboat that they can use to
  navigate the sewer system to a narrow underground cavern
  beneath the Hall. While in the cavern, they can open a
  drainage pipe and sneak into the Hall.
  The sewage flow picks up speed underneath the Hall, and
  to quietly land their rowboat near the drainage pipe is a team
  effort. Each PC must make a DC 13 Strength (Water
  Vehicles) check. If more than half of the PCs fail their check,
  mark 1 complication point because of the ruckus caused.
  The PCs enter the Basement Map at Room 11a.
  The PCs might pose as vendors delivering supplies to the
  guild house. While the PCs may suggest any number of
  desirable supplies, they may have already purchased
  discounted goods from the NPCs in the Castle Ward Market.
  Arriving at the Master Bakers’ Hall, the PCs are brought
  before T. Darius Baker III (LE Chondathan human master
  baker). If they succeed at three Charisma (Deception or
  Persuasion) checks before three failures, T. Darius lets the
  PCs into the basement through a side door in his office. The
  PCs enter the Basement Map in Room 10.
  If the PCs fail to convince T. Darius that they are legitimate
  vendors, he still allows them into the basement of the Hall.
  Mark 3 complication points which reflect his increased
  suspicion of the PCs.
  s  
  s  
  The PCs can pose as merchants looking to do business with
  the Bakers’ Guild. While the PCs may suggest any number of
  profitable ventures, they may have already learned of the
  Guild’s needs from the NPCs at the Asp’s Strike.
  Arriving at the Master Bakers’ Hall, the PCs are brought
  before T. Darius Baker III. If they succeed at three Charisma
  (Deception or Persuasion) checks before three failures, T.
  Darius instructs his lackeys to escort the PCs to see the
  greater operation in the basement. The PCs enter the
  Basement Map at the left starred location of Room 1.
  If the PCs fail to convince T. Darius that their opportunities
  will be profitable, he may still see a criminal role for some of
  them. He allows them into the basement of the Hall. Mark 3
  complication points which reflect his increased suspicion.
  The PCs can pose as bakers in training at the Hall — but
  must talk their way through the apprentices' entrance. If they
  succeed at three Charisma (Deception or Persuasion) checks
  before three failures, the guards allow them into the
  basement for evening classes. PCs that have bakers’ uniforms
  have advantage and earn one automatic success for this skill
  challenge. However, mark 1 complication point as other
  bakers soon realize that their uniforms have gone missing.
  The PCs enter the Basement Map at the right starred
  location of Room 1.
  Should the PCs fail to convince the guards that they are
  students, a professor comes along and vouches for them.
  Nevertheless, mark 3 complication points which reflect the
  guards’ increased suspicions.
  6
  Leverage: Waterdeep
  
   
    
  While infiltrating the Hall, the PCs may be able to
  emerge from the shadows and attack a single
  baker. Instead of bogging down the heist with
  initiative and combat, the PC can choose to silently
  kill or incapacitate the unnamed gang member. For
  each assassination, mark 2 complication points
  that represent the alarm caused by finding a dead
  or unconscious body in the Hall. If that PC has the
  Sneak Attack ability, mark down 1 complication
  point instead.
  Once in the basement, the PCs can choose to
  assassinate any escorts and explore the basement.
  They can also choose to assassinate other
  unnamed NPCs that they encounter.
   
  As noted by Gruntheron, the main oven in the basement of
  the Hall is undergoing repairs. If they can get up to the roof,
  the PCs can rappel down the exhaust vent and onto the oven
  racks. Each PC must make two DC 13 Strength (Athletics) or
  Dexterity (Acrobatics) checks while descending down the
  vent. Mark 1 complication point for each failed check, as the
  PCs make an awful racket going down the vent.
  Pushing open the oven, they enter the Hall basement in
  Section IV at the starred location in Room 19a.
   
   
  e t
   
   
  e t
  The basement of Master Bakers’ Hall (Map A) is well lit by
  everburning torches. While the basement is built from gray
  hewn stone, some floors are covered with wooden planks.
  Everything is coated in a fine floury mist.
  At any time of day, bakers occupy the basement of the Hall.
  As dungeon master (DM), you should decide how and when
  bakers might pop up and be troublesome. The the PCs will
  find it easier to traverse the Hall if disguised as bakers, and
  they generally will encounter fewer bakers around shift
  changes and in the evening.
  While Flaps knows that his nephew is trapped in the
  basement of the Hall, he doesn’t know the room where Putty
  is being held. The PCs can travel from room to room in hopes
  of finding Putty before he confesses to a crime he didn’t
  commit.
  While the Bakers’ Guild is not outwardly known to be
  violent, it employs vicious guards to protect its assets. In the
  event the PCs fail to assassinate a baker and roll initiative,
  the heist immediately goes sideways (see Section V).
  Steep stairs from the main level lead into the basement of the
  Hall. If they reach this room in Section VI (Escape), the PCs
  can escape through the main entrance.
  7
  Waste Not, Want Not
  
   
    
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  Here, each shift of bakers changes into their guild-approved
  uniforms for baking. Dirty linens and uniforms are stuffed
  into large bins on the far-right wall. Large benches and
  shallow cubbies provide a place for the bakers to change
  their clothes and store personal possessions. An immense
  blackboard is located on the left-hand wall, listing the names
  of shops and task orders for the day.
  A PC can spend 1 minute ransacking the cubbies to find 20
  gp worth of assorted coins and jewelry. Mark 2 complication
  points if any personal property is stolen.
   
   
   
   
  Each shift foreman uses this office. Five nicely-carved
  wooden chairs are arranged around an oaken desk that sits
  in the middle of the room,
  The bakers store many of their supplies in this room. Two
  small carts rest along the northern wall covered with a stack
  of pressed linens.
   
  This long hallway and the adjoining chambers are main
  avenues for people to walk through the basement. Mark 1
  complication point if the PCs aren’t accompanied by a
  member of the Baker’s Guild during the busy time of the day.
   s
  s
   s
  s
  Small desks are carefully ordered in this room, with quills,
  inkwells and other utensils thoughtfully located around the
  room. Different techniques for baking are detailed on three
  large slate chalkboards. An instructor’s notes are neatly
  stacked on a lectern at the front of the room.
   
  Seven comfortable leather-backed chairs surround a small
  cedar table near the door. At the south end of the room, a
  single oven sits dormant. Decorating equipment sits on the
  three workstations, clearly for intended for master classes.
  c
  s 
  c
  s 
  Large bookcases and cabinets line this room. The guild’s
  written records dating back a century rest on their shelves.
   
   
   
   
   
   
  The PCs encounter three types of doors in the Hall
  basement. Some doors are unlocked and require no
  special manipulation, while other doors are locked
  and require a DC 15 Dexterity (Thieves’ Tools)
  check to unlock. If the PCs don’t re-lock doors
  behind them, mark 1 complication point. (Use your
  discretion in determining whether doors are locked
  or unlocked.)
  Other doors are secret and are marked with an
  “S” on Map A. PCs must succeed on a DC 15
  Wisdom (Perception) check to locate secret doors.
  Elves have advantage on checks to locate secret
  doors.
  `
   
   
   
   
  This large private meeting room holds a sinister secret —
  this is where the bakers bury the competition when
  negotiations go poorly.
  A desk made of rich mahogany occupies the western part
  of the room. A venerable portrait of the present guild master
  T. Darius Baker the Second hangs behind the desk, while a
  small trophy of a baker rests on top of a stack of papers. Two
  chairs sit in front of the mahogany desk.
  When the small trophy is lifted, it opens a trap door over a
  20 ft. pit filled with broken chairs and desiccated remains of
  humanoids. Any creature that falls into the pit must make a
  DC 15 Dexterity saving throw. A target takes 11 (2d10)
  bludgeoning damage on a failed save, or half as much
  damage on a successful one.
  The PCs can notice this trap with a DC 15 Wisdom
  (Perception) check, and its trigger can be disabled with a DC
  10 Dexterity (Thieves’ Tools) check.
   c
   
  l
   c
   
  l
  The main hallway is mirrored on both sides with long floor-
  length mirrors inlaid into small alcoves in the wall. Visibility
  is high here. Unless they are escorted by a guild member,
  mark 1 complication point for each PC who fails a DC 15
  Dexterity (Stealth) check.
   
  This room houses the elevator system used to bring baked
  goods upstairs and large barrels of baking supplies
  downstairs. Using this elevator is simple, but noisy. If the PCs
  fail at a DC 13 Intelligence (Investigation) check to notice and
  apply nearby lubrication, mark 1 Complication Point.
  If they reach this room in Section VI (Escape), the PCs can
  escape through the service door.
   
   
   
   
  In the northern half of the room, large barrels house various
  types of flour. Yeast, sourdough starters, salt, and large
  kettles are here to mix mass amounts of dough with long
  paddles like an oar.
  The bakers installed several sinks in the southern portion
  of this room. Here, customers with "past due accounts" work
  off their debt by cleaning dirty dishes and utensils.
  8
  Leverage: Waterdeep
  
   
    
   
  n 
   
   
   
  n 
   
   
  A large drainage pipe below the main sink in room 11 leads
  directly to the sewers. If they reach this room in Section VI
  (Escape), the PCs can escape into the sewers.
   
   
  l
   
   
  l
  This hallway is covered in bread flour left by messy cooks.
  Unless each PC succeeds at a DC 10 Dexterity (Stealth)
  check, mark 1 complication point as the PCs leaves floury
  prints on the floor in other rooms.
  Bakers use this room to relieve themselves. If the PCs don’t
  wash their hands after using the washroom, mark 1
  complication point.
  l
  Guards hang their coats along the southern wall of this
  otherwise-nondescript hallway.
   
  A steam and pressure release system is hidden in the mouths
  of three griffon statues along the northern wall of this
  hallway. The heads are levers that control the amount of
  steam released by the trap in Room 16. The PCs can discern
  the purpose of these traps with a DC 13 Intelligence
  (Investigation) check.
  The heads have been set to a default position by the day
  crew. If inspected by the PCs, a successful DC 14 Intelligence
  (Investigation) or Dexterity (Thieves Tools) check will allow
  the trap to only deal 5 (2d4) fire damage when the trap is
  triggered.
   
  The big X on Map A marks a series of pressure plates that
  release the pent-up steam used to heat the water used in
  Room 11. The statues in Room 15 can control the flow.
  While workers are washing dishes, the steam is released to
  heat the water. While in use, T. Darius Baker III uses this as a
  trap against thieves. Anyone who steps on these panels must
  make a DC 13 Dexterity saving throw as hot steam sprays
  over their bodies. A target suffers 10 (4d4) fire damage on a
  failed save, or half as much on a successful save.
   
   
   
   
  This red brick room is slightly warmer than other rooms in
  the basement. A prisoner is housed here — the sweat-soaked
  and exhausted Belle (CG female tiefling scout). After a baker
  caught her stealing bread for her starving family, T. Darius
  Baker III has brought her to the Hall where he intends to
  make an example of her.
  If freed, Belle takes the first opportunity to sneak out of the
  Hall. Mark 1 complication point.
  c
   
  e
  c
   
  e
  This staircase slopes downward to Room 19.
   
  e
   
  e
  The main bakery is a large room lined on its edge with
  worktables, baking and decorating stations. Two long brick
  ovens line the middle of the room.
   
   
   
   
  The bakery fireplace is currently inoperable. It lies cold, but
  there is fuel on the fire in case it needs to be used at a
  moment’s notice.
  c
   
  c
   
  This stairwell descends down into what appears to be a dead
  end. If they succeed on a DC 15 Wisdom (Perception) check,
  the PCs notice the secret doors to sections 21 and 21a.
  If the PCs can’t locate the secret doors, Putty cries out in
  mental anguish. Mark 3 complication points.
  9
  Waste Not, Want Not
  
   
    
   
   
   
   
  This small room is full of tightly sealed containers labeled
  with the names of rare ingredients. Putty is locked up here;
  his mobility is limited as he's tied to a tether away from the
  door.
   
  e 
  t 
   
  e 
  t 
  This room is sealed and locked. It contains small chests and
  sealed containers with many tiny jars containing the most
  unique and rare of ingredients. 3 small bottles of residuum
  and 75 gp worth of gems can be taken from here. Mark 1
  complication point if the PCs steal from this room. (This
  point can only be spent in the conclusion of the adventure.)
  e
   
  e
   
  “No guilt is forgotten so long as the conscience still knows of
  it.”
  Having located the innocent plumber, the PCs can finally
  speak to Putty. He wholeheartedly believes his false memory
  and after much interrogation, he is ready to admit his crime
  to the City Watch. While grateful that they came to save him,
  Putty doesn’t wish to leave the Hall with the PCs.
  The PCs can convince Putty to leave the guildhall
  basement by causing him to doubt his memory. They can
  address logical flaws with the false memory and break its
  hold, or they can use their knowledge of magic to to convince
  him that he’s been tricked. After three successful DC 13
  ability checks, the hold over Putty is broken and he follows
  the PCs out of the basement.
  In the alternative, the PCs can also knock out Putty and
  carry him along their escape route. If so, mark 5
  complication points as his limp body slows down their
  escape.
   
   
   
  e
   
   
   
  e
  There is no such thing as a perfect crime, and the PCs have
  likely generated several complication points after failing
  checks. Here is where the hammer falls on the PCs.
  You may use the below ideas for when the heist goes
  sideways. This list is neither exclusive nor exhaustive, and
  you can modify ideas to match the scenario. Be sure to listen
  to the PCs, who may inadvertently suggest great ideas.
  Time to Take Your Medicine The warlock who implanted
  the false memory has returned to repeat the ritual. He
  encounters the PCs while they escape with the nephew (1
  point).
  Look Ooze Coming Around the Corner A sourdough ooze
  has picked up on the PCs’ trail, positioning itself between
  them and the exit (2 points).
  Resetting the Pressure A worker reset the steam pressure
  trap in Area 16. Each PC on the plate must make DC 13
  Dexterity saving throw. A PC takes 10 (4d4) fire damage on a
  failed save, or half as much damage on a successful one (2
  points).
  Clamoring Distraction The Baker’s Guild is clearly
  alerted to the PCs’ shenanigans and are terribly noisy about
  finding the responsible culprits. This is very distracting to the
  PCs. Impose disadvantage on one Wisdom, Intelligence or
  Charisma ability check that the PCs make during their
  escape (1 point per player).
  Brute Squad: The PCs are confronted by two armed thugs
  (1 point). T. Darius Baker III is in command (3 points).
  Hungry Drifter A hungry urchin spied the PCs scoping out
  the service entrance earlier. In exchange for dinner, he lets
  the Bakers know that they have burglars (2 points).
  This Path’s Stale! The PCs see a baker pull a hatch, flooding
  the hallway with stale and moldy bread. This section of the
  hallway is now impassable terrain (3 points; usable once).
  Note: you should not use this to trap the PCs — they should
  always have a way around this complication.
  Wicks Dipped into Guild Ink Two bakers stagger out of a
  closet, hastily buttoning their uniforms and brushing at their
  hair. They raise an alarm at your presence (1 point).
  Spilled Sack of Flour A baker spills a sack of flour,
  exploding everywhere. The PCs must make DC 13
  Constitution saving throws or be poisoned for 1 minute (1
  point). For each additional point spent, increase the DC by 1
  (maximum 3 points).
  I Know You! One of the NPCs from the Asp’s Strike has
  come to the Hall to do business. Oblivious to the ongoing
  heist, the NPC identifies the PCs as adventurers, not bakers
  (1 point).
  E
  !
  E
  !
  The PCs can escape in one of four ways: (1) out the sewer, (2)
  through the chimney door or (3) through the main entrance
  or (4) through the service door.
  Out the Sewer: If the PCs reach room 11a, they can reach a
  boat waiting in the sewers below the large drain. It looks like
  they will make a clean getaway until 5 angry bakers begin
  pursuit in a boat of their own. Use the Chase rules in Chapter
  6 of the Dungeon Master’s Guide (p. 252-255) to determine
  whether the PCs escape.
  Through the Chimney: If the PCs descended down the
  chimney in Room 19a, they can escape by ascending the rope
  back up the chimney. While they’re climbing, bakers begin
  stoking the oven below them to prevent their escape. Each
  PCs must make a two DC 13 Strength (Athletics) checks to
  scale the chimney.
  Meanwhile, the bakers have begun to stoke the fuel in oven
  in hopes of smoking out the intruders. If any PC does not
  make it out of the chimney within five attempts, that PC is
  frightened of fire for the next month.
  Through the Service Door: If the PCs get to Room 11, they
  can try to exit the Hall basement via the service elevator.
  10
  Leverage: Waterdeep
  
   
    
  However, they must pose as bakers or common laborers for
  long enough for the bakers to let you leave before the City
  Watch can interview you. If the PCs succeed on three DC 13
  ability checks before three failures, they escape without
  additional consequences.
  The PCs can inventively use skill and tool proficiencies to
  blend in with the bakers, making small talk until they are
  released from the elevator. They might use Nature to discuss
  nuanced flavors of certain fruits, or they may use Religion to
  discuss Illmater’s favorite flavor scone (answer: habanero,
  because life is pain). The PCs are only limited by their
  imagination about what might be relevant.
  Through the Main Entrance: If the PCs get to Room 1, they
  can try make their way to the main entrance by the Street of
  the Sword. Guards flood towards the basement as bakers
  raise the alarm. The PCs must fight their way out the front
  door.
  The following group of foes cover the exits to the Hall: 3
  guards, 2 apprentice wizards and 1 scout. For each
  additional PC after the fourth, add 1 guard and 1 scout.
   
  If the PCs would fail in their escape attempts, they
  can instead sacrifice a combined 100 gp of
  equipment to escape. This might represent the PCs
  tossing aside dead weight as they paddle down the
  sewers, pelting pursuers with blunt objects or even
  bribing unscrupulous guards.
  n
  The escaping PCs are able to return Putty to his uncle
  unharmed. A horse and carriage take him outside Waterdeep
  where he can lay low until the wrath of T. Darius Baker III is
  abated.
  Over the next five days, a crew of seven grateful plumbers
  make good on Flaps’ word to unclog the sewage system by
  engaging in their thankless profession. Perhaps more
  importantly, the North Ward magisters have seemingly
  forgotten the fines imposed upon Trollskull Manor.
  If the PCs offer to pay the plumbers for their work, they
  refuse their kind offer. (They will accept food and drink
  during their meal breaks, however). Flaps offers to refer other
  guild members to Trollskull Manor should they have similar
  problems.
  If Belle escaped from Room 17 of the Hall, she later comes
  to Trollskull Manor on a busy afternoon where the PCs
  struggle to serve their growing clientele. In gratitude, she
  serves drinks and waits tables through the evening. At the
  end of the night, she and PCs can discuss bringing her on in
  a more permanent role.
   
   
   
   
  If they successfully break Putty out of the Hall, the PCs earn
  200 XP. (If they try and fail to recover the jewelry, the PCs
  still earn 150 XP.) The PCs may also have taken up to 20 gp
  in coins, 75 gp in gems and three vials of residuum.
  l 
   
  l 
   
  Wondrous item, uncommon
  This small vial of dust looks like sparkling sand. Each vial of
  residuum contains 10 pinches.
  When a pinch is used, the dust functions like a detect
  magic spell had been cast. If 3 pinches are used, the dust acts
  as an identify spell.
   C
  c
   
  n
   C
  c
   
  n
  The PCs’ actions have not gone unnoticed in Waterdeep.
  Before the conclusion of the adventure, you should spend
  your remaining complication points. A list of suggested
  complications follows; as always, the DM is encouraged to
  think creatively.
  Guild Friend: You suspect that Flaps and Putty have
  called in favors with other guilds. Choose two guilds from
  the list on page 12 of Waterdeep: Dragon Heist; one-time
  repairs by these guilds are discounted by 10%. (1 point,
  usable once)
  Harpers: Many have learned that you helped an innocent
  family out of a tight spot. As the Harpers sponsor those
  who do good, you can call in a small favor at any time. (1
  point)
  Devilish Eyes: While they don’t know it, the warlock was
  in league with the Cassalanters’ doppelganger butler,
  Willfort Crowelle. For fouling up his plans, agents of the
  Cassalanters follow the PCs around whenever they are in
  the Sea Ward (1 point). Urchins pick the pockets at the
  least opportune moment (3 points). The PCs’ next
  violation of the Code Legal is reported to the City Watch
  with surprising accuracy (5 points).
  It Rises Again! Bits of sourdough stuck to your clothes. It
  takes several days, but the dough proofs, and rises again
  at an unfortunate later date. A number of gooey rolls can
  return in a later encounter once they’ve had time to
  expand (1 point per ooze).
  A Loaf To Pick Your escapade has angered the Bakers’
  Guild greatly. In his great and furious rage, T. Darius
  Baker III has blacklisted you from any Bakers’ Guild
  operations. Food service guilds are reluctant to work with
  you for fear of drawing the Baker’s ire (2 points).
  11
  Waste Not, Want Not
  
   
    
   
   
   
   
   
   
   
   
  12
  c  i
  c  i
   
   10
   
   9(2d8)
   30ft.
  10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)
   Arcana +4, History +4
   passive Perception 10
   Common
   1/4 (50 XP)
   The apprentice is a 1st-level
  spellcaster. Its spellcasting ability is Intelligence
  (spell save DC 12, +4 to hit with spell attacks). It
  has the following wizard spells prepared:
  Cantrips (at will): fire bolt, mending, prestidigitation
  1st level (2 slots)  burning hands, disguise self,
  shield
  Actions
   Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target  Hit 2 (1d4)
  Medium humanoid (any race), any alignment
   
   10
   
   4 (1d8)
   30 ft.
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
   passive Perception 10
   any one language (usually Common)
   0 (10 XP)
  Actions
   Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target  Hit  2 (1d4) bludgeoning damage
   
  Medium humanoid (any race), any alignment
   
   15 (studded leather)
   
   65 (10d8 + 20)
   30 ft
  15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
   
   Str +4, Dex +5, Wis +2
   Athletics +4, Deception +4
   passive Perception 10
   any two languages
   2 (450 XP)
  Actions
  i
   The captain makes three melee attacks:
  two with its scimitar and one with its dagger, or the
  captain makes two ranged attacks with its daggers.
   Melee Weapon Attack  +5 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
   Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft  or range 20/60 ft , one target  Hit  5
  (1d4 + 5) piercing damage.
  Bonus Action
   The captain adds 2 to its AC against one
  melee attack that would hit it. To do so, the captain
  must see the attacker and be wielding a melee
  weapon.
  Medium humanoid (human), neutral
  Refer to page 203 of Waterdeep: Dragon Heist for
  Durnan's statblock.
  Leverage: Waterdeep
  
   
    
  13
   
  l
   
  l
  small ooze, unaligned
   
   8
   
   19 (3d6+9)
   10ft., climb 10ft.
  12 (+1)
  6 (-2)
  16 (+3)
  1 (-5)
  6 (-2)
  1 (-5)
   Stealth +2
   
   acid, cold, fire
   
   blinded, charmed, deafened,
  exhausted, frightened, prone
   blindsense 60ft. (blind beyond this point),
  passive Perception 8
   None
   1/4 (50 XP)
   The roll can move through a space as
  narrow as 1 inch wide without squeezing.
   
   While the roll remains
  motionless, it is indistinguishable from glazed
  sweet rolls.
  Actions
   
   Melee Weapon Attack: +3 to hit, reach 5
  ft , one target  Hit  4 (1d6 + 1) bludgeoning
  damage plus 7 (2d6) acid damage.
  Medium humanoid (any race), any alignment
   
   16 (Chain Shirt, Shield)
   
   11 (2d8+2)
   30 ft.
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
   Perception +2
   passive Perception 10
   any one language (usually Common)
   1/8 (25 XP)
  Actions
   Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft  or range 20/60 ft , one target  Hit  4
  (1d6 + piercing damage, or 5 (1d8 + 1) piercing
  damage if used with two hands to make a melee
  attack.
   
  e
   
  e
  medium humanoid (human), neutral
   
   15 (chain lined apron)
   
   44(8d8 + 8)
   30ft
  11 (+0) 14 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2)
   
   Dex +4, Int +4
   Acrobatics +4, Perception +4, Baking +6
   passive Perception 14
   Common
   2 (450 XP)
   The Master Baker is a 4th-level
  sepllcaster. Its spellcasting ability is Charisma (spell
  save DC 12, +4 to hit with spell attacks). It has the
  following bard spells prepared:
  Cantrips (at will): friends, prestidigitation, vicious
  mockery
  1st level (4 slots)  charm person, healing word,
  heroism, hideous laughter, sleep
  2nd level (3 slots): enthrall, hold person
   
   
   
   
   
   
   
   
   The baker can serve
  wonderful food while taking a short rest. Any ally
  who eats the food regains an extra ld6 hit points if
  it spends any Hit Dice to regain hit points at the
  end of that rest  The baker can confer this benefit
  on itself as well.
   
   
   
   
   
   
  . The baker can use a
  bonus action on its turn to target one creature
  within 30 feet of it. If the target can see the baker
  and his treats, the target must succeed on a DC 12
  Charisma saving throw or have disadvantage on
  ability checks, attack rolls, and saving throws until
  the start of the bakers's next turn.
  Actions
   
   Melee Weapon Attack: +4 to hit,
  reach 5ft., one target. Hit 5 (1d6 + 2)
  
   
    
  14
  medium humanoid, lawful neutral
   
   13 (studded leather)
   
   16 (3d8+3)
   30ft.
  11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
   Nature +4, Perception +5, Stealth +6, Survival
  +5
   passive Perception 15
   Common
   1/2 (100 XP)
   
   
   
   
   
   
   The scout has advantage on
  Wisdom (Perception) checks that rely on hearing or
  sight.
  Actions
  i
   The scout makes two melee attacks or
  two ranged attacks
   Melee Weapon Attack  +4 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
   Ranged Weapon Attack: +4 to hi t,
  ranged 150ft./600 ft. , one target. Hit: 6 (1d8 + 2)
  piercing damage.
   
  large ooze, unaligned
   
   8
   
   45 (6d10 + 12)
   10ft , climb 10ft
  15 (+2)
  6 ( 2)
  14 (+2)
  2 ( 5)
  6 ( 2)
  1 ( 5)
   
   acid
   
   lightning, slashing
   
   blinded, charmed, deafened,
  exhaustion, frightened, prone
   blindsight 60ft  (blind beyond this radius),
  passive Perception 8
   
   2 (450 XP)
   The ooze can move through a space as
  narrow as 1 inch wide without squeezing.
   
   The ooze can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check
  Actions
   Melee Weapon Attack  +4 to hit, reach
  5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning
  damage plus 3 (ld6) acid damage
  Reactions
   When a ooze that is Medium or larger is
  subjected to lightning or slashing damage, it splits
  into two new oozes if it has at least 10 hit points.
  Each new ooze has hit points equal to half the
  original ooze's, rounded down. New oozes are one
  size smaller than the original ooze.
  Leverage: Waterdeep
  
   
    
  15
  Medium undead, chaotic evil
   
   12
   
   2 (5d8)
   0 ft., fly 50 ft. (hover)
  1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
   
   acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing
  from nonmagical weapons
   
   necrotic, poison
   
   charmed, exhaustion,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained, unconscious
   darkvision 60 ft , passive Perception 10
   understands all languages it knew in life
  but can't speak
   1 (200 XP)
   
   The specter can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
   
   While in sunlight, the specter
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight
  Actions
   
   Melee Spell Attack  +4 to hit, reach 5 ft ,
  one creature. Hit: (3d6) necrotic damage. The
  target must succeed on a DC 10 Constitution
  saving throw or its hit point maximum is reduced
  by an amount equal to the damage taken  This
  reduction lasts until the creature finishes a long
  rest  The target dies if this effect reduces its hit
  point maximum to 0.
  Medium humanoid (any race), any non lawful
  alignment
   
   11 (leather armor)
   
   32 (5d8+10)
   30 ft.
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
   Intimidation +2
   passive Perception 10
   any one language (usually Common)
   1/2 (100 XP)
   
   The thug has advantage on an attack
  roll against a creature if at least one of the thug's
  allies is within 5 ft. of the creature and the ally isn't
  incapacitated.
  Actions
  i
   The thug makes two melee attacks.
   Melee Weapon Attack  +4 to hit, reach 5 ft ,
  one creature. Hit: (1d6 + 2) bludgeoning damage.
   
   Ranged Weapon Attack  +2 to hit,
  reach 100/400 ft., one target. Hit: (1d10) piercing
  damage
  Medium humanoid (any race), any alignment
   
   10
   
   4 (1d8)
   30 ft
  10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 12 (+1)
   passive Perception 10
   Common
   0 (10 XP)
   
   The urchin can use an object as a bonus
  action.
  Actions
   Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft  or range 20/60 ft , one target  Hit  4
  (1d4 + 2) piercing damage.
  Waste Not, Want Not
  
   
    
  16
  l
   e
  l
   e
  Medium humanoid (human), chaotic good
  Refer to page 218 of Waterdeep: Dragon Heist for
  Durnan's statblock
  l c
  l c
  medium humanoid (human), neutral evil
   
   14 (studded leather)
   
   30(6d8 + 12)
   30ft
  10 (+0) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2)
   Arcana +3, Deception +4
   passive Perception 11
   None
   2 (450 XP)
   The warlock is a 4th level spellcaster.
  Its spellcasting ability is Charisma (spell save DC
  12, +4 to hit with spell attacks). It regains its
  expended spell slots when it finishes a short or
  long rest. It knows the following warlock spells:
  Cantrips: eldritch blast, friends, prestidigitation
  1st-2nd level (2 2nd-level slots) charm person,
  hellish rebuke, misty step, suggestion
   
   Melee Spell Attack: A target creature
  must succeed on a DC 12 Charisma saving throw
  or the warlock can replace the last 24 hours worth
  of memories with ones the warlock implants
  Actions
   Melee or Ranged Weapon Attack  +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage
  Waste Not, Want Not
  
   
    
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Forgotten Realms/Waterdeep/Leverage - Waterdeep - Waste Not Want Not (Print Friendly) (Final) v1.1 (Sanitized).pdf