Dragon Heist
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Campaign Synopsis¶
The adventure will begin simple, with the intent to introduce you to the city of Waterdeep, as well as some of its major players in the current conflict this adventure revolves around.
After that, you will get a chance to relax and establish yourselves in Waterdeep, and interact with people as well as building relationships with citizens and possibly some factions.
You will eventually become embroiled in the main plot, eventually leading to a "treasure hunt" where you will compete with many other big players.
On the Western shores of Faerûn lies the city of Waterdeep. A place of business for many, opportunity for others, and called home by countless thousands but all know it as the City of Splendor. Its history is old; older than the noble families that rule in the upper wards, older than Baldur's Gate or Icewind Dale, older even than Neverwinter Forest and the great plains that succumbed to the Spell Plague and Calamity; it has persevered. Its history is Contiguous; the city behind its high, white walls has never fallen. This is the hub of many races who make up the spanning castes. This is a city of spectrums; great wealth and oppressive poverty; festivals and fairs and crime and corruption; adventure and intrigue and pampering and imbibing. A dichotomous city. Nobles of the North Ward who parade through the streets and throw elegant balls to flaunt their wealth just beyond the walls that divide them from the Field Ward homes that hold a thousand hungry mouths, some of them old beggars, others children made orphans by a parent's vice or war or both.
Each of its seven wards houses humans, tieflings, dwarves, half-orcs, elves, dragon borne and half another world of creatures. Merchants can be heard calling out the contents of their stalls in the Trades Ward; smells of freshly caught fish, ripe fruits and spices brought in by traders who travel over the Sea of Swords.
The streets of Castle Ward are pristine, patrolled by guards who don colorful and exquisite armor. Statues that act as street signs, pointing towards the courthouse, a local theater, or the king's extravagant castle. Just beyond the crimeless Castle Ward, is the Sea Ward, home of a dozen religions with gaudy temples, some built of stone, others carved straight into massive statues, the size of titans, that loom over the city of Waterdeep. Their features sometimes disappear into the sky, when the clouds hang low or when a fresh morning fog rolls in from the sea. They've been still for so long that houses have begun to appear near, around and on them. At one time, their names were known, and their history, told often. But the city is old, and with time, the people have lost the stories.
In the Dock Ward, amidst the seafoam and the smell of salt water, raucous laughter, or murderous shouting (sometimes it's hard to tell the difference) can be heard from behind brightly lit tavern windows. Saltydogs partake in bouts of violence. For brawls go hand-in-hand with hard liquor, and the liquor flows like water there. The dark alleys that pepper this ward are the hunting grounds for cutthroats; the busy harbor a playing field for a thief with sticky fingers. Nobles avoid this place, as much for the general smell as the inherent danger; like a lamb wandering into a pack of wolves.
The great graveyard, called the City of the Dead, sits in the eastern portion. It houses countless dead, from seven and seven and seven generations past. Walls have been erected around it, guards patrol it, in case any upstart necromancer is looking for flesh for his dark magics. No dead wander about, it is but a large graveyard, but that doesn't stop the children from telling ghost stories, or daring one another to sneak in and stay the night. Childish things, the adults will say. But even a grown man is superstitious enough that he wouldn't partake in any dare of that sort.
And on the southern side of the city, looms Mt. Waterdeep, a natural landmark that sweetens an already beautiful city. Under the summer's bright sun you can see the griffon aerie perched on top of the mountain, as if it were a crown. It once housed the original denizens that started the city of Waterdeep, tunnels and mines run through its core, but it's been long since abandoned. Or so the city thought; there's been rumblings in the dark, sounds from the old mines, a patrol disappearing here or there. Some say it's a troll, or perhaps Underdark creatures striking in the night. Others rumored that a mage took residence there. He experimented on things better left untouched. He went mad. Some say, on those cold, still nights, you can hear his laughter echoing off the mountainside.
But that is a story for another time. This story has more humble beginnings. We start our adventure in the warmth of the Yawning Portal Inn. Two old friends and one soon-to-be comrade find themselves, as they say, in the right place, at the wrong time.
Resources¶
- Waterdeep Interactive Map
- Code Legal
- Volo's Waterdeep Enchiridion
- Trollskull Manor deed
- Calendar
- Visual Aid
- Player Soundboard
Images¶
- Friendly Faces at the Yawning Portal
- Trollskull Manor 1, 2, 3
- Trollskull Manor Floorplan
- Trollskull Alley
Loot¶
| Name | Description |
|---|---|
| Adjustable Stilts | The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1 foot long when fully collapsed. |
| Backpack Parachute | A humanoid wearing this piece of gear can deploy the parachute as a reaction while falling, or as an action otherwise. The parachute requires at least a 10-foot cube of unoccupied space in which to deploy, and it doesn't open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute allows its wearer to land without taking falling damage. Once it has been used, the parachute takes 10 minutes to repack. |
| Barking Box | This metal cube, 6 inches on a side, has a crank on top. Using an action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog's bark or a large dog's bark. |
| Matchless Pipe | A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself. |
| Hat of Disguise | While attuned and wearing this hat, you can use an action to cast the Disguise Self spell from it at will. The spell ends if the hat is removed. |
| Stone of Golorr |
While attuned to this artifact, you have access to the following features of this item:
|
| Driftglobe |
|
| Bag of Holding |
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |