Beggar Prince - PF - v11

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The Beggar Prince

By Christian Eichhorn Adventure Background ............................................................................................... 3


A fiend with a thirst for power established an almshouse Sidebar: Graz'zt ............................................................................................................................ 3
in Waterdeep’s underbelly. Will the characters strike Running the Adventure ............................................................................................. 3
down the cambion Dax or support him in his
humanitarian mission? Descend into the aromatic sewers
Adventure Overview ....................................................................................................... 4
of Waterdeep, uncover the circumstances behind a Adventure Hooks ................................................................................................................... 4
mysterious coin shortage and approach the problem the Part 1: Dramatis Personæ ........................................................................................ 5
old-fashioned way: hours of indecisive planning.
Dax the Beggar Prince ......................................................................................................... 5
This adventure is intended for an adventuring party of The Children ..................................................................................................................................... 6
level 2 to 5. It can be adjusted for a higher level party Horn & Morg the Bodyguards ................................................................................. 6
with relative ease since there are no mandatory fights. To Karren the Right Hand ....................................................................................................... 6
run this adventure, you ideally need a copy of the Player's
Rufus the Priest ............................................................................................................................. 7
Handbook (PHB), the Dungeon Master’s Guide (DMG),
the Monster Manual (MM), Volo’s Guide to Monsters Sidebar: Ilmater ............................................................................................................................7
(VGTM), and Xanathar’s Guide to Everything (XGTE). Mio the Nurse .................................................................................................................................. 7
If a monster's name is formatted in bold, like a mummy Thomas the Mad .......................................................................................................................... 7
lord, it means that the characters encounter this monster Part 2: Dax’s Hideout ....................................................................................................... 8
and a fight might ensue. Skill checks are given in bold,
Sidebar: General Features of Dax’s Hideout .......................................8
e.g., a DC 15 Wisdom (Perception) check. If a passive
check is called, but a player’s statement warrants an active Reaching the Hideout ........................................................................................................... 8
check, the DC of the passive check is applied. Room 1: Common Rooms .............................................................................................8
Room 2: Karren’s Office ................................................................................................... 8
Though The Beggar Prince is written with a Waterdeep
based campaign in mind, the adventure can be run in any Room 3: Store Room No. 1 .......................................................................................... 9
larger city or metropolis. Most of the action takes place Room 4: Kitchen .......................................................................................................................... 9
in the sewers, so a well-developed sewage system is a Room 5: Rufus’ Treatment Chamber ............................................................ 9
must! There is no finale or goal in this adventure since Room 6: Western Dormitory ................................................................................... 9
there is no accounting for the players' actions. Just throw Room 7: Eastern Dormitory ....................................................................................... 9
your players into the action and see what they make of it!
Sidebar: Kelemvor ............................................................................................................... 10
In theory, the adventure's location could be shifted
Room 8: Iron Gate ................................................................................................................ 10
further down into the Dungeon Level of
Undermountain. A turf war between the Undertakers, Sidebar: Githix .......................................................................................................................... 10
Xanathar's Guild, and the Children could be a more Room 9: Sealed Sarcophagus ................................................................................. 10
martial approach to the adventure! Room 10: Treasury .............................................................................................................. 11
Room 11: Store Room No. 2 .................................................................................. 11
Room 12: Dax’s Sanctuary ......................................................................................... 11
Part 3: Quests & Progression ......................................................................... 11
Dax’s Quests ................................................................................................................................... 11
Fighting Dax .................................................................................................................................. 12
Rufus’ and Mio’s Quests ................................................................................................ 12
Karren’s Quest ............................................................................................................................. 13
Thomas’ Quests ......................................................................................................................... 13
Part 4: Continuing the Adventure ....................................................... 13
Appendices ................................................................................................................................... 14

2
Adventure Background
Dax, a cambion who was sired by the demon lord Graz’zt,
Graz’zt
Graz’zt, the Dark Prince of Pleasure, is a demon lord and
established a safe haven for the homeless and destitute in former archdevil. He rules over several layers of the
the sewers below Waterdeep. Dax claims to have noble Abyss and is known for his vanity. Restriction is
intentions, defying his demonic father. How better to anathema to Graz’zt, and his devotees indulge
themselves in every conceivable way. Graz’zt is
spite a father that stands for chaos and destruction than renowned for the number and frequency of his sexual
to help the poor and needy? Disguised as a fellow beggar, encounters with mortals, and he has sired many
Dax first befriended many of Waterdeep’s poorest souls. cambions in his days. A character who is pro cient in
History, Arcana, or Religion knows about these facts.
After he felt that he gained their trust, Dax revealed his
true form to them. None of his friends were appalled,
and the number of Dax’s followers grew. To newcomers,
however, Dax presents himself as an old and wise man Running the Adventure
who is clothed in simple robes.
This adventure offers an overview of Dax’s plans and
Beggars who are extraordinarily successful in their ambitions, Dax’s secret Hideout, and the people that live
occupation swamped the streets of Waterdeep in the there. It’s more of a sandbox experience than anything
weeks following Dax’s arrival. The beggars deliver the else, and the focus lies almost exclusively on role-playing.
coin they earn to Dax, who hoards the copper pieces in The events detailed in the Adventure Background play
his private Sanctuary. The situation threatens to escalate out over an extended time period. Consult the Time
since Waterdeep soon finds itself in a coin shortage. As a Table to decide at which point you want the characters to
preliminary measure, the city circulates so-called bills of investigate the matter. The sooner Dax and the
exchange. However, the citizens are unamazed in the face characters are brought into conflict, the weaker Dax still
of this new currency and fall back to simple bartering. is and the fewer followers he has. The key point to make
Furthermore, the Lords decreed to persecute beggars, the most out of this adventure is to convince your players
fortune tellers, and charlatans who dare to show their and in unison their characters to support Dax. Who
faces in Waterdeep’s city limits. The brutal onslaught wouldn’t want to help an estranged son rebel against his
drives ever more poor souls into the sewers, where they terrible father? The details laid out in this document
are welcomed by Dax. mostly deal with the time frame between day 30 and day
70 according to the Time Table.
In the short term, Dax plans to purchase a large property
or an entire row of houses for his Children. No longer Time Table
shall his Children waste away in the shadows. Dax’s Day     Development
secret long-term goal is to deprive the citizens of 1 Dax’s Arrival in Waterdeep.
Waterdeep of their life’s essence, however. Dax enchants, 15 Dax reveals his identity to Horn, Morg, and Karren.
or rather curses, the coins he receives and uses these 30 Dax clears out the Hideout in the sewers.
coins to accommodate his Children. The homeless who
40 The rst cursed coins are brought into circulation.
run errands are given only these special coins to bring
them into circulation. Every time a person pays for a 60 Waterdeep experiences a copper coin shortage.
good or service using one of these enchanted coins, they 70 Waterdeep banishes beggars et al.
lose a minuscule portion of their remaining lifetime. Not Dax buys an apartment block in the South Ward, and
only does Dax receive said lifeforce and turns it into raw 100 1,000,000 cursed copper pieces are brought into
circulation. Dax immensely grows in power.
power, but he also develops a general feeling for
105 The relocation of the Children is executed.
Waterdeep’s economy. He plans to become the de facto
ruler of the metropolis by manipulating the tides of 150
Dax acquires several storehouses in the Dock Ward and
sets up manufactories.
Waterdeep’s currency flow. Eventually, Dax’s coins will
reach other cities like Neverwinter or Baldur’s Gate, Dax becomes one of the richest and most in luential
300
people in Waterdeep.
diversifying his wells of lifeforce.

3
A few minutes later, the beggar’s story fades, and the
Adventure Overview characters find themselves wondering whyever they
Part 1: Dramatis Personæ were so generous. After a stressful day, the characters
Many interesting people frequent Dax’s Hideout, and relax in a local tavern, where a patron tells them about a
most have a touching story to tell. Part 1 describes some reward the city offers: Whoever unravels the mystery
of the most influential people who work with Dax. behind the recent influx of beggars receives a tidy sum.
Part 2: Dax’s Hideout A Brazen Thief
There’s much to see and discover in Dax’s Hideout. Part 2 The characters stroll across the market when one of
lays out the Hideout room by room, offering suggestions them feels a familiar pluck on their coin purse. A quick
on how the characters can interact with their glance reveals the face of a startled woman who takes
surroundings. flight. The characters pursue the thief through narrow
alleys and across crowded crossings. Eventually, they
Part 3: Quests & Progression
reach a dead end, and the only way onward is a spinning
Naturally, the Hideout dwellers have certain goals and manhole cover.
ambitions. To progress the adventure, the characters
must solve some of these quests. Expulsion of the Beggars
To combat the coin shortage, soldiers and members of
Part 4: Continuing the Adventure
the city watch forcibly remove beggars and other
Part 4 offers hints and advice on how to continue the perceived lowlifes from the city. The characters bear
adventure after Dax achieved his goals or he meets an witness to a pair of soldiers locking a woman into a cart.
untimely end. The prison cart is filled with beggars who are to be
Adventure Hooks deported from the city. A young boy approaches the
characters, asking if they can rescue his mother and
Use the following hooks to introduce your characters to escort them to Dax’s Hideout.
the adventure. The hooks each reference a different point
in the adventure’s timeframe. Choose wisely! Treasure Hunt
A member of the Archeological Society of Waterdeep
A Persuasive Beggar called Hermann heard rumors about an old tomb located
A beggar approaches the characters and tells them a beneath Waterdeep. The rumors say that the remains of
heart-wrenching story about his past. The characters are Githix are interred within. Hermann only needs a
moved by his tales and stuff his patched hat with all the rubbing of the sarcophagus’ lid since anything else would
copper pieces they own. be potentially deadly.

4
The Beggar Prince
Part 1: Dramatis Personæ Devious, Charismatic, Intelligent, Erudite, Artist

Dax the Beggar Prince Dax (LE male cambion MM 36) is the son of Graz’zt and
a warlock named Bella. Dax lived with his mother for
Welcome to our humble refuge friends! At least I hope many years before he set out to gather power to
you are friends, and if so, you are among them as well. eventually challenge his demonic sire. Dax shows himself
Look around! You see hopeful, sad, confused, and turbid in his regular cambion form as long as only his Children
faces. These are the faces of those who are forgotten. Not are present. He has pitch-black skin and wings, green
only forgotten, but also broken. I’ve built this place to eyes, a perfectly shaped body, and 12 fingers. Having 12
remember and to repair. fingers is a characteristic shared by all cambions of
Graz’zt. Dax uses the alter self spell to appear like an old
Make yourself at home, have something to eat, and warm human man, clothed in simple black robes, to people
yourself at our hearth. You look like persons who could who meet him for the first time.
contribute much to our cause. If I’m right in that
assumption, and if you are willing, come talk to me. Dax the Liar. Depending on the characters’ actions, Dax
will eventually reveal his true form to them, maybe even
during their first encounter. Dax uses this bold approach
to foster confidence in him, surprising people with his
truthfulness. He proceeds to portray his overwhelming
disgust for his sire Graz’zt who dazzled his mother Bella
with promises of great power. In the end, both got what
they wanted. Only that his mother became a lesser
person. To make up for some of his father’s dark deeds,
Dax decided to devote at least some of his life for good.

Dax the Schemer. Dax spends most of his time


cloistered away in his Sanctuary where he enchants the
collected coins in a difficult and lengthy ritual. Only his
most trusted followers Karren, Horn, and Morg can
come and go as they please. Others are allowed inside as
well but not without supervision. To achieve his next
goal –the purchase of a grand house for himself and his
Children– Dax searches for persons who are trustworthy
and not shunned in Waterdeep. The more enchanted
coins he manages to bring into circulation, the faster his
powers grow. Dax elects the characters to act as his
envoys, if they don’t act like boneheads.

Dax the Leader. Dax is almost as vain as his father, but


the flaw expresses itself in a very different way. Dax
revels in the adoration his Children show for him and to
walk among them is the most elating experience for him.
The adoration is well deserved. Dax takes care of his
Children, sees that they are healthy and well fed. He
protects them from dangers that linger in the sewers, and
he blesses them before they make their journey to
Waterdeep, as per the guidance spell.

5
The Children Karren the Right Hand
It’s much better here than on the streets. But I hope Dax Newcomers I see. But an unusual kind. What brings you
buys us a new home soon! here? I hope you’re not stirring up any trouble!
Have you seen my parents? It’s so dark down here... What do you want? I don’t have all day! I have to fill out
the orders and see to that the runners get the coin they
Dax half mockingly and half arrogantly calls the people need.
living in his Hideout his Children. None of the Children
know about Dax’s true intentions, and all of them believe Have you seen Dax? Since we moved in here, I feel like
in Dax wholeheartedly. Most of the Children are simple I’m hardly seeing him anymore.
commoners (MM 345). If push comes to shove, some of
Stressed, Lonely, Industrious, Proud
the Children take up arms. When fighting breaks out, a
large number of the Children will defend Dax. Karren (CG female elf spy MM 394) is the youngest
daughter of an impoverished family of traders who have
Horn & Morg the Bodyguards gone from riches to rags in the span of a tenday. Karren
My name is Morg. Horn is my brother. has long raven-black hair, blue eyes, and usually wears
colorful clothes. She had been living on the street for a
Speak to Karren. few years before she met Dax. Karren did enjoy the
Hello. freedom that the street life brought with it, but Dax
managed to win her over. Now she lives in the sewers
Taciturn, Stoic, Lone Wolves, Wounded but hopes that their situation will improve soon. After
Dax told her about his origin, Karren bestowed upon
Horn and Morg (LN male dwarf veteran MM 350) are
him the title of Beggar Prince.
twin-brothers, and on first glance, they are virtually
indistinguishable. However, a person who knows them The Right Hand of Dax. Karren takes care of the day to
for longer learns to keep them apart by the number and day business in Dax’s Hideout. She calls it Dax’s Dank
location of their scars. Both look like the stereotypical Den and laughs about her joke. Karren is stressed by her
dwarf with long beards that are braided and feature responsibilities, but she shoulders them nevertheless. Her
several iron rings. The brothers only occasionally doff tasks include the acquisition of foodstuff and goods,
their armor when they lay down to rest, remaining optimization of begging locations, and peacekeeping. If a
combat-ready for as long as possible. They are staunch petty fight breaks out, or a serious crime is committed in
followers of Dax and would defend him to the death. the Hideout, she acts as judge or mediator. Karren can
Horn and Morg helped Dax clear the Hideout, and usually be found in her office, and her screams of
together they flushed out all the undead and oozes that frustration often echo through the Hideout’s narrow
once lived there. Both Horn and Morg are taciturn, halls.
especially if it involves their past. They were soldiers
once and saw much bloodshed. A permanent injury due A Place in Her Heart. Karren has romantic feelings for
to prolonged oxygen deprivation led to their discharge, Dax which are unrequited. Dax won’t accept Karren as
and since then they lived on the street. When Horn and his lover since he wants to restrict himself in this regard.
Morg meet, which seldom happens since they work He truly despises his father and wants to win by doing
opposite shifts, they like to play dice, drink, and remain everything that contradicts his father’s way of life. This
silent. is, of course, a delusion, but Dax firmly believes in it. You
must decide if Dax is capable of feeling an affection that
Armed and Dangerous. For their help in clearing out is anything else than lust and domination. Lust, Dax may
the Hideout, Dax awarded Horn with a vicious resist forever, but he might give in to love.
warhammer (DMG 209) and Morg with a mithral splint
armor (DMG 182). Dax plundered the items from one of
the many sarcophagi in his Sanctuary.

6
Rufus the Priest Mio the Nurse
What ails you, my friends? All the patients with warts, please go to the back of the
line! You people as well, or are you deaf? We have
Ilmater brought me here for a reason.
something against that as well!
People shouldn’t live under these conditions. The foul That’s only a scratch! Come back with a real injury.
odors and soggy air unbalance their humours!
I made this ointment from a fungus I found in the
Dogmatic, Caring, Resolute, Fatherly
sewers… You wanna’ try it out?
Rufus (NG male human priest MM 348) is a member of Wild, Hungry for Knowledge, Defiant, Stubborn
Ilmater’s clergy and was brought into the sewers by Dax.
Rufus is a large middle-aged man with short black hair Mio (NG female half-elf) is a young woman who
and gray temples, a goatee beard, and a strict expression. supports Rufus the best she can. Mio has the statistics of
He wears a traditional gray robe and has a gray tear an acolyte (MM 342) but with a Dexterity of 16 and she
tattooed below his left eye. Dax approached Rufus in is proficient in the Sleight of Hand skill. She follows
Ilmater’s temple and asked him if he would take care of Rufus, learns by watching, and acquires new skills faster
the sick and wounded in his community. Rufus would than any pupil Rufus ever had. Mio has shoulder length
need to leave the sun and civilization behind to do so, blond hair, hazel brown eyes, and a few freckles on her
however. Naturally, Rufus couldn’t reject this invitation cheeks. She grew up in an orphanage with all the
and followed Dax into the dark. Soon after, Dax revealed amenities that come with it. Growing increasingly tired
his true nature to Rufus. The priest was perplexed and of the place, she decided to make a run for it. After a few
vowed to watch Dax closely. As long as the cambion did years living on the streets, she joined the sewer dwellers.
good, Rufus would stay inert. However, after only one
Once a Thief… To survive on the street, Mio learned
slip up, Rufus vowed to himself, would he alert his
how to pick purses and lift shops. Old habits die hard,
brothers to take out this terrible threat.
and she can’t resist the temptation. When Mio sees a
Healer of Body and Soul. Rufus devotes himself to the chance, she steals while running errands in Waterdeep or
wellbeing of the people who most of the Whaterdavians picks the characters’ pockets. Most of her proceeds go
see as the dregs of society. He heals simple wounds, cures directly to Dax, however.
illnesses, and patiently listens to his patient’s life story.
Karren sees to that Rufus receives everything he needs to Thomas the Mad
fulfill his assignment. Don’t worry about my arms. We did this so I don’t hurt
anyone…

They said it would be best to cut my tongue off. That


Ilmater night I burned the prison to the ground.
Ilmater, who is also called the Broken God or the One
Who Endures, is a god who o fers help to su fering and Dreamer, Entertainer, Singer, Seeking Redemption
tormented people. His followers travel to the most
remote places to relieve the downtrodden and carry Thomas Harrington (N male human apprentice wizard
their burdens. Ilmater's symbol shows two hands which VGTM 209) is a man in his twenties who suffers from
are bound at the wrists with a red cord. A character who
is pro cient in Religion knows about these facts. schizophrenia. His hands are always bound behind his
back to prevent him from hurting people during one of
his episodes. Since he’s a magic user, his friends see no
other way than to restrict his freedom in this fashion.
Thomas is a mild soul and entertains the denizens with
stories and songs. He dreamt of becoming a bard once,
but all his hopes were crushed by the strange madness
that takes possession of him from time to time. No healer
he could afford was able to help him, and soon he was
thrown into prison after killing his best friend in a fit of
rage.

7
Part 2: Dax’s Hideout Room 1: Common Rooms
The smell of food, sweat, and burning wood obscures the
sewer’s stench you su fered under just a moment ago. A
General Features of Dax’s Hideout dozen or so people crowd the room, eating, drinking, and
Dax’s Hideout is a former crypt that was unearthed by laughing. Tallow candles bath the room in a cozy light and
the city kobolds. The Hideout’s general features are
described here. the people seem to feel right at home. An angry looking
Floor, Walls & Ceiling. On average, the ceiling is only dwarf who stands guard at the entrance clutches his
7 feet high. The whole compound is built from old, dank
stone whereby most surfaces are overgrown with lichen. hammer and beckons you inside.
Water droplets fall from the ceiling, forming small
puddles here and there.
Lighting. Only highly frequented rooms, like the When the characters arrive for the first time, they are
common area and the kitchen, are properly lit. Most stopped by Horn. In case the characters are disguised as
corridors only feature the occasional torch to prevent
people from straying o f the proper path and getting beggars or look rundown in general, Horn assumes they
hurt. seek shelter and welcomes them more warmly.
Doors. The doors in Dax’s Hideout are marked on the Otherwise, Horn is wary and escorts the characters to
corresponding map. They were only recently installed
and are made from wood the beggars scavenge. Karren in Room 2. Karren will know what to do, Horn
argues. Read or paraphrase the following when Horn
rises to speak:

Reaching the Hideout I’m Horn. Newcomers are supposed to speak with Karren. I
There are 3 possible ways to find Dax’s Hideout. By will take you there now. I hope that I don’t need to bloody
following a beggar, by sticking to the secret markings my hammer today. Come now!
Dax left behind, or by accident. Characters who
understand thieves' cant and have a passive Wisdom Most people spend their free time in the common rooms.
(Perception) of 16 notice the secret signs in the sewers The kitchen is not far away, and one sees everybody’s
and are able to follow them to Dax’s Hideout. Different comings and goings. The atmosphere is comparable to
hardships await imprudent explorers since the sewers the usual tavern. Thomas Harrington spends most of his
teem with oozes, rat swarms, and other vermin. Consult time in one of the common rooms, spinning sailor’s yarn
the Underground Encounters table (XGTE 106) if you and entertaining the younger denizens.
feel the need to surprise the characters with a random
encounter. Room 2: Karren’s Office
Choose an appropriate location for Dax's Hideout on
Waterdeep's sewer plan. A fitting location would be in A bookshelf lled with several ledgers, a crowded writing
the vicinity of the City of the Dead which is marked as desk and several crumpled pieces of parchment on the
"Here be Zombies" on the map. A narrow side tunnel ground identify this room as a small o ce. The only chair
leads to the Hideout’s proper entrance. After following is occupied by a young elven woman, who is preoccupied
the tunnel for 300 feet, it drops off quite abrupt, and after
with some sort of calculation.
another 100 feet, the tunnel leads into Room 1. At the
end of the tunnel, either Horn or Morg stand guard to
fend off any unwanted intruders. Dax predicted that sooner or later, armed people
would arrive. We are a peaceful community, so please
keep your weapons sheathed. I can offer you a warm
meal, but for anything else you have to talk to Dax.
Especially if you’re here to stir up dust.

Items & Treasure. The cabinet in Karren’s office


contains 3 empty books, 1 hourglass, 20 pieces of
parchment, several ledgers detailing income and
expenses, and Karren’s Diary (Appendix A).

8
Room 3: Store Room No. 1 Room 6: Western Dormitory
This chamber seems to serve equally as store room and Soiled bedrolls, discarded clothing, and random refuse
junkyard. Construction materials, tools, clothes, furniture, clutter the ground of this dormitory. In between lie the
and more are stored haphazardly inside. By just removing resting, not caring about night and day in the perpetual
one piece of this masterwork, one could trigger a rubbish darkness of the sewers. You hear a crying baby from one of
avalanche. the rear chambers and the soothing song of a caring
mother.
Items & Treasure. This storeroom contains dozens of
blankets and torches, common clothes in every shape and The 2 rear rooms of the Western Dormitory are reserved
color, and much more inventory of no greater value. for mothers and their children as well as pregnant
However, a character with a passive Intelligence women. Usually, a few women care for the children
(Investigation) of 14 spots an interesting pair of boots while the mothers go about their daily business.
which are boots of false tracks (XGTE 136).
Room 7: Eastern Dormitory
Room 4: Kitchen
From the looks of it, this was once consecrated ground.
A bubbling kettle on a low lame spreads the familiar Now snoring people occupy the former sepulcher. The
scent of street-grub. A surprisingly thin cook stirs the pot constant hum is only interrupted by hacking coughs and
while whistling a crooked tune. When he thinks no one is the occasional scream. At the other end of the room, you
watching, the cook whacks a passing rat over the head and see an old shrine in a state of disrepair. On the wall behind
adds it to the stew. it, a faded mural is illuminated by a lickering torch.

Food in Dax’s Hideout is free and contains lots of A Desecrated Shrine. This shrine is, or rather was,
mystery meat. It’s not that the dwellers couldn’t afford dedicated to Kelemvor, god of the dead. It was defaced by
better, only that they grew accustomed to it and take graverobbers who explored these halls half a century ago.
pride in eating simple. The cook also sells specifically It’s a large box made of heavy stone slabs which is filled
prepared rations for 1 silver coin per piece, but the stocks with bones and skulls to the brim. A skeletal arm
are limited. protrudes from the sea of bone. It’s broken at the wrist,
and the hand which holds a bronze scale lies next to it.
Room 5: Rufus’ Treatment Chamber The characters can repair the shrine, for example by
using the mending cantrip or stone shape spell. The
Several lamps illuminate this room, driving out the cold
characters can then consecrate the shrine by performing
and the darkness. A priest carefully palpates a man’s
the correct ritual and succeeding in a DC 14 Intelligence
stomach, who lies sprawled out on a makeshi t bed. “I’ll be (Religion) check or by applying holy water to the
with you in a minute,” the priest says absentmindedly, and shrine. The characters can strengthen Kelemvor’s
a young woman who sits by his side dismisses you with a influence when they restore the shrine in this manner.
strict glance. As a reward, Kelemvor supports the characters when
they face Ghithix as described in Room 9.
This bare-bone hospital is Rufus’ refuge. Sick or A Faded Mural. The eastern wall of the Eastern
wounded denizens occupy the three makeshift straw beds Dormitory shows a picture of Khelben "Blackstaff"
at almost all times. Rufus is willing to treat the characters Arunsun who holds the shackles of a bound man. A
but seeing that they are not homeless in the usual sense, character with a passive Intelligence (History) of 12
he demands compensation. The money will benefit the recognizes Khelben as the man who is holding the
denizens of Dax’s Hideout, of course. shackles. The bound man kneels before Khelben, with
Items & Treasure. A small cupboard on the western tears running down his cheeks. The broken man is
wall contains 2 common potions of healing and 1 Ghithix, and the picture’s message is greatly exaggerated.
antitoxin that Rufus keeps if worst comes to worst. The
contents of 3 healer’s kits are spread across a table below
the cupboard.
9
Kelemvor Githix
Kelemvor, Lord of the Dead and Judge of the Damned, is Githix was an archmage who wanted to prolong his life
the god of the dead. His symbol is a skeletal arm by unconventional and experimental means. Becoming
holding up scales. Kelemvor is an enemy to anything a lich was an option that Githix would only elect a ter
that is undead, and his paladins and clerics ght the exhausting all other possibilities. For him, the
living dead wherever they may rise. A character who is downsides of becoming a lich far outweighed the
pro cient in Religion knows about these facts. upsides. Githix devised a necromantic ritual during
which he consumed living bodies, adding their lifespan
to his own.

Room 8: Iron Gate


This massive iron gate looks like it was installed not too
Room 9: Sealed Sarcophagus
long ago. A heavy lock blocks you from advancing, but the
This stone sarcophagus displays disturbing oddities. A
corridor behind the door is lit by several torches. Next to
black, tar-like substance oozes out of several large cracks,
gate stands a large oakwood barrel lled with old copper accompanied by a foul stench that billows forth from the
coins. porous stone. Dozens of small papers cover cracks and
gaps, which are themselves covered in glowing runes.
There are 4 keys which can open the gate, whereas Dax,
Horn, Morg, and Karren each possess one. A character
The sarcophagus is the temporary resting place of
can open the lock by succeeding in a DC 16 Dexterity
Ghithix, who has the statistics of a mummy lord (MM
(Thieves’ Tools) check. A character can also blow up or
229). Dax inspected the sarcophagus and determined that
otherwise destroy the gate’s hinges to open it. A
whatever is trapped inside is extremely dangerous. So
character that screams from the top of his or her lung is
much so, that he reinforced the protective magic of the
able to gain Dax’s attention.
sarcophagus with additional charms. To prevent anyone
from fiddling with the sarcophagus, Dax ordered to
install the iron gate.

Githix’s Return. Should the charms be removed and the


sarcophagus opened, Githix emerges as a disfigured
undead husk. Read or paraphrase the following:

The lid cracks and crumbles and a torrent of black sludge


spews forth, staining the walls and ground. From the
sludge rises a mangled gure, its menacing red eyes
locking with yours.

Kelemvor supports the characters in case the shrine in


Room 7 has been restored. Once Githix emerges from
the sludge, ethereal burning shackles spring from the
sarcophagus and bind Githix. Githix must make a DC 18
Charisma saving throw. Githix takes 6d6 fire damage
on a failed save, or half as much damage on a successful
one. On a failed save, Githix is also grappled but can
repeat the saving throw at the end of each of his turns,
ending the effect on himself on a success.

10
Room 10: Treasury Room 12: Dax’s Sanctuary
A mountain range of coins stretches from one end of the A small stack of books, a simple bed made of straw, and
room to the other. A narrow path winds itself through the walls covered in chalk drawings dominate this room. The
chamber, which is in part buried under avalanches of drawings depict animals, humans, elves, and dwarves,
minted copper. running, lying, playing, and crying. There’s no visible
connection to them, and whereas some drawings are very
All the coins the beggars earn are stored here. Dax saves detailed, others are mere concepts.
the coins to buy a proper home. After all of the coins are
properly enchanted that is. Dax spends most of his time in his Sanctuary, where he
plots and plans, draws or enchants. He’s always happy to
Room 11: Store Room No. 2 receive visitors but dismisses most of them after a few
minutes. There’s no time for idle talk since his plans must
Here, large chests and boxes that contain even more coins
be advanced quickly. Dax faces several problems, some
are stored.
more pressing than others. The books Dax owns mostly
pertain to the history of Waterdeep and the law. The
The chests and boxes contain the coins that are drawings are only for relaxation, to clear Dax’s mind.
enchanted and are ready for spending. Dax is everything
but foolish, and his enchantment is extremely subtle. A
character who uses the detect magic spell must also have
a passive Wisdom (Perception) of 17 to spot the faint
aura around the enchanted coins. Additionally, only
persons with a passive Wisdom (Arcana) of 18 can feel
that something is off while holding a coin in their hands.

11
Part 3: Quests & Progression
Dax’s Quests
Hiring the City Kobolds Buying a New Home

Have you seen the common room, the dormitories? There Now comes the fun part. You will accompany me to the
are far too many, and every day someone else joins our surface, where we will buy a house with change! I need
ranks. We need to expand, even if it's only a temporary x, you there in case things get out of hand…
and the kobolds might be able to help. Seek them out and
see if they will work for us! Traveling through Waterdeep with 1.000.000 copper
pieces in the bag to reach a notary is an adventure in of
The kobolds who live in Waterdeep’s underbelly toil all itself. Dodging the usual gangs, avoiding places clerics or
day to keep the sewers in shape. To find the entrance to paladins frequent, and staying out of sight are things the
their lair, the characters must follow the kobolds' tracks characters must consider. However, the real problem
and succeed in a DC 16 Wisdom (Survival) check. arises when the characters and Dax arrive at the building
Alternatively, the characters can convince a passing band in question. The notary is already present, sweating
of kobold engineers to guide them if they succeed in a profusely. A character with a passive Wisdom (Insight)
DC 14 Charisma (Persuasion) check. The leader of the of 12 notices that trouble is ahead from the notary’s body
kobolds Killjoy (LE male kobold inventor VGTM 166) is language. Unbeknownst to Dax and the characters, both
less than enthusiastic about the characters’ proposal. the Shadow Thieves and the Zhentarim caught wind of
However, he would agree under the following terms: the deal. 20 Zhentarim thugs (MM 350) hide inside the
Either the characters gift him with a useful magic item, building to surprise the characters and the notary. The
or they eradicate the Stalker. The Stalker is a bodak Shadow Thieves have arrived with 10 spies (MM 349)
(VGTM 127) that terrorizes the kobolds. It wanders who hide in the surrounding buildings. Once the
through the sewers and attacks whatever it comes across. characters enter the building or attempt to run, a battle
It took the lives of at least half a dozen kobold engineers royale ensues. Should the notary survive, the deal can be
according to Killjoy. sealed after the dust has settled.
The kobolds finish the necessary construction work Dealing with the Sarcophagus
one week after the characters fulfilled one of the
conditions. Are you sure? If we fail, all these people will die.
Acquiring a Bag of Holding
Dax won’t mention the sarcophagus unless the characters
I am sure that you have not overlooked the wealth we have ask about it. In his mind, he and his Children will be long
accumulated. There is but one catch. Unless you have a gone before it becomes a problem. Unless his plan to buy
better idea there is only one way to move this treasure: We a new home is derailed in one way or the other, Dax
need to acquire a fabled bag of holding. Take whatever vehemently argues against touching the sarcophagus.
funds you need from the chest, and return once you’ve
The characters can convince Dax to deal with the
problem now, if they argue that the threat is to the city as
ful lled the quest!
a whole and will affect his Children no matter where
they are. The characters must additionally succeed in a
There is no clear-cut path to achieve this goal, but the DC 16 Charisma (Persuasion) check.
characters quickly pick up on the following rumors.
Supposedly, there is a thieves’ guild called the Shadow
Thieves whose members steal anything and everything
for the right price. There’s also the sunken and haunted
wreck of Ozai's ship. Ozai, a pirate lord who was
rumored to possess a bag of holding (DMG 153), lost his
life and ship in the waters west of the Lizard Marsh.

12
Rufus’ and Mio’s Quests Karren’s Quest
Unraveling the Past
I have a favor to ask. And it’s a big one.
I don’t talk about my past, usually, but there is something I
need your help with… Horn and Morg told Karren a few things about their
past. One thing Karren bugged was that Horn and Morg
Mio grew up in one of Waterdeep’s orphanages and left were discharged without returning an heirloom of their
her best friend Liam behind when she ran away. After a father. Their captain kept the armor for himself,
few months on the street, she attempted to contact Liam, apparently, and forcibly removed the brothers from the
only to find that he left the orphanage as well. Mio wants compound. Karren gives the characters a description of
to find out where Liam has gone, to see if he’s with a Captain Growlbert (NE male dwarf gladiator MM 346),
good family now or if he wants to join the Children. a disfigured old dwarf, and the heirloom. She wants to
During the night, Mio brings the characters to her surprise the brothers by returning it to them. Growlbert
former home and attempts a break in with the character’s usually stays in the headquarter of the mercenary band in
help. The files she needs are stored in the orphanage’s the South Ward and only doffs the armor during the
cellar. Indeed, Liam moved out a few months after Mio night.
left and his new address is listed as 14 Baker’s Street in
the South Ward.
Fighting Dax
The characters might decide to kill or apprehend Dax,
Liam’s Fate. A whole branch of sidequests could spawn either after uncovering his scheme or as a preemptive
from the questline, depending on what the characters strike. The Children defend Dax by any means necessary
find at the address. Maybe Liam was sold as a slave, is should the characters be incautious enough to engage
nowhere to be found and was sacrificed in a dark ritual Dax in his Hideout.
like many other orphans, or now lives with a good
family. Winning the Fight. Killing Dax outright might prove
difficult since he uses his innate plane shift ability to
Mio’s Past. There’s a chance that the characters check on escape mortal danger. Inevitably, Dax will return to fulfill
Mio’s file while they have access to the orphanage’s his ambition and take his revenge on the characters.
archive. Prepare for this possibility! Mio’s parents could Meanwhile, Karren attempts to keep the Children
be everything ranging from nobles, war heroes, together, believing in Dax’s swift return.
deadbeats, or fiends.
Losing the Fight. A fight in Dax’s Hideout is
Securing a Future exceedingly dangerous since the characters are
outnumbered. It’s possible that Dax and the Children
You have met Mio, and you have seen her talent. I want to
prevail. However, the campaign won’t end there since
formally introduce her to the church of Ilmater, but every the Children only knock the characters unconscious and
time I raise the topic she just walks away... incarcerated them in Room 6. The characters will be
released after Dax acquired a new home for his Children
Rufus implores the characters to take Mio and a letter of and gathered more power.
recommendation to the temple of Ilmater in the Castle
Ward. Mio is afraid of leaving Rufus and doesn’t want to
be stuck in an organization again after escaping the
Captured Characters
orphanage. The characters can convince Mio to give
Once the characters have been captured, they have
Ilmater a chance by succeeding in a DC 16 Charisma ample time to attempt an escape or convince their
(Persuasion) check and by pointing out that she can captors that they've seen the error of their ways. Karren
help the most by learning everything she can about the or Dax are always willing to talk to the imprisoned
characters if only in the hopes to get rid of the
art of healing and magic. The school of Ilmater is hard, additional mouths. The character's equipment is stored
and there is no guarantee that Mio concludes her in Room 3, while they're are Dax's guests.
training. She might return to the Children one day in
need of help and encouragement. Mio’s desire for the
possessions of others will also stand between her and a
graduation.
13
Thomas’ Quests Part 4: Continuing the Adventure
A Helping Hand I Naturally, the continuation of this adventure highly
depends on the characters’ actions. Dax’s general plans
Hello friends! Could you lend me a hand, please?
are laid out in the Time Table. After Dax achieves these
goals, he plans to challenge his sire Graz’zt. Dax will ask
Thomas has a thing for Mio and asks the characters for the characters for their help, should it come to that.
their help. He wants to write a poem for Mio, and the Meanwhile, Dax must defend himself and his
easiest thing would be if the characters would just write enterprise from the hoggish hands of Waterdeep's
down his words and deliver the note for him. Thomas established noble families. The future holds assassination
must succeed in a DC 16 Charisma check to produce a attempts, sabotage of Dax's manufactories, the abduction
poem of sufficient quality. A character that is a bard may of several of Dax's friends and Children, and worse.
support Thomas in this endeavor. Mio blushes when she Dax might even abandon his plan regarding the cursed
receives a poem with satisfactory persuasiveness. coins if he thinks that the gains outweigh the losses. In
Otherwise, she smiles and tells the characters to thank case the characters confront him and offer a way out, Dax
Thomas for his kind words. will consider the proposal. Should Dax be killed or driven
out, the Children look for a new leader elsewhere.
A Helping Hand II
Depending on who assumes the leader position, a new
We have to talk, follow me… faction or gang rises from the sewers of Waterdeep.
Several NPC quest strands might also lead to
additional adventures as laid out in the corresponding
Rufus manages to alleviate Thomas’ symptoms with a
description. All of the NPCs are open to friendship with
special tincture, and Thomas is relieved of his handcuffs
the characters, and might become permanent followers if
after several weeks. Once he regains mastery over his
the characters play their cards right.
extremities, Thomas continues his studies of the arcane
arts and shoulders responsibilities like running errands.
Curiously, the coins he receives from Dax feel strange,
having almost a necromantic property. With no one else
to turn to, he asks the characters to get to the bottom of
the matter.

14
Appendices
Karen's Diary
Karen's diary contains much useful information about
the formation of Dax's Hideout and his followers. The
following entries may be of importance to the characters.
20th of Ches
Some old creep approached me while I was hanging out
with Lil and Rand behind the Floppy Flagon. Spouting
some nonsense about community and leaving this life
behind us… I was piss-drunk that night, so I only really
remember that he had a strange air about him. Otherwise
the night was quite the success, we made enough to keep
us warm the whole week.
17th Tarsakh
I’ve talked to the old creep a few times now. He does kind
of make a lot of sense, but I don’t see how an old man
could achieve all the things he’s talking about. But he has
the scary dwarves with him now… I’ll keep an eye on
them.
4th Kythorn
I have to admit that I underestimated Dax in the
beginning. Apparently he cleared out some hole down in
the sewers, but don’t ask me how. A few of us will try to
make it liveable.
15th Kythorn
This was a crazy week. Turns out Dax wasn’t what I’ve
expected. At all. I think we may have a real shot at
making it. I wonder how many more cambions are out
there, doing evil instead of good? I'll have to dig deeper
into this subject.
1st Flamerule
Work, work, work. Every day is the same. This dank
hole is depressing. Soon we’ll find our place under the
sun though. I miss Dax. I have to drag him out of hole
soon else he may turn into an olm.

15
Random Names
Male Names
1d10 Name Notes
1 Ronker Woodeye
2 Steth Pyrearm
3 Gligol Deg
4 Gof Stedudz
5 Redwald
6 Sammy
7 Ernst
8 Welborne
9 Trenton
10 Verney

Female Names
1d10 Name Notes
1 Chalren Gritsk
2 Mon Shedag
3 Lohri Rin
4 Chona Ruz
5 Binga
6 Regula
7 Leila
8 Joceline
9 Gudula
10 Adelle

Beggar Nicknames
1d6 Name Notes
1 Possum Gordon
2 Turtle Cook
3 Hunchback Jim
4 Blood Cough Marry
5 Jo-Jo
6 Skunkman
7 Beardguy
8 Pockface Cooper
9 Red-Eyed Bob
10 Smiler
11 Bonebreaker
12 Moldback
13 Ratface
14 Silent Ray
15 Corny Mel

16
Would you like to see more?
Credits & Afterword
I hope you enjoyed The Beggar Prince! If you find any Waterdeep's Notice Boards. A collection of 42 quest
errors, or if you want to relay some feedback, don't seeds in Waterdeep and Skullport. Pit your players
hesitate to contact me via e-mail or on Twitter! against criminal masterminds, monsters from the deep,
or seemingly unsolvable mysteries. Waterdeep! Come for
Author: Christian Eichhorn the adventure, stay for the outstanding payment.
Christian Eichhorn is the author of several bestsellers
Lledrith's Wagon. Lledrith is a trader who travels the
listed right over there in the right column. He started
world incognito. She has a wagon, a giant spider, and
playing ttRPGs only 2 years ago but grew up with classics
several magic items to her name. Each of the 66 items in
like Fallout, Fallout 2, Icewind Dale, Baldur's Gate II,
the collection comes with a short excerpt about the item's
Planescape: Torment, Diablo, and Morrowind. Since
history or the adventures of a famous owner.
nothing captured the spirit of these experiences in more
than a decade, Christian set out to write his own. The Soulmonger. The village of Longbarrow faces a
dire threat. Dozens of devils besiege the village to relieve
Dyson Logos
the inhabitants of their souls. It is up to the heroes to put
The map of Dax's Hideout is a modified version Dyson an end to the machinations of Igach, a sly devil in
Logo's Lockhart's Delve. services of Azaketh. Seek out the source of the devil
Sources: John Knox's House by Louise J. Rayner, The British Library, Internet incursion, and deliver the helpless villagers!
Archive, Textures, Dyson Logos
The Tower Golem Azaketh, a sly and industrious devil,
The Beggar Prince Version 1.1
prepares his revenge against his bitter enemy Zirkex.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the Naturally, the mortals affected by his schemes are mere
dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's
Guide, D&D Adventurers League, all other Wizards of the Coast product names, pawns to further his goals. It is up to the heroes to stop
and their respective logos are trademarks of Wizards of the Coast in the USA and Azaketh in his tracks before he takes control of a
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 powerful weapon – Logrimm’s Tower Golem.
United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission Eberron: Sharn's Bounty Hunters Sharn's Bounty
of Wizards of the Coast.
Hunters is a collection of 10 NPCs that characters can
©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. hunt to progress through the ranks of the guild. Each
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, new rank brings boons to the characters and in the end
Middlesex, UB11 1ET, UK.
All other original material in this work is copyright 2018 by Christian Eichhorn they might discover the secret behind the guild. Some
and published under the Community Content Agreement for Dungeon Masters people see the guild as a simple collection of unwashed
Guild.
mercenaries. Others realize its real value: An efficient
refuse removal service that prevents illness and disease in
the creature that is Sharn.

17

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