Welcome To Waterdeep HoL 1
Welcome To Waterdeep HoL 1
Welcome To Waterdeep HoL 1
Introduction to Waterdeep
Tie in backstories to why they are in Waterdeep OR give general “you’re 5 level-one characters =
hear for many reasons” thing. 125 / 250 / 375 / 500
Tell them what they’ve learned so far about the city on their first day
o Geography w/ image
o Wards (AGTotR 107)
o City watch & city guard (CS 75)
o Laws (generally just mention Waterdeep is a city of laws)
A Meeting at Night
The meeting spot is in the alley between two large tombs.
A kendu (name “whispering”) waits for them.
o Two other kendu are hiding on the roofs and will attack with shortbows (if needed)
o One kendu is outside the alley and will cut off the rear of the alley (if needed)
o 4 total - Kendu, MM 194, CR ¼, 50 XP
The kendu’s job is to convince them to see “Etis” who has an office in a warehouse in Dock Ward.
o They should see Etis at night and in secrecy.
o Etis works for the Lords of Waterdeep and needs the adventurer’s help.
o Finding Etis is a small test of their abilities.
o The kendu has a map on him that marks the location.
Give them the Waterdeep map.
o If they agree to find Etis, he gives them 25 gp as a gesture of good will.
XP Reward: 200 XP total (for either RP’ing the kendu or fighting them)
XP Reward: (get past or kill dogs & find trap door to basement) 150 XP
W1 – Dragon Statues
Four large statues of blue dragons stand in each corner.
If they inspect the dragons, they will notice large black gems set in collars around the dragons’ necks.
The gems are shaped like tear drops, and currently the pointed part is straight up.
o The gems cannot be removed, but they can be turned. Turning all of the points down disables
the trap. Forcefully removing a gem causes the trap to go off.
Trap: opening either the West or North doors without first turning gems set in the dragon statue’s
collars causes electricity to jump out of the dragon’s mouths, blanketing the entire room. DC 10 DEX
save or 1d10 damage.
The doors at the end of the west and north hallways have nothing but brick walls behind them.
o The North hallway brick wall has a loose brick. If removed it contains a golden broach in the
shape of a dragon (100 gp value).
W2 – Sleeping Kobolds
Kobolds (MM 195, CR 1/8, 25 XP)
Six kobolds are sleeping in dirty piles of rags.
o Stealth check DC 8 to not wake them.
o Kobolds only speak Draconic and they demand a “golden dragon” to let them pass. Otherwise
they attack.
An opening into the sewers is to the South.
The room smells like urine and feces.
Trip Wire – Perception DC 10, DEX DC 10 or fall prone, 50% chance to wake kobolds
Table is piled with dozens of keys.
o One unlocks the east door of W4.
o Require stealth check to take keys.
Sewer tunnels goes 30 feet and ends in locked iron grate. (Cannot open)
W4 – Guardian Plate
The east door to this room is locked (DC 15). A key is on the table in W2.
Two columns stand in this room, and suites of shinning plate armor are on display in the four corners.
Walking between the columns causes a voice to whisper in Common
o This garden is a lonely place
where many came, and yet remain
the plants grow strong on fertile ground
watered by legacies of pain
and should I plow, my plow would break
on cast-off husks of iron grain
now buried where they fell like wheat.
What am I? Speak! Or face the bane.
o Answer: Battlefield
They have about 2 minutes to state the answer or 1 animated armor attacks.
Animated Armor (MM 19, CR 1, 200 XP)
W5 – Etis Bright
Inside the room is a cupboard, a desk, and chairs.
A man sits comfortably behind the desk. DESCRIBE ETIS FROM NPC SHEET
A large tiger (MM 339, CR 1, 200 XP) is curled up in a corner, eying them carefully.
He welcomes them and apologizes for the inconvenience of their passage. It was a test that they passed.
He tells them to take what they will from the cupboard as recompense.
o Potion of healing x 4, Potion of clairvoyance, Potion of diminution
He explains
o He is a member of the Red Sashes.
o He explains that the Red Sashes are agents of the Lords of Waterdeep. However, they act like
they work against the Lords to throw off suspicion.
o The Red Sashes want to hire them.
o The Shadow Thieves are trying to lodge themselves back in the city.
o He wants them to investigate Alek Lenter, the proprietor of Waukeen’s Wares in the
Adventurer’s Quarter. They suspect he is an agent of the Shadow Thieves, but the City Watch
has been unable to find any evidence of wrongdoing.
o If he is an agent, he must be “taken care of”, but they would also like to use him to find other
agents of the Shadow Thieves in the city.
If they accept, he will pass them a pouch containing 4 opaque blue jaspers (50 gp each), saying “This will
help pay for any expenses you may have.”