TEXT: 21/02/2019
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  Deadly Delivery
  The Zhentarim's second mission is a simple errand: deliver
  potions from Skeemo to a mysterious customer.
  The Mission
  Once again it is Davil Starsong who gives the mission to the
  party, either as they meet him for another reason, or by
  sending one of his winged snakes to fetch them. Whether he
  asks the entire party to undertake the mission or only
  Zhentarim characters is up to you, but since the mission
  could take a while, it might be nice to have the whole party
  involved. Either way, Davil describes the mission like this:
  "All right. So here's the deal. A friend of ours named Skeemo
  runs a small shop in the Trades Ward. He’s made some
  potions of mind reading for a client. Bastard's lazy, doesn't
  wanna deliver them himself – and the client is shy. I want
  you to head over to his shop, pick up the potions, and
  deliver them to the client safely. There'll be a tip for you."
  In this take on the faction mission, we tackle two problems
  with the mission brief given in Chapter 2 of Waterdeep:
  Dragon Heist. One, we're never told why Skeemo is having
  potions	 of	 poison masquerading as potions	 of	 mind	 reading
  delivered to the Black Viper. Second, simply delivering some
  potions from A to B isn't very exciting or challenging.
  As to the �irst point, Skeemo is having potions	 of	 poison
  delivered to the Black Viper because Manshoon (whom
  Skeemo secretly works for) wants to kill the Black Viper for
  refusing to join his faction of the Zhentarim. Since it would be
  easy for the Black Viper to trace the poison back to Skeemo,
  should she survive, the gnome asks Davil Starsong to send
  some recruits (the party) to deliver the potions for him.
  Secondly, we introduce a complication to the delivery:
  Xanathar's Guild. Wise to the fact that Skeemo is a Zhentarim
  agent, a small Xanathar band has been keeping an eye on
  Skeemo's shop. As the party leaves the shop, they scramble to
  stage an ambush, both to secure valuable loot and to kill what
  they believe to be Zhentarim agents.
  Weirdbottle Concoctions
  The party easily �inds 'Weirdbottle's Concoctions' on the
  ground �loor of a small, two-story building in the Trades
  Ward. The shop's single square room is lined with shelves
  carrying vials in varying sizes, as well as individual
  ingredients for sale, such as crow's feet, bat guano and other
  odorous oddities. A wooden counter lines the back wall of the
  shop, behind which is the small laboratory where Skeemo
  Weirdbottle spends most of his time. A small stair leads up to
  Skeemo's apartment on the second �loor.
  Skeemo is an unpleasant fellow, rude and arrogant. He also
  has a weird habit of talking with himself (see 'The Doom
  Raiders' on page 1). When meeting with the party, he'll treat
  them as worthless underlings, ordering them around in a
  nasal drawl. "Do	 you	 see	 who	 Davil's	 sending	 me,	 my	 old
  friend?	Oh,	how	far	we've	fallen...	Well,	they'll	have	to	do.	You	–
  recruits!	You'll	deliver	these	potions	to	a	lady	in	a	purple	cloak
  near	the	God	Catcher-statue	in	the	Castle	Ward.	Careful	now	–
  they're	worth	more	coin	than	you	lot	have	probably	ever	seen!"
  the gnome says, before handing over the silk-lined coffer
  containing the four potions. "No,	no,	my	friend,	I	don't	need	to
  tell	them	to	keep	their	hands	off	the	merchandise.	Surely	they
  value	their	lives	more	than	that!"
  The Ambush
  As the party leaves Skeemo's shop to deliver the potions, they
  attract the attention of a Xanathar band, who sets off to
  follow and ambush the party at an opportune moment.
  Scaly Scout
  Across the alley from Weirdbottle's Concoctions sits the
  psionic	kobold Ixla, disguised as a hal�ling vagrant. Ixla and
  her siblings have been altered by the mind �layer Nihiloor
  (see Chapter 5: Spring Madness), granting them the ability to
  communicate telepathically, cast spells and even blast foes
  with their minds. As the party heads toward the Castle Ward,
  Ixla follows along stealthily 30 feet behind them. Using her
  telepathy, she communicates the party's movements to a
  band of psionic kobolds and bugbears traveling in the sewers
  beneath the street, while she looks for an opportune place to
  spring the ambush.
  Traveling	 Discreetly. If the party makes efforts to
  transport the potions discreetly – wearing disguises, moving
  stealthily through the city, etc. – have them make a DC 13
  group skill check, using Deception, Stealth or another
  appropriate check. Spells like invisibility or disguise	 self can
  grant advantage on this check. If at least half the party
  succeeds, Ixla loses track of the party, and they have
  effectively avoided the ambush.
  Spotting	 the	 Tail. Once before the ambush is sprung,
  have Ixla make a Stealth (+4) check with advantage (without
  telling the party). Any characters with passive Perception
  higher than the result notices a small �igure following about
  30 feet behind the party. If a player tells you that their
  character is actively looking for pursuers, allow them to make
  a Perception check and use the result instead of their passive
  Perception, if it's higher.
  Confronting	 Ixla. If the party spots Ixla and tries to
  confront her, she immediately uses her telepathy to spring
  the ambush. If a character manages to catch the kobold
  unaware (succeeding on a DC 13 Stealth or Deception check,
  depending on how they go about it), they'll still have to
  quickly incapacitate or neutralize her with force or a spell
  like charm	person to avoid the trap being sprung. Should they
  succeed, Ixla is easily charmed or threatened into telling the
  party anything they want to know. However, if the ambushers
  hiding under the streets don't hear from Ixla for a minute or
  so, they'll soon come up from the sewers to attack the party.
  Potions of Poison
  The characters might be curious about the
  potions they're transporting, which could lead to
  them discovering that the potions are in fact
  potions of poison and not potions of mind
  reading. A proficient character can examine the
  potion (looking at and smelling the contents, or
  tasting a little drop) and make a DC 13
  Intelligence (Arcana or Nature) check to learn the
  true nature of the pale substance in the flasks. Of
  course, a character that drinks an entire potion
  quickly learns that it is a potion of poison.
  See 'Conclusion' on the following page for
  other ways the party might discover the potions'
  poisonous nature, and the consequences of
  sharing or not sharing that information.
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  Ambush from below
  Unless the party manages to elude or incapacitate Ixla, they'll
  �ind themselves ambushed before reaching their destination.
  The ambush consists of 2 psionic	kobolds (including Ixla)
  plus 1 bugbear for each party member of 3rd level or higher.
  Trades	Ward	Encounter	Map. If Ixla wasn't spotted and
  had time to choose the ambush spot, the ambushers spring
  up from sewer grates on either end of the empty and
  shadowy street running vertically on the left of the Trades
  Ward Encounter Map. If Ixla was forced to spring the ambush
  early, the ambushers all come up from the same sewer grate
  in front of the party on the wide and busy street running
  horizontally on the bottom of the Trades Ward Encounter
  Map (remember, if it isn't night, the sunlight of an open street
  will hinder the light-sensitive kobolds). The buildings of the
  Trades Ward are two- or three-story buildings, reaching up to
  30 feet into the air. Crates, tables, barrels and even lampposts
  can provide cover to combatants.
  Tactics. The heavily armed bugbears immediately move to
  kill the characters, while the psionic kobolds focus on
  obtaining the potions. If they are unsure who's carrying the
  package, they can use detect	thoughts to �igure it out. They'll
  then use their mind blast to neutralize the party and
  command to force a character to hand over the potions. If
  more than half the band of monsters are defeated, or the City
  Watch shows up, the bugbears and kobolds �lee back into the
  sewer through the nearest sewer grate.
  City	Watch. At your discretion (if the party is losing badly,
  for example) a City Watch patrol (four human veterans)
  might arrive on the scene after a few rounds of combat,
  especially if the ambush was sprung in a wide and busy
  street. The Watch sides with the party, but won't chase the
  monsters into the sewers, knowing that they're likely to run
  into more danger than they can handle. When combat has
  ended, Sergeant Pegrina Dawncastle (a young human female
  with blonde hair and a long scar on her cheek) asks the party
  if they know why they were attacked. A good lie or
  explanation (DC 13 Deception or Persuasion) will convince
  her to let the characters go without further questioning.
  However, if she isn't convinced, the Sergeant has her men
  search the party, con�iscating the potions if they �ind them.
  Pegrina informs the party that they can check in with the
  Watch Of�ice in the Trades Ward in a few days, where the
  potions will be returned to them if they're found to be
  harmless.
  The Delivery
  When the party �inally reaches the God Catcher in the Castle
  Ward, they'll �ind Esvele Rosznar sitting on the back of a hire-
  coach, her face hidden by a purple hood. If approached with
  the potions, she silently hands them a black velvet pouch
  containing 15 platinum pieces, takes the potions, and orders
  her driver to depart. She ignores any questions, but does give
  a nod of thanks if the party warns her about the potions
  being poisonous.
  If a character tries to follow the hire coach back to Rosznar
  Estate in the Sea Ward, they must make a DC 13 Stealth
  check. On a failure, Esvele spots the pursuer, jumps off the
  hire-coach and darts into an alley, trying to shake off the
  characters. Whether you'll allow the characters a chance to
  keep up with her – either running a street chase (see the
  Dungeon Master's Guide p. 251) or making several contested
  Perception and Stealth checks – is up to you. As long as
  Esvele suspects she is being followed, however, she won't
  return to her family estate, instead leading her pursuers on
  an endless hunt through the streets of Waterdeep.
  Conclusion
  If the party successfully delivers the potions to the Black
  Viper, they'll get to keep the 15 pp, and Davil Starsong
  rewards each Zhentarim member with 1 renown. Should they
  fail to deliver the potions, they'll receive only Skeemo's
  endless scorn and derision.
  Viper's	Vengeance. If the party didn't warn Esvele about
  the potions being poisonous, the young noble unwittingly
  poisons herself at a formal dinner party a few days later,
  ruining a spectacular theft she had planned and nearly
  blowing her cover. You can have the nimble thief confront the
  party soon after, perhaps ambushing a character to get
  answers, burglarizing the party's home, or even sneaking
  some of the poison into a cask of ale delivered to the
  Trollskull Tavern, ruining business and causing a scandal.
  However she goes about exacting her vengeance, have her
  leave a note that informs the party of the poisonous potions:
  "You're	fools	to	think	poison	would	kill	a	snake.	But	now	you
  know	–	my	fangs	have	venom	too.	The	Black	Viper."
  Con�iscate	and	Destroy. If the potions were con�iscated
  by the City Watch, they're examined, found to be poisonous
  and destroyed within the next few days. When the party
  shows up to retrieve them they are instead �ined 100 gold
  pieces for possession of an illegal, poisonous substance with
  intent to sell.
  A	 Poisonous	 Seed. If the characters discover that the
  potions were potions	 of	 poison and not potions	 of
  mindreading and tell Davil Starsong, he'll thank them for the
  information, but ask them to keep quiet about it while he
  �igures out what's going on. This plants a seed however – a
  suspicion about Skeemo Weirdbottle that'll have a satisfying
  end with the fourth Zhentarim faction mission, where the
  party are send to eliminate the traitorous gnome. If the party
  confronts Skeemo, he'll tell them not to question their betters
  if they want a future with the Black Network, and then begin
  scheming for other ways to be rid of the nosy adventurers.
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  DM's Cheatsheet
  The Mission
  Davil tells the party to deliver potions of mind reading
  from Skeemo's shop in the Trades Ward to a client.
  Weirdbottle's Concoctions is a small shop �illed with
  �lasks and ingredients and a small alchemy lab.
  Skeemo orders the party to deliver the potions to a lady in
  a purple cloak near the God Catcher in the Castle Ward.
  The Ambush
  A psionic	kobold named Ixla trails the party in disguise.
  DC 13 group skill check (Deception/Stealth) to evade Ixla.
  Ixla makes +4 Stealth check with advantage vs party's
  passive Perception. A character who actively looks for
  pursuers can make a Perception check and use instead.
  If she realizes she has been spotted, Ixla springs the
  ambush in the open street. If not spotted, Ixla springs the
  ambush in a empty, shadowy street.
  2 psionic	 kobolds plus 1 bugbear per character
  ambush the party.
  4 City Watch veterans might arrive to �ight the monsters
  and question the party, possibly con�iscating the potions
  (DC 13 Deception/Persuasion to avoid).
  The Delivery
  Esvele Rosznar sits in hire-coach, face hidden by hood.
  Silently takes the potions and gives a pouch with 15pp.
  Esvele can be followed back to Rosznar Estate in the Sea
  Ward with DC 13 Stealth check.
  Conclusion
  If successful, the party can keep the 15pp and Zhentarim
  characters gain 1 renown.
  If Esvele is poisoned, she enacts vengeance on the party.
  Con�iscated potions are destroyed and party �ined 100gp.
  3
  Bugbear
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 16 (hide armor, shield)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 13 (+1) 8 (–1) 11 (+0) 9 (–1)
  Skills Stealth +6, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Brute. A melee weapon deals one extra die of its
  damage when the bugbear hits with it (included in
  the attack).
  Surprise Attack. If the bugbear surprises a creature
  and hits it with an attack during the first round of
  combat, the target takes an extra 7 (2d6) damage
  from the attack.
  Actions
  Morningstar. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing
  damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 9
  (2d6 + 2) piercing damage in melee or 5 (1d6 +
  2) piercing damage at range.
  Psionic Kobold
  Small humanoid (kobold), lawful evil
  Armor Class 12
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 8 (–1)
  Damage Resistances psychic
  Skills Insight +3, Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Draconic, Telepathy 60 ft.
  Challenge 1/2 (100 XP)
  Magic Resistance. The kobold has advantage on saving
  throws against spells and other magical effects.
  Pack Tactics. The kobold has advantage on an attack
  roll against a creature if at least one of the kobold's
  allies is within 5 ft. of the creature and the ally isn't
  incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Innate Spellcasting. The kobold's innate spellcasting
  ability is Intelligence (spell save DC 11, +3 to hit with
  spell attacks). It can innately cast the following spells,
  requiring no material components:
  1/day each: command, detect thoughts, levitate
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range
  30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
  damage.
  Mind Blast (recharge 5-6). The kobold magically emits
  psychic energy in a 30-foot cone. Each creature in
  that area must succeed on a DC 11 Intelligence
  saving throw or take 9 (2d8 + 2) psychic damage and
  be stunned for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  
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