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DDEP08-01 - Chaos in The City of Splendors v1.0

DDEP08-01 - Chaos in the City of Splendors v1.0

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0% found this document useful (0 votes)
894 views64 pages

DDEP08-01 - Chaos in The City of Splendors v1.0

DDEP08-01 - Chaos in the City of Splendors v1.0

Uploaded by

oceantownship
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Chaos in the City of Splendors

The hunt for the cache of dragons has attracted ne’er-do-wells and fortune seekers to
Waterdeep from far and wide, and the local gangs are not about to let such a bounty of talent
go to waste. Chaos and shenanigans await the brave and the bold in the City of Splendors!

A Three-Hour D&D Epic Adventure for 1st-4th Level Characters

William Beers, Iam Pace, & William Murakami-Brundage


Adventure Designers

Adventure Code: DDEP08-01


Optimized For: APL 3
Version: 1.0
Development and Editing: Claire Hoffman, Travis Woodall
Organized Play: Chris Lindsay
Art and Maps: John D. Batten, Carl Schmetzer, Pearson Scott Foresman, William Beers, W.M. Goodes, David Ring, Toth Cosmin,
unknown public domain artists, gameicon.net, Will Doyle, Derek Silva
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Bill Benham, Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, Greg Marks
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and 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 United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
quare, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Table of Contents
Table of Contents .................................................................. 1 Appendix. Map 1: City of the Dead .............................41
Introduction ............................................................................ 0 Appendix. Map 2: Honorable Knight .........................42
Adventure Primer ................................................................ 1 Appendix. Map 3: Field of Triumph ...........................43
Beginning Play ....................................................................... 3 Appendix. Map 4: South Ward .....................................44
Objective 1. Taphophobia ................................................. 4 Appendix. Map 5: Plague Ship ......................................45
Objective 2. Banksy ............................................................. 7 Appendix 3. DM Handouts .............................................46
Objective 3. Maggie Magz.................................................. 9 Appendix 4. Waterdeep Rumors .................................51
Objective 4. Plague Ship ................................................. 13 Appendix 5. Magic Items ................................................52
Objective 5. Hideout ......................................................... 15 Appendix 6. Jarlaxle’s Riddles ......................................53
Objective 6. Mistaken Identity ..................................... 17 Appendix 7. Administrator Guide ...............................54
Objective 7. Triumph! ...................................................... 19 Player Handout 1. Waterdeep Map ............................56
Objective 8. Rampage! ..................................................... 21 Player Handout 2. Code Legal ......................................57
Objective 9. The Wedding Singer ............................... 23 Player Handout 3. Rognar’s Grave .............................58
Interactive Events ............................................................. 25 Player Handout 4. Honorable Knight ........................59
Rewards ................................................................................. 26 Player Handout 5. Wedding Singer ............................60
Appendix 1. Dramatis Personae ................................. 27 Player Handout 6. Waterdeep Rumors ....................61
Appendix 2. Monster/NPC Statistics ........................ 28

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP08-01 Chaos in the City of Splendors 1
Introduction recommendation is not offered or appropriate for
your group, you don’t have to make adjustments.
Welcome to Chaos in the City of Splendors, a D&D
Adventurers League™ adventure, part of the official
D&D Adventurers League™ organized play system Before Play at the Table
and the Waterdeep™ storyline season. Before you start play, consider the following:
This is a special D&D Epics™ three-hour interactive
adventure, designed for four or more tables playing • Read through the adventure, taking notes of
together. Each table must seat three to seven anything you’d like to highlight or remind yourself
players with 1st-4th level characters at Tier 1. while running the adventure, such as a way you’d
Characters outside these level ranges cannot like to portray an NPC or a tactic you’d like to use
participate in this adventure. Guidelines for in a combat. Familiar yourself with the
coordinating this event appear in Appendix 7. adventure’s appendices and handouts.
Administrator Guide. • Gather any resources you’d like to use to aid you
Chaos in the City of Splendors is set in Waterdeep, in running this adventure--such as notecards, a
the crown jewel of Faerûn. The city is awash with DM screen, miniatures, and battlemaps.
adventures, eager to make a name for themselves. • Ask the players to provide you with relevant
Members of various factions from across the Realms, character information, such as name, race, class,
as well as those from Waterdeep are keen to and level; passive Wisdom (Perception), and
establish dominance in the city. The adventurers anything specified as notable by the adventure
must align themselves with one of the groups and (such as backgrounds, traits, flaws, etc.)
try and outdo the competition.
Playing the Dungeon Master
Adjusting This Adventure You have the most important role—facilitating the
This adventure provides suggestions for adjusting for enjoyment of the game for the players. You provide
smaller or larger groups, characters of higher or the narrative and bring the words on these pages to
lower levels, and characters that are otherwise a bit life.
more powerful than the adventure is optimized for. To facilitate this, keep in mind the following:
You’re not bound to these adjustments; they’re here You’re Empowered. Make decisions about how
for your convenience. In this adventure, Tier 1 is the group interacts with the adventure; adjusting or
optimized for five, 3rd level characters. improvising is encouraged, so long as you maintain
To figure out whether you should consider the adventure’s spirit. This doesn’t allow you to
adjusting the adventure, add up the total levels of all implement house rules or change those of the
the characters and divide the total by the number of Adventurers League, however; they should be
characters (rounding .5 or greater up; .4 or less consistent in this regard.
down). This is the group’s APL. To approximate the Challenge Your Players. Gauge the experience
party strength for the adventure, consult the level of your players (not the characters), try to feel
following table. out (or ask) what they like in a game, and attempt to
deliver the experience they’re after. Everyone
Determining Party Strength should have the opportunity to shine.
Party Composition Party Strength Keep the Adventure Moving. When the game
3-4 characters, APL less than Very Weak starts to get bogged down, feel free to provide hints
3-4 characters, APL equivalent Weak and clues to your players so they can attempt to
3-4 characters, APL greater than Average solve puzzles, engage in combat, and roleplay
5 characters, APL less than Weak interactions without getting too frustrated over a
5 characters, APL equivalent Average lack of information. This gives players “little
5 characters, APL greater than Strong victories” for figuring out good choices from clues.
6-7 characters, APL less than Average Watch for stalling—play loses momentum when this
6-7 characters, APL equivalent Strong happens. At the same time, make sure that the
6-7 characters, APL greater than Very Strong players don’t finish too early; provide them with a
full play experience.
Some encounters may include a sidebar that offers
suggestions for certain party strengths. If a particular

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP08-01 Chaos in the City Splendors 0
Adventure Primer and dangerous missions to help maintain balance and
justice within her city.
“I love this town!”
—Winston Zeddemore Adventure Overview
Chaos in the City of Splendors plays out like a normal
Adventure Background adventure, but the characters’ actions can affect
Tales of a hidden treasure horde have drawn other tables, and will definitely affect the final score.
adventurers to Waterdeep like flies to a midden. The Each table of adventurers chooses a faction to
five factions have agents scouring the city, looking represent. Each group’s completed Objectives
for clues, and listening for rumors. But they are not contribute to their faction’s success in this event.
the only ones. The infamous mercenaries of Bregan Players choose Objectives from Handout 1.
D’Aerthe, the Xanathar Guild, and Manshoon’s Waterdeep Map, with each objective taking their
Zhentarim are all searching for the cache as well. characters to a different ward in the city. Five of
Even the local trade associations such as the Waterdeep’s eight wards are available for the
Dungsweepers Guild, the Jeweler’s Guild, and the adventurers to explore; the Dock Ward, the Sea
Loyal Order of Street Laborers are getting in on the Ward, the South Ward, the Trades Ward, the North
action, eager to find Waterdeep’s hidden dragons. Ward, and the City of the Dead. Before play begins,
familiarize yourself with the nine Objectives on offer
Waterdeep and prepare the five adventure locations (pre-draw
Waterdeep is the City of Splendors, and the largest port maps on wrapping paper, etc.). You may have a
along the Sword Coast. Inside the city can be found dark party who only makes it to two wards, or your table
alleys and well-lit promenades, ramshackle huts and fine
may make it to all five.
palaces. For the right amount of coin, virtually anything can
be purchased. Special Preparations
Wise adventurers will respect the city, as it has ways of
Some Dungeon Masters enjoy preparing showpiece 3D
taking care of itself.
terrain for D&D Epics™ adventures. If you choose to scratch
These rivals have been ratcheting up the tension in build one of the adventure locations, you can insist that
Waterdeep for the past several tendays. This enmity your players begin with an Objective from that ward.
has been bubbling below the surface, away from the
eyes of most Waterdavians. But Jarlaxle’s sudden Adventure Hooks
arrival has marked the boiling point, spilling chaos
across the city. The rumors of a vast fortune of gold have brought
folks to Waterdeep from far and wide. The city is
Location and NPC Summary abuzz with excitement, every taproom and alehouse
The following NPCs and locations feature prominently in is full of treasure seekers. Tensions are high, and
this adventure. Also see Appendix 1: Dramatis Personae for everyone feels the need to blow off some steam…
more details about the Wards, Factions, and NPCs.
Waterdeep (WATER-deep). The largest and most fabulous
city on the Sword Coast. Home to luminaries and legends.
Within its walls are countless tales. Every street has a story,
and every alley spins a yarn.
Mirt the Moneylender (MERT or MEERT). A close advisor
to the Open Lord, Mirt is a legendary adventurer and
carouser. He will often take a shine to plucky heroes and
invite them to share rumors, tell tall tales, and impart
pearls of wisdom.
Jarlaxle Baenre (jar-LAX-ull BANE-ray). Leader of a drow
mercenary group. Armed with two scoops of panache and a
host of drow mercenaries known as the Bregan D’aerthe,
Jarlaxle seeks a way to buy into the Lords' Alliance.
Laeral Silverhand (LAIR-awl). Ruler and Open Lord of
Waterdeep. Laeral Silverhand works tirelessly with the
masked lords, guildsmen, and noble families to keep her
citizens safe, and is always seeking true heroes for sensitive

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DDEP08-01 Chaos in the City of Splendors
Interactive Restrictions Most Objectives feature other pillars to lesser
degrees. Encourage your players to choose
The following restrictions apply throughout this D&D Objectives that match their preferred playstyle and
Epics™ event. the specialties of their characters.

Short and Long Rests


The evening plays out in just a few hours of game
Before Play Begins
time. Players can’t afford to take long rests and can These preparations will help to maximize playing
take only one short rest. Opportunities to earn time.
additional short rests may occur during play.
Mustering
Player Spellcasting Have copies of the Waterdeep Wazoo broadsheet
Once the action starts, characters won’t have much (DDEP0801_Wazoo.pdf) hanging in the muster area.
time for preparation: These 11”x17” posters will give players an idea of
what lies in store for them.
• There is no time to cast spells with a casting time
of longer than 5 minutes before the event begins.
On the tables
• Spells with a casting time of longer than five Have the following handouts on the table for players
minutes can only be cast during the event if the
to review as everyone is getting seated:
group uses their short rest.
• Spells with a casting time of longer than 1 hour • Handout 1. Waterdeep Map
can’t be cast during the event at all. • Handout 2. Code Legal
• Spells that affect areas over 200 feet in radius (e.g. • Waterdeep Wazoo
control weather) can affect other groups in the
same ward at the administrators’ discretion. A Different Kind of Epic
Inform the administrators if one of your players
Chaos in the City of Splendors doesn’t have a big-bad
casts a spell with such a range.
NPC, nor are the adventures tasked with saving
Waterdeep from some calamity. For this Epic, the
Spellcasting Services
adventurers are here to have fun and establish some
Between encounters, alliance clerics can provide any
street cred.
of the spellcasting services listed in the Adventurers
Tables are not in direct competition with each
League Dungeon Master’s Guide. Players must cover
other, but one table can influence another table.
the component costs for these spells, which are cast
Completing Objectives allow tables to award other
instantly and without the requirement to spend
tables with Boons or punish them with Banes, see
downtime days.
Appendix 3.
Pillars of Adventure
Chaos in the City of Splendors lets players tailor the
adventure to their preferences. Each Objective on
the Handout 1: Waterdeep Map has an icon that
represents one of D&D’s three “pillars of play”:

Combat. This Objective features deadly


battles and fast action.

Exploration. This Objective features puzzle-


solving, stealth, or tests of skill.

Social Interaction. This Objective features


information-gathering, persuasion, and
other social challenges.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP08-01 Chaos in the City Splendors 2
Beginning Play your table is aligned with for the duration of this
Epic.
When everyone is ready, the administrator
• Ask the players to pick an Objective from Handout
announces the start of the event.
1. Waterdeep Map. Once they’ve decided, review
their chosen Objective and prepare the
1. Intro Speech (Administrator) appropriate adventure location for their ward.
An administrator reads the following aloud. If your • Begin your first encounter.
group misses the announcement, you can read it to • When you’re done, ask the players to pick another
them yourself: Objective from Handout 1. Waterdeep Map.
Continue playing Objectives until time is called.
Waterdeep! City of Splendors! Crown Jewel of the Sword • In this event, the terms guild, faction, and gang
Coast! Rumors of a great treasure hidden in the city have are used interchangeably.
brought adventurers from throughout the realms!
Everyone is looking for the gold, and tensions in the city Waterdeep’s Gangs
are running high. Representatives of the five factions, local Gang/Faction Relationships
gangs and guilds, and even Force Grey have flooded the Bregan D'aerthe No allies. Friendly with other
city with agents, all eager to find clues to the hoard, and to drow
undermine and outdo each other. Emerald Enclave Allies w/ Harpers
Each of you has been recruited by a faction, maybe by Force Grey Allies w/ Lords’ Alliance or
one of the five, maybe by a local guild, or maybe even by Harpers
Harpers Allies w/ Emerald Enclave or
the Xanathar Guild. Your faction wants to dominate the
Order of the Gauntlet
others, both in the search for the dragons, and in Lords’ Alliance Allies w/ Force Grey or Order
Waterdeep clout. of the Gauntlet
Dusk has fallen on Waterdeep, and like the fuse on a keg Order of the Gauntlet Allies w/ Lords’ Alliance or
of smokepowder, the built-up stress of the preceding Harpers
tendays has finally reached a flashpoint. Go forth and seed Zhentarim No allies
Chaos in the City of Splendors! Gang/Faction Summary
For players who aren’t familiar with the factions and gangs
Explain the special restrictions in play for the event of Faerûn, see the summary below.
and have these handouts already on the table when Bregan D'aerthe. A company of drow mercenaries—
your players arrive: mostly rebels looking to break the chains of their cruel
matrons or castaways from drow houses.
• Handout 1. Waterdeep Map Emerald Enclave. A widespread group of wilderness
• Handout 2. Code Legal survivalists who preserve the natural order while rooting
• Waterdeep Wazoo out unnatural threats.
Force Grey. A faction who works directly for the rulers of
the city of Waterdeep.
2. Intro Speech (Dungeon Master) Harpers. A scattered network of spellcasters and spies
When you’re ready to begin, read or paraphrase the who advocate equality and covertly oppose the abuse of
following aloud: power, magical or otherwise.
Lords’ Alliance. A shaky alliance of aggressive political
powers concerned with their mutual security and
Your faction wants to be the most influential in Waterdeep. prosperity.
At least long enough to find the hoard of dragons. Order of the Gauntlet. Faithful and vigilant seekers of
The faction has asked your team to undertake missions justice who protect others from the depredations of
to improve their influence or erode that of another group. evildoers.
You may be able to pull off both at the same time. Xanathar Guild. The guild is made up of misfits whom
Keep an eye out for the Watch! We don’t want you serve their eleven-eyed master out of fear rather than
loyalty.
getting caught!
Zhentarim. An unscrupulous shadow network who seeks
to expand its influence and power base throughout Faerûn.
• Ask the entire table to choose one gang from
Waterdeep’s Gangs, show below. This is the group

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DDEP08-01 Chaos in the City Splendors 3
Objective 1. Taphophobia Massive wrought-iron gates stand open at the entrance to
the City of the Dead. Beyond the gates lies a smooth gravel
pathway.
Through the low-hanging mist you can see the tops of
60 MINS headstones and obelisks. Mausoleums dot the landscape,
Location: City of the Dead floating like stone islands in a sea of fog.

See the Appendix: Locations for a map of the City of


the Dead.

General Features
Epitaph The City of the Dead has the following general features:
Terrain. Rolling grassy hills, kept manicured by grazing
Story Beat: The players are tasked with altering Rognar’s
sheep, give the City a park-like feel. Wide gravel pathways
headstone to shame his legacy and gang while avoiding the
lead to major tombs and statues. Smaller dirt paths lead
watch and the newly risen vengeful undead.
deeper into the graveyard.
If the players choose this Objective, read or Weather. The ground is covered in fog. The sea breeze
paraphrase the following: that cools the Dock and Sea Wards is rarely felt here.
Light. It is night in Waterdeep. Treat all locations in the
City of the Dead as dim light, save for oil lamps on some
Your faction has tasked you with seeking out the grave of
mausoleums.
Rognar Dennison, freshly buried in the south end of the Smells and Sounds. Crickets chirp in time to the buzzing
City of the Dead. of other night insects. The occasional whiff of lanolin
In life, Rognar was a liar and a cheat, and butted heads reminds visitors of the sheep.
with many in the Waterdavian underworld. Your faction in
particular had unfinished business with Rognar. Area 1A: Night Shift
As a small recompense, you’ve been asked to “alter”
Rognar’s headstone in a way that will embarrass his legacy
A group of acolytes is interring one of the faithful.
and his gang.
Torchlight ahead reveals a cluster of robed figures standing
in a circle. You can hear faint sounds of chanting coming
What the adventurers’ faction agent can tell them
from the group.
about their mission:
• Rognar was buried in the south end of the City of A character succeeding on a DC 12 Wisdom
the Dead in a private ceremony two days ago. (Perception) check identifies the group as priests of
• The location of his grave is not public knowledge Kelemvor performing burial rites.
yet. If asked, the priests can point the adventurers in
• Rognar’s headstone is made of soft limestone. It is the direction of Rognar’s grave. They’re frequently in
roughly 30 inches wide by 12 inches deep and the City of the Dead and are familiar with recent
stands 36 inches high. It weighs more than 1,000 interments.
pounds. If the adventurers wait for the ceremony to end
• Rognar was also a tremendous braggart, given to (approximately ten minutes), the priests will freely
making wild claims about his business acumen and tell the party where Rognar’s grave is, and that it is
political savvy. In truth, he was an incompetent behind a locked gate.
merchant who failed upwards in Waterdeep If the adventurers interrupt the ceremony, the
society through familial connections. priests are not happy, but will still answer questions.
• The adventures are tasked with finding Rognar’s Characters will have to succeed on a DC 15 Charisma
final resting place and hiding, defacing, or (Persuasion) check to extract the location of
destroying his headstone. Rognar’s grave from the priests. If one of the
• The more creative the adventurers are, the better. adventurers attempts to use Intimidate to get the
Read the following aloud when the characters information, the DC remains 15, but the check is
approach this location: made at disadvantage; the priests don’t take well to

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP08-01 Chaos in the City Splendors 4
being pushed around. Characters with the Acolyte The chain rising up from the grave grows taut, and the bell
background make these checks with advantage. gives a small jingle. As you watch, the chain is violently
Either way, interrupting the ceremony puts the pulled down into the grave, taking the bell with it, ringing in
priests in a bad mood, and they will only give the protest.
adventurers the location of the grave, not
All is silent for a moment, then the earth of the grave
mentioning the locked gate.
starts to bulge, as first a pallid hand, then arm, then
shoulder and head appear.
Area 1B: Rognar’s Grave The head swivels to look at you, “Who has disturbed my
grave?” it says.
A 10-foot high wrought-iron fence surrounds a small field
of graves. One of them, in the southeast corner, looks new,
Rognar, now a wight, has clawed his way back to the
the fresh sod is mounded up slightly. A thin chain stretches land of the living to seek revenge on his cousin
from the grave to the headstone, where it is attached to a Delmar, who poisoned him.
small bell.
• Rognar will notice his headstone has been
tampered with.
The gate is locked and will require a successful DC 10
• Fast talking will be required by the adventurers in
Dexterity check with thieves’ tools to open.
order to keep Rognar from attacking.
Alternately, the gate can be forced open with a
• Consider using opposed Charisma (Persuasion or
successful DC 15 Strength (Athletics) check.
Deception) versus Rognar’s Insight.
Climbing the fence requires a successful DC 10
Strength (Athletics) check. Characters who use a
previously placed rope automatically succeed. Rumors in Play
If the adventurers mention the rumor of his death
caused by his cousin, he becomes distracted. The
Rognar’s Grave
adventurers either gain advantage on attacks against
The fresh grave is indeed that of Rognar Dennison.
him or on Charisma checks.
Give the players Handout 3. Rognar’s Grave.
• Rognar’s epitaph reads: “Rognar Dennison, Roleplaying Rognar Dennison
beloved son of Waterdeep. Our mourning never In life, Rognar was a loud braggart, and death hasn’t
ends.” changed that. He is now obsessed hunting down his cousin
Delmar and exacting his revenge. Still vain, he won’t
• The gravestone is soft limestone. It is vulnerable
countenance his headstone being altered.
to force and bludgeoning damage. Quote: “No one gets revenge like I do!”
• Extracting the gravestone from the ground
requires a DC 20 Strength (Athletics) check.
Adjusting this Encounter
• Carving a new epitaph over of the old one is
Here are some suggestions for adjusting this encounter,
potentially difficult, depending on the desired
according to your group. These are not cumulative.
message. Let the players used Handout 3.
• Very Weak: Replace wight with ghoul.
Rognar’s Grave to sketch out what message they
• Weak: Replace wight with ghast.
want to scribe, then assign a difficulty to the
• Strong or Very Strong: Replace wight with revenant.
Dexterity check based on the complexity of the
proposed change.
• Adventurers with mason’s tools (or other relevant Completing the Objective
tools) may add their proficiency bonus. To complete their Objective, the characters must
• Adventurers are welcome to use paint, chalk, or find Rognar’s headstone and do something to it to
other substances. embarrass his gang. Creativity will net the
adventurers more points than just destroying the
Development headstone.
Three rounds after any loud noises (hammering, Rognar may claw his way up from the depths to
spell casting, arguing, etc.), read or paraphrase the seek his revenge on those who poisoned him. The
following: adventurers will earn more points from outwitting
Rognar (leaving him “alive” to wreak his vengeance)
than they will for defeating him in combat. The party

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DDEP08-01 Chaos in the City Splendors 5
may have to stop their “adjusting” of the headstone
to deal with Rognar.
Objective 1 Objective Points
Activity Objective Points
Deface or destroy the headstone 1
Hide the headstone 1
Alter or replace the headstone 2*
Dealing with Rognar 2/3*

Maximum points awarded for this Objective are five.


• Award two Objective points if the party alters the
headstone to insult Rognar, removes it, or
replaces it with a headstone bearing similar
messages.
• Award two Objective points for defeating Rognar
in combat. Award three Objective points for
dealing with him in a way that allows him to
continue his mission.

Objective Success
If the players complete their Objective, read or
paraphrase the following:

You’ve scored a win for your faction, but now is not the
time to rest on your laurels!

Ask a player to deliver the Objective report for this


objective to the administrators (see Appendix 4.
“DM Handouts”).

Treasure
Players earn one treasure checkpoint for successfully
completing this Objective.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP08-01 Chaos in the City Splendors 6
Objective 2. Banksy in the sight of this famous landmark. Local Waterdavians
also use this as a meeting spot.
Weather. The city is covered in fog. The sea breezes that
cools the Dock and Sea Wards is felt here.
Light. It is night in Waterdeep, but most of this area is at
60 MINS least dimly lit by lamps and candles.
Location: The Honorable Smells and Sounds. Even at night, the goods of the
Knight market can be smelled, spices and incense, fruits and
breads.

Area 1A: The Honorable Knight


Standing at the crossroads of four wards is The
You want us to what now? Honorable Knight, one of Waterdeep’s Walking
Story Beat: The players must alter one of Waterdeep’s Statues. Read or paraphrase the following when the
famous Walking Statues to embarrass a rival faction’s characters approach this location:
leader without getting caught (and ideally without killing
anyone).
Rising 50 feet from the fog stands the figure of a knight in
If the players choose this Objective, read or heavy plate, sword sheathed, and shield grounded.
paraphrase:
Relay the below information to the party to allow
“I hope you’re not afraid of heights.” Those were the last them to plan.
words your faction agent said to you when you were given
this assignment. “Find the Honorable Knight. It’s located at • The Honorable Knight towers 50 feet above its 10-
the crossroads of Shesstra’s Street and Book Street.
foot high base which is 15-feet by 15-feet.
Seriously, you can’t miss it.”
• There are no ladders or stairs on the Honorable
Knight. A successful DC 12 Strength (Athletics)
check is required climb the statue.
What the adventurers’ faction agent can tell them • A creature failing this check must make a DC 12
about their mission: Dexterity saving throw or fall.
• A high-ranking member of one of the rival factions • While on the statue, and more than 25 feet from
(see Waterdeep’s Gangs in Beginning Play, above) the ground, any light source draws the Watch in
sees himself as an embodiment of the Honorable 1d4 minutes.
Knight and has taken to dressing like the Walking • Let the players use Handout 4. The Honorable
Statue. Knight to sketch out what changes they plan to
• Your faction wishes for you to graffiti the walking make to the walking statue.
statue to embarrass this rival faction officer.
• The statue is a 50-foot-tall representation of a Rumors in Play
man who is helmed and clad in plate armor. The rumor indicated the guards have increased their
• Your faction has granted you access to paint, patrols of this area in a particular pattern. Armed
cloth, wooden poles, and rope. with this knowledge, the adventurers gain advantage
• Don’t make it permanent. on Dexterity (Stealth) checks.
• Keep an eye out for the Watch. Getting caught
graffitiing one of the city’s Walking Statues is not a Development
good career move (see Player Handout 2. The Approximately 10 minutes of real time after the
Code Legal). adventures begin their statue-altering shenanigans
• The more creative the adventurers are, the better. (after they have actually started up the statue), one
of the lamplighters from the Guild of Chandlers and
General Features Lamplighters arrives and demands to know what’s
The intersection of the four Wards has the following going on.
general features: Read or paraphrase the following:
Terrain. Popular shops stand on every corner. Throngs of
travelers are still clustered about the neighborhood, taking

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP08-01 Chaos in the City Splendors 7
“Ho! You lot!” comes a shout from below, “What’s that Altering or embellishing the Statue 3/4*
you’re doing there? You wait right there while I get the
Maximum Objective points awarded for this
Watch!”
Objective are five.

Everyone present rolls initiative. Lem the • Award two Objective points if the party is able to
Lamplighter (commoner) dashes away on his turn— graffiti the statue—painted on mustache, beard,
yelling for the Watch. A character succeeding on a or the like.
DC 15 Charisma (Deception, Intimidation, or • Award three Objective points for being especially
Persuasion) check convinces Lem to keep quiet. A creative—dressing the statue in funny clothes, etc.
character that offers him 1 gp or more automatically
succeeds. Objective Success
If he isn’t stopped, his shouts attract a patrol of If the players complete their Objective, read or
eight guards led by a veteran who, upon arrival, paraphrase the following:
orders the characters to cease and desist their
activities. If ignored, the veteran dispatches a guard You’ve scored a win for your faction, but now is not the
to fetch a Watchful Order mage from the Watchful time to rest on your laurels!
Order of Magists, who arrives 10 rounds later and
begins casting sleep on any climbing characters the Ask a player to deliver the Objective report for this
mage can see within range. objective to the administrators (see Appendix 4.
The Watch is losing patience with the hijinks that “DM Handouts”).
are going on in their beloved city. Attempts by the
adventurers to talk their way out of being caught (a Treasure
DC 15 Charisma (Persuasion or Deception) check) are Players earn one treasure checkpoint for successfully
at disadvantage. If a bribe is offered, the check is completing this Objective.
made normally.
Any party member who puts a mustache on the
Honorable Knight will hear a voice, deep in their
head, saying, “Oh no, not again!”
Adjusting this Encounter
Here are some suggestions for adjusting this encounter,
according to your group. These are not cumulative.
• Very Weak: four guards, one veteran
• Weak: six guards, one veteran
• Strong: eight guards, one veteran, two Watch dogs
(wolves)
• Very Strong: eight guards, one veteran, two Watch dogs
(wolves), one Watchful Order mage

Completing the Objective


To complete their Objective, the characters must
make alterations or embellishments to the
Honorable Knight such that it becomes a comical
caricature of the rival faction leader.
If the Watch arrives, they won’t let the adventures
continue without a fight.
Objective 2 Objective Points
Activity Objective Points
Detected by Lem -1
Detected by Watch -3
Avoid detection by Lem or the 1
Watch

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DDEP08-01 Chaos in the City Splendors 8
Objective 3. Maggie Magz dice to roll every number from one to six (the dice are
counted individually, not added together). Should the dice-
caster do so, she or he collects half the pot.
The other players bet on how many rolls the caster will
take to make a “spread” (get all 1-6), and declare the
60 MINS number of rolls after the second roll. The individual or
Location: Dock Ward individuals who succeed in divining how many rolls it takes
divide the other half of the pot.
If the caster makes all six rolls without gaining the
spread, the pot is carried over into the next roll. A new
caster is chosen, and all players ante in again.
The game continues until most of the players decide
they have lost enough money or other activities gain their
Luck Be a Lady attention. It is a favorite game with those who have a lot of
time on their hands, like guards.
Story Beat: The players must find the infamous, and illegal,
“Floating Thabort Game” run by Waterdeep’s own Maggie
-from A Grand Tour of the Realms
“Magz” Luskan and shut the game down.
Read or paraphrase the following when the
If the players choose this Objective, read:
characters approach the Dock Ward:
“You’ve probably heard of Maggie’s game, no? It’s
Standing in stark contrast to the clean buildings of the
Waterdeep’s Oldest Established Permanent Floating
Trade and South Wards are the shacks of the Dock Ward,
Thabort Game!” says your faction agent.
many of which are missing shingles, windows, or even
“Magz Luskan has gotten a little too important, and it’s
doors. Some look like they would collapse if they weren’t
time for us to take her and her crew down a peg or two,”
leaning against their neighbors. This ward is the oldest in
she continues, “that’s where you come in!”
the city, being right next to the harbor. Rumor has it that
there are more taverns in the Dock Ward per acre than any
What the adventurers’ faction agent can tell them other ward.
about their mission: The taller buildings lean toward each other over dirt
• Maggie Luskan has run an illegal “floating” streets, lines full of laundry joining one side to the other.
Thabort (a dice game using two six-sided dice) On the docks proper, nets and dunnage are both heaped in
game in Waterdeep for years. piles and strewn about in disarray.
• Floating in the sense that it never operates in the
same location two nights in a row. General Features
• It is unlikely that anyone will need to play Thabort
The Dock Ward has the following general features:
for this Objective, but the rules are included in a Terrain. The streets are narrow dirt-packed lanes lined
sidebar if needed. with tall ramshackle buildings. The ground generally slopes
• Maggie frequently hosts her game in the Dock up toward the rest of Waterdeep.
Ward. Weather. There is a mild breeze blowing in from the
• Previous locations of the game include the waterside.
storeroom behind McKrawley’s Bar, the Meeting Light. It is night in Waterdeep. Treat all locations in the
Hall of the Waterdeep Maritime Academy, The Dock Ward as dim light, save for torches set outside inns
and taverns.
Bullmore Grange, and one time, in the back of the
Smells and Sounds. Strong smells of brine and decaying
Dock Ward Watch Station! fish and other, less savory, smells. Raucous laughter is only
• Helping the Watch to bust the game could make slightly muted by the thin wooden walls of taverns and dive
them an ally. bars.
• The more creative the adventurers are, the better.
• Find the location and shut it down. Area 2A: Waterdeep Maritime Academy
Thabort The Waterdeep Maritime Academy is located near
Thabort (THAH-bort) is a dice game using two six-sided dice the corner of Fish Street and Net Street. Any local
that is popular in the Dragon Reach area. The dice-caster
can point them in the right direction.
and his or her companions all ante in a few coins (usually a
few coppers). The dice-caster then has six throws of the

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DDEP08-01 Chaos in the City Splendors 9
The Maritime Academy building is cleaner and in better • Maggie used to hold her game at the academy’s
repair than those on either side. The heavy-wooden double meeting hall every few tendays. This was a
doors have a thick chain looped and locked between them. lucrative side business for Filya.
• The Maritime Academy changed all their locks
recently and the dice game hasn’t been back.
A cursory search of the building exterior will reveal
• The pass-phrase for this week’s game is “luck be a
the following, no checks needed:
lady”.
• All doors (front double doors and rear single door • Filya recommends the adventurers go to one of
in alley) are locked. the possible locations they haven’t visited yet
• No light can be seen from inside. (DM’s choice).
• No sounds can be heard from inside. • If the adventurers have visited all of the other
A successful DC 12 Wisdom (Perception) check locations, have eliminated locations by knowing
reveals the following: associated Waterdeep rumors, OR there are
fewer than 30 minutes left in the hour, Filya
• A pair of second-floor windows on the alley side directs them to Pump Station #64.
appear to be open, and large enough for a
medium sized creature to crawl through. Area 2B: McKrawley’s Bar
The locks barring both the front and back doors
McKrawley’s is a two-story wooden building located
require a successful DC 12 Dexterity check using
dockside.
thieves’ tools to open. The front door is in plain sight
of passers-by, who will stop and shout at anyone
Raucous laughter, shouted conversations, and the wheeze
tampering with the front lock before alerting the
Watch. The Watch arrives in 3 rounds. A successful of a tuneless bagpipe spill out of the open front doors of
DC 11 Dexterity (Stealth) check allows a character to McKrawley’s.
remain hidden while opening the lock.
Climbing the back wall to the windows 15 feet up Inside the tavern, a wood-beamed roof is partially
requires a successful DC 15 Strength (Athletics) obscured by pipe smoke and fresh sawdust covers
check. A creature who fails a climbing check must the floor. The at-capacity crowd is largely ignoring
make a DC 12 Dexterity saving throw or fall. the bagpiper, who is laboring mightily on stage.
Anyone in the common room can point out
Development McKrawley. Behind the bar is a large human, curls of
Inside the Academy, the adventurers won’t find any hair cascading about his shoulders. An apron of pure
sign of a dice game, but they will run into Filya, the white encircles his waist and a checkered towel is
night watch. draped over his shoulder.

Roleplaying Filya Roleplaying McKrawley


Working night watch for the Maritime Academy is a second McKrawley, a Waterdeep native, is affable, and has a deep
job for Filya. Her motivations all boil down to earning voice. He encourages his patrons to eat, drink, and gossip.
dragons. She has a live and let live philosophy. Possessing a tin ear, he loves any music he hears, and
Quote: “Hey, as long as you don’t rob the place or set it won’t hesitate to put a musician on stage.
on fire…” Quote: “Good evening, neighbor! Pull up a stool, what’ll
it be?”
Filya will be very up front with the party when she
encounters them, asking for a 5 gp bribe to let them A successful DC 12 Charisma (Persuasion) check is
do whatever they want, short of stealing from or required to get McKrawley to divulge anything about
destroying the academy. Any physical threat causes the Oldest Established Thabort Game.
her to immediately forego any payment. A successful Any attempts to intimidate him will result in him
DC 12 Charisma (Persuasion) check will convince her summoning his four bouncers (thugs) to evict the
to lower her “price” to 1 gp. Success by 5 or more adventures bodily. The bouncers will do non-lethal
will cause her to waive a bribe entirely. damage, employing grapples and shoves to remove
Filya knows the following: the offenders from the bar. DMs should add as many
bouncers as they need. If the adventures return, the
bouncers will keep them out while summoning the
Watch.

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DDEP08-01 Chaos in the City Splendors 10
What McKrawley knows: Development
The Bullmore Grange is not the location of the dice
• In the past, he has allowed Maggie to use of the
game. This will be obvious as soon as characters
stock rooms in the back for her game.
enter the building.
• Part of his deal with Maggie was that he provides
a lookout charged with alerting Maggie if the
Watch appears.
Area 2D: Pump Station 64
• The last time the game was held at McKrawley’s, Maggie Luskan’s game is being held in one of
the lookout was asleep when the Watch arrived. Waterdeep’s pump stations. Read or paraphrase the
Maggie barely escaped, and many of her clients following.
spent the night in jail.
• The pass-phrase for this week’s game is “luck be a Pump Station 64 lies beneath the streets of the Dock Ward.
lady”. Sitting near the access grate, you can see a beggar sitting
• McKrawley recommends the adventurers go to with a hat laying before her.
one of the possible locations they haven’t visited As you watch, a man in a cape approaches the beggar
yet (DM’s choice). and tosses a coin into the hat, before saying something you
• If the adventurers have visited all of the other can’t quite make out from this distance. The beggar nods
locations, have eliminated locations by knowing and a hulking figure steps out of the shadows, inserts a pry
associated Waterdeep rumors, OR there are bar into the grate and lifts it. The caped man climbs down
fewer than 30 minutes left in the hour, the access hole and the hulking figure lowers the grate
McKrawley directs them to Pump Station #64. before stepping back into shadows.

Area 2C: Bullmore Grange The beggar Kluneman (a spy) is the doorman for
Any Waterdavian can direct the party to the Maggie’s events, and Tad (a thug) keeps out the riff-
Bullmore Grange. Read or paraphrase the following: raff.
Dropping 1 sp in Kluneman’s hat and saying the
The directions you were given were spot on. Katty-corner pass-phrase will gain the adventurers access. Each
across the intersection is the solid-brick Bullmore Grange. must pay, though only one must utter the phrase if
they arrive as a group.
Attempting to use force to gain entry will alert a
A cursory search of the building exterior will reveal
Watch patrol (four guards), who will arrive in 3
the following, no checks needed:
rounds. No one below will hear the fracas.
• All doors (front and rear double doors) are locked. Once they adventurers are inside, read or
• No light can be seen from inside. paraphrase the following:
• No sounds can be heard from inside.
• Consider implementing a Perception or The passage to the pump station is well lit and dry, and
Investigation check to determine that the building after less than a minute, you can hear the sounds of revelry
is unoccupied. ahead.
The passageway opens into a large chamber of worked
The locks barring both the front and back doors stone. Filling one end of the room is a large metal
require a successful DC 12 Dexterity check using contraption covered with riveted panels, hissing steam, and
thieves’ tools to open. The front door is in plain radiating heat. Pipes run to and from this machine leading
sight of passers-by, who will stop and shout at from the room in groups of two or three.
anyone tampering with the front lock before alerting In the middle of the chamber is a circle of people from
the Watch. The Watch arrives in 3 rounds. A all corners of the Realms. Leaning in over the dice game are
successful DC 11 Dexterity (Stealth) check allows a Waterdavian nobles, Chultan traders, Underdark travelers,
character to remain hidden while opening the lock. and dapper merchants, all hoping to win a fortune tonight.
Climbing the back wall to the windows 15 feet up
requires a successful DC 15 Strength (Athletics)
What happens next is up to the adventurers. Their
check. A creature who fails a climbing check must
faction has asked them to disrupt the game. Try and
make a DC 12 Dexterity saving throw or fall.

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DDEP08-01 Chaos in the City Splendors 11
be prepared for anything. Here are a few Ask a player to deliver the Objective report for this
suggestions: objective to the administrators (see Appendix 4.
“DM Handouts”).
• Send someone to fetch the Watch.
• Use magic to disrupt the game.
Treasure
• Try and scare Maggie into shutting down the Players earn one treasure checkpoint for successfully
game. completing this Objective.
• Smoke them out.

Development
Maggie employs four bouncers (thugs) at her game.
If the party tries for a physical solution, they will
resist, providing cover for Maggie.
None of the game’s participants (commoners and
nobles) are interested in explaining their presence to
the Watch. Any disruption will cause them to bolt.
There are roughly 40 gamblers at the night’s game.
Attempts to use Charisma (Deception,
Intimidation, or Persuasion) on Maggie are made
against DC 20. She has too much time, effort, and
money tied up in her dice game. It didn’t get to be
the Oldest Established Permanent Floating Thabort
Game in Waterdeep by rolling over at the first sign
of adversity.

Roleplaying Maggie Luskan


Maggie is a shrewd businesswoman. She schmoozes with
her players during the game, advancing them just a little
more credit than they need
Quote: “It’s time to toss the dice!”

Completing the Objective


To complete their Objective, the characters must
break up the dice game.
Objective 3 Objective Points
Activity Objective Points
Killing a member of the Watch -3
Killing a gambler -3
Disrupting the game 4
Arranging the disruption such that 1
Maggie is apprehended by the
Watch

Maximum points awarded for this Objective are five.

Objective Success
If the players complete their objective, read or
paraphrase the following:

You’ve scored a win for your faction, but now is not the
time to rest on your laurels!

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DDEP08-01 Chaos in the City Splendors 12
Objective 4. Plague Ship Preparing for the Play
The boat is indeed still occupied by the undead crew.
Using either stealth or combat, the adventurers can
find their way to the captain’s quarters and recover
the captain’s log, cargo manifest, and lockbox
60 MINS containing the crew’s wages.
Location: Dock Ward Making too much of a ruckus will cause the Watch
to raise the alarm. In this case, a griffon-mounted
patrol will fly out and investigate.

General Features
The Dock Ward has the following general features:
The Plague Ship Terrain. The streets are narrow dirt-packed lanes lined
Story Beat: The adventurers are asked to sneak onto a with tall ramshackle buildings. The ground generally slopes
plague ship and find anything of value before the up toward the rest of Waterdeep.
authorities (or rival factions) board it. The crew is long Weather. There is a mild breeze blowing in from the
expired and now wait below decks as undead. waterside.
Light. It is night in Waterdeep. Treat all locations in the
If the players choose this Objective, read or Dock Ward as dim light, save for torches set outside inns
paraphrase the following: and taverns.
Smells and Sounds. Strong smells of brine and decaying
fish and other, less savory, smells. Raucous laughter is only
Your spies report that an adrift ship bearing a black plague
slightly muted by the thin wooden walls of taverns and dive
flag was recently brought into harbor and quarantined until
bars.
the clerics of Lathander can perform their blessings and
auguries. The ship has been identified as the merchant
vessel The Gem of Keczulla, a ship known for transporting
The Gem of Keczulla
exotic goods. Rowing out to the ship is uneventful. The merchant
There has been no movement aboard the ship and trader is flying a black flag. No sound comes from the
attempts to hail the captain have failed. ship; it merely creaks while swaying back and forth
Your faction leader has volunteered you to sneak on in the harbor.
board and discover if the ship still contains its valuable
cargo, a catch that should be claimed before a rival. Above Decks
A dull moaning can be heard once aboard the top
deck, and the smell of rotten meat pervades the air.
Your faction leader reveals the following
Moving across the deck disturbs swarms of flies that
information:
have settled on nearly every flat surface.
• The merchant ship belongs to a powerful trade Many barrels, crates, and boxes are strewn
consortium headquartered in Amn. It was found around. One crate has been toppled, spilling jerky
adrift near the harbor and towed in. and hard tack across the deck.
• There’re no signs of life aboard the ship, but that The access to below decks has been barred shut,
doesn’t mean it’s unoccupied. but not locked. A scrawled warning written in chalk
• See if you can find the captain’s quarters, there’s reads: “Do not open. Dead inside.”
sure to be a lockbox of some sort.
• The boat is under quarantine, so you’ll need to Below Decks
take a skiff (rowboat) out. It’s anchored away from When the access hatch is unbarred, the moaning
the docks. becomes a wretched howling. Opening the hatch
• Don’t make too much sound, or else you’ll tip the reveals two hungry ghouls that shamble forward.
Watch off. At the same time, a rot rat swarm rushes out from
• The faction leader offers a whistle, giving the crates behind the adventurers, alerted by the
instructions to “blow the whistle when you’re howls of their ghoul kin.
ready to come down. The rowboat will be waiting The ghouls are led by their master, a ghast. The
for you.” ghast wears the finery of a halfling ship captain, and
shouts orders to her ravenous crew.

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DDEP08-01 Chaos in the City Splendors 13
The Hold Objective Success
The ship appeared to be carrying a cargo of spice If the players complete their Objective, read:
and incense, which are now rotted and wasted from
whatever curse or plague struck down the crew. Your faction leader seems unsurprised when you tell your
tale about the plague ship.
Adjusting this Encounter
With a knowing nod, they congratulate you on surviving
Here are some suggestions for adjusting this encounter,
your brush with the undead.
according to your group. These are not cumulative.
• Very Weak: Replace the ghouls, ghasts, and rot rat swarm
with five zombies. Ask a player to deliver the Objective report to the
• Weak: Remove one ghoul, all ghasts, and all rot rat administrators (see Appendix 4: “DM Handouts”).
swarms. Add five zombies. The remaining ghoul is the
ship’s captain. Treasure
• Strong: Add one ghast and one ghoul. Players earn one treasure checkpoint for successfully
• Very Strong: Remove all ghouls. Add three ghasts. completing this Objective.

The Captain’s Quarters


After the undead are dealt with, it’s a quick search of
the ship to find the captain’s log and lockbox.
The log records how the captain had an argument
with an acolyte of Umberlee and had the budding
cleric thrown overboard during a heated argument,
to the dismay of the crew. That is the last entry in
the logbook.
The cargo manifest mentions several tons of rare
spices and incense.

The Watch
Any kind of explosion coming from the ship (shatter,
large amounts of alchemist’s fire, etc.) will attract
the attention of the Watch. After 5 minutes of real
time, a griffon-mounted patrol of four griffons, three
veterans, and a Watchful Order mage arrive to
investigate and quell any trouble.
Even if the adventurers aren’t present at the time,
if the Watch investigates the plague ship, the
adventurers are penalized for alerting the guards.

Completing the Objective


To complete their Objective, the characters must
recover the captain’s log or lockbox.
Objective 4 Objective Points
Activity Objective Points
The Watch is alerted -1
The Watch arrives while the -3
adventurers are present
The ship’s crew is dealt with 1
The captain’s log is recovered 2
The lockbox is recovered 2

Maximum points awarded for this Objective are five.

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DDEP08-01 Chaos in the City Splendors 14
Objective 5. Hideout Weather. There is a mild breeze blowing in from the
waterside.
Light. It is night in Waterdeep. Treat all locations in the
North Ward as dim light. The Guild of Chandlers and
Lamplighters endeavor to keep light on the streets of the
60 MINS North Ward.
Smells and Sounds. Faint aroma of chimney smoke. The
Location: North Ward
North Ward is the quietest in the city, mainly catering to
wealthy, who like things neat and orderly.

Area 5A: Ground Floor


Opening the locks at the front or rear (an alley runs
Wreck It! behind the building), requires a set of thieves’ tools
Story Beat: The players must raid the hideout of a rival and a successful DC 12 Dexterity check. The front
faction. door is in plain sight of passers-by, who will stop and
If the players choose this Objective, read or shout at anyone tampering with the front lock
paraphrase the following: before alerting the Watch. The Watch arrives in 3
rounds. A successful DC 11 Dexterity (Stealth) check
allows a character to remain hidden while opening
“We’ve located their North Ward hideout,” your contact
the lock. The door can be forced with a successful DC
says, pointing to the map.
15 Strength (Athletics) check.
The mission seems straightforward enough, break into
The ground floor of the hideout is a single room,
the hideout and ransack the place, making sure to grab
15 feet by 25 feet. The ceiling is 10 feet above the
anything of value.
plank floor, the roof peaking 5 feet above that. A
successful DC 15 Wisdom (Perception) or DC 12
The adventurers’ faction agent can tell them about Intelligence (Investigation) check will reveal a
their mission: trapdoor leading to the basement, concealed by a
rug. Removing the rugs will also reveal the trap door.
• A rival faction’s North Ward hideout has been
Contents of the ground floor include tables, chairs,
found.
and a half-dozen simple weapons (clubs, maces, etc.)
• It “should” be unoccupied this evening, reports
strewn around the room.
are that the crew who is normally there is
celebrating out on the town.
• 50 gp has been provided by the party’s faction to Area 5B: Basement
purchase supplies they might need. The basement appears to be hand dug, and of the
• Don’t get caught, by either the Watch or the rival same rough dimensions as the ground floor. The
faction! ceiling here is only 5 feet high, so most medium
• The more creative the adventurers are, the better. creatures must crouch and treat the basement as
Read or paraphrase the following when the difficult terrain.
characters approach the hideout: There are two barrels of wine, a barrel of salt
pork, and a barrel of lamp oil stored here.
Sandwiched between a smith and a bakery is a plain one-
story wood structure. A trail of smoke rises from the
Development
Allow the party some time to plan what they’d like
chimney. No one is supposed to be home…
to do to complete this mission. Consider giving them
10 minutes to talk it out with each other while you
See Appendix 3: “Maps” for a map of the Dock Ward. go get some water.
If they haven’t used their 50 gp already, allow
General Features
them to purchase items from the PHB from a local
The North Ward has the following general features:
vendor. There’s always a merchant open in
Terrain. The streets are broad, paved with cobbles, and
lined with row houses, which have shops on the bottom Waterdeep!
floors. The building is a huge object, AC 15, 85 hit points,
and is immune to psychic and poison damage.

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DDEP08-01 Chaos in the City Splendors 15
Any activity noticeable from the street will cause
the Watch to arrive in one minute. Use your
discretion, but things such as fire and loud noises
(shatter, thunder damage, hacking on the building
from outside, etc.) will definitely draw attention.
Give the characters a chance to exhibit their
creativity before rolling any dice, ask each character
to describe his or her plan in detail. If the party is
taking too long, is getting bored, or you want to
spice things up, have the rival gang (five bandits)
return.

Completing the Objective


To complete their Objective, the characters must
make the rival gang’s hideout unusable.
If the Watch arrives, they won’t let the adventures
continue without a fight.
Objective 5 Objective Points
Activity Objective
Points
Detected by Watch -1
Caught by Watch, fighting with Watch -3
Avoid detection by Lem or the Watch 1
Make the hideout uninhabitable 3-5*

Maximum points awarded for this Objective is five.


• Use your judgement here. Did the party blast or
hack the place apart? Did they fill the entire inside
with dirt or dung? Did they weaken the structure
so that it would collapse in on the occupants?

Objective Success
If the players complete their Objective, read or
paraphrase the following:

You’ve scored a win for your faction, but now is not the
time to rest on your laurels!

Ask a player to deliver the Objective report for this


Objective to the administrators (see Appendix 4.
“DM Handouts”).

Treasure
Players earn one treasure checkpoint for successfully
completing this Objective.

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DDEP08-01 Chaos in the City Splendors 16
Objective 6. Mistaken Identity If called, the second Watch patrol arrives within 3
rounds, and assists with subduing anyone within the
immediate vicinity.

Rumors in Play
60 MINS If the adventurers mention the rumor of
Location: Trades Ward doppelgangers operating in the area, they gain
advantage on Charisma checks.

No, Sir, You Must be Mistaken


Explaining to the Watch that the adventurers aren’t
Where Goes the Double Goer really to blame because the actual thieves are
doppelgangers is a hard sell.
Story Beat: The adventurers are mistaken for pickpockets This is a huge roleplay moment where the players
while watching the games at the Field of Triumph. The can concoct all kinds of excuses. The bigger the
Watch will take some convincing to let them go. defense’s story, the better. Don’t rely solely on a
If the players choose this encounter, read or Charisma (Persuasion) roll, but instead play out the
paraphrase the following: scenario.
The Watch should be highly skeptical, but not
You’re loitering near the Field of Triumph, Waterdeep’s completely unconvinced. Waterdeep is home to
coliseum. There’s supposed to be a griffon joust and shapeshifting creatures.
general melee taking place shortly, and you’d hate to miss For extra fun, have the roughed-up nobles arrive
the spectacle of an errant lance blow piercing a helmet.
after a few minutes and double down on the ‘guilty
scallywags’ (the adventurers) while insisting that the
Suddenly, you hear the Waterdeep Watch thrashing
adventurers must have hidden the stolen goods
their way through the crowd. It looks as if they’re chasing a
somewhere. “What have they got in their pockets?!”
trio of lay-abouts who are dodging left and right.
If the adventurers are able to show evidence that
Wait a minute. Those ne’er-do-wells look identical to
they’re not guilty (either by locating the
some of you, and they’re heading your direction!
doppelgangers or assuaging the Watch and nobles),
the Watch lets them go without a ruckus.
Just the Three of Us (and the Watch) If the adventurers attack the Watch or otherwise
A trio of doppelgangers robbed a pair of nobles of disturb the peace, they’re likely to be thrown in the
their wedding rings, coin purses, and fine jewels just jail for a few hours, until someone from their faction
seconds ago and are evading the Watch. Before the recompenses the nobles and gets the adventurers
theft, they picked three of the adventurers out of out of their prison. In this case, the Watch looks the
the crowd to mimic using their Shapechanger ability. other way ‘just this once’.
The round before the doppelgangers reach the
adventurers, they use their Read Thoughts ability to The Field of Triumph
glean the surface thoughts of some of the The Field of Triumph is Waterdeep’s Coliseum. It hosts
adventurers. They then rush by and jostle the races, sporting matches, jousts, mock battles, magical
displays, and monster exhibitions—it’s the politics of
adventurers, hoping to escape into the crowd and
“bread and circuses” without the bloodshed of gladiatorial
leave them blamed for their crimes. battles.
After losing the Watch, the doppelgangers will
Shapeshift into other members of the crowd and
enjoy the shenanigans. There’s also the possibility Completing the Objective
that the doppelgangers will merely flee with their ill- To complete their Objective, the characters must
gotten wealth. thwart the doppelganger’s plan and avoid ending up
The crowd is difficult terrain to move through in jail.
unless combat starts, at which point the crowd
disperses in a panic. If melee starts, the Watch will Objective 6 Objective Points
attack any obvious opponents within range, as well Activity Objective Points
as call for backup. The adventurers attack the Watch -3
or crowd

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DDEP08-01 Chaos in the City Splendors 17
The adventurers end up in jail and -1
have to be rescued
The Watch is convinced of the 1
adventurers’ innocence
The adventurers tell an elaborate 1-3
or entertaining story (roleplay well)
The doppelgangers are stopped 1

Maximum points awarded for this Objective are five.

Objective Success
Ask a player to deliver the Objective report for this
objective to the administrators (see Appendix 4.
“DM Handouts”).

Treasure
Players earn one treasure checkpoint for successfully
completing this Objective.

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DDEP08-01 Chaos in the City Splendors 18
Objective 7. Triumph! Thrown melee weapons (darts, hand axes, javelins,
etc.) are allowed.
Magic is unusual. The audience lets a collective
gasp the first time an obvious magical spell is used
60 MINS by either side. That said, area of effect spells (or
Location: Trades Ward other spells that may result in massive destruction)
are prohibited for safety reasons.
Once one side yields, the battle is technically over.
The victors come and collect their winnings, and the
losers tend to their bruised egos.
Little prevents either side from continuing the
The Field of Triumph fight after the yield, but it’s poor form, and usually
results in earning nothing except a bad reputation.
Story Beat: The adventurers have secured a spot on the
roster at the Field of Triumph. They must defeat their rivals The Rivals
in mock combat. Waiting for the adventurers in their designated spot
If the players choose this Objective, read: on the arena floor are their opponents, a group of
rival faction members. Melee is almost immediate,
Last night, during an especially rough evening of causing and it swiftly becomes evident that the rival gang
trouble down by the Sea Ward, you obtained a spot on the members are intent on bloodshed.
coliseum roster at the Field of Triumph. Adjusting this Encounter
Wedged in between the owlbear and displacer beast
Here are some suggestions for adjusting this encounter,
duel and the children’s choir, you’re supposed to duke it according to your group. These are not cumulative.
out with a bunch of other volunteers. You were told: “Don’t
• Very Weak: Five bandits, who only have scimitars.
kill anyone, this is merely for show.” It sounded good, so • Weak: Three bandits, who have only scimitars. One spy,
you agreed. who has only a shortsword.
That was, until you found out your opponents are • Average: Four spies, who have only shortswords.
members of a rival faction. As you exit the great gate of the • Strong: One bandit captain. Three spies, who have only
Field onto the sandy arena floor, you’re left evaluating the shortswords.
level of pain you should inflict. • Very Strong: Two bandit captains. Three spies, who have
only shortswords.

The Arena
The sub-section of the arena that the battle takes
Completing the Objective
place on is 60 feet by 60 feet. See Appendix Map 3 To complete their Objective, the characters must
or create your own. Scattered across the coliseum defeat their rivals. Bonus points are awarded for
floor are several other small skirmishes between avoiding killing any opponents.
differing groups. The air is filled with boasts and
Objective 7 Objective Points
jeers, and the stands are filled by the mid-day
Activity Objective
audience.
Points
There are a few scattered barrels and wooden
The adventurers use dangerous area -2
risers to make the combat a little more interesting, of effect spells or non-thrown ranged
but nothing that would obscure the audience’s attacks
vision. The adventurers defeat their rivals 1
but kill someone
The Rules The adventurers defeat their rivals 3
If any combatant moves outside of the 60-foot without killing anyone
square, they’re immediately disqualified. The adventurers play it up for the 1
Ranged weapons (crossbows, bows, slings, etc.) crowd (boasting, taunting, jeering,
etc.)
are considered a danger to the audience and
prohibited.
Maximum points awarded for this Objective are five.

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DDEP08-01 Chaos in the City Splendors 19
Objective Success
Ask a player to deliver the Objective report for this
objective to the administrators (see Appendix 4.
“DM Handouts”).

Treasure
If the adventurers don’t kill any of the rival faction
members, characters earn one treasure checkpoint
for successfully completing this Objective.
If the adventurers kill one or more of their rivals,
they earn zero treasure checkpoints for completing
this Objective.

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DDEP08-01 Chaos in the City Splendors 20
Objective 8. Rampage! villainy and ill repute. It’s also a favored watering
hole of several factions.

Unleash the Beast


60 MINS
When the adventurers arrive, the rampaging beast is
Location: South Ward
in the process of mauling some of the locals. The
creature is hampered by broken chains, and one
limb is still manacled to a 10-foot-long metal post,
which is being dragged behind the creature.

Adjusting this Encounter


The Loose Cannon Here are some suggestions for adjusting this encounter,
according to your group. These are not cumulative.
Story Beat: A rival faction has set loose a beast near the
party’s faction headquarters. They must deal with it • Very Weak: One displacer beast, which cannot use its
somehow. Displacement ability while hampered with the chains.
• Weak: One girallon, which has only two claw attacks
If the players choose this Objective, read or while hampered.
paraphrase the following: • Average: One bulette, which has only a bite attack while
hampered. The bulette’s bite attack is made with
As you meander about the infamous South Ward, looking disadvantage.
• Strong: One mammoth, which has only a gore attack and
for trouble and errant coin, a halfling urchin sidles up to
is unable to use its Trampling Charge while hampered.
you and nudges you in the shin. You recognize her as a The mammoth’s gore attack is made with disadvantage.
messenger from your faction. • Very Strong: One giant ape, which has only a fist attack
“Eh, you should head down to the Runed Board tavern and is unable to use its Multiattack while hampered. The
and check’em out. Boss says trouble brewin’ at the high giant ape’s fist attack is made with disadvantage.
and mighty headquarters, yer’honors.” With that, the
Rampage
quick-footed youth flips up her head-scarf and disappears The monster may (DMs discretion) decide to climb
into the crowd, leaving a crumpled note pressed into your the tavern or another nearby building in an attempt
hand. to get to the rooftops and escape.
Likewise, the rampaging creature may take a
The note reveals the following information moment to grab a fleeing Waterdavian and eat the
(paraphrase in the manner of the relevant faction): unfortunate citizen, redirecting one of attacks
against a hapless NPC.
• Right in the heart of the South Ward, a group of
scallywags and thugs let a creature loose. It
Rumors in Play
happens to be near the faction headquarters. The rumor mentioned the kinds of beasts at the zoo,
• It’s obviously a hostile act from an opposing allowing the adventurers to prepare for what they
faction, and your faction would like to return the face. They have advantage on initiative checks.
favor. If possible, capture the thing alive.
Otherwise, slay it.
• The monster is large and ferocious, but is
Completing the Objective
hampered by chains and bindings, so the party To complete their Objective, the characters must
should be able to deal with it. subdue or kill the rampaging monster.
Shortly (within 1 minute of in-game time) after Objective 8 Objective Points
reading the note, the adventurers turn the corner to Activity Objective Points
the Runed Board, and come face to face with the The creature escapes -3
rampaging monster. Bystanders are killed -1
The creature is killed 2
The Runed Board Tavern The creature is captured alive 5
Appendix Map 4 provides on the layout of this area.
The Runed Board is a popular tavern known for knife Maximum points awarded for this Objective are five.
fights, games of skill and luck, and being a place of

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DDEP08-01 Chaos in the City Splendors 21
Objective Success
If the players complete their Objective, read:

The defeated beast is sprawled out in the middle of the


street. A murmur runs through the crowd, and someone
calls “Encore!” You spot some of your faction mates
sweeping through the ward when the same halfling urchin
appears at your elbow.
She swiftly presses a torn bit of parchment into your
hand and melts into the crowd. It is a note that says, “Well
done!”

Ask a player to deliver the Objective report for this


objective to the administrators (see Appendix 4.
“DM Handouts”).

Treasure
Players earn one treasure checkpoint for successfully
completing this Objective.

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DDEP08-01 Chaos in the City Splendors 22
Objective 9. The Wedding Singer A short man in a long-tailed coat paces back and forth in
front of the Kumarker Fest Hall, running his left hand
through what is left of his hair.
As he spies you, he calls out, “Are you Aedyne and the
60 MINS Hulburg Heroes? Oh, of course you must be! Which of you
Location: Trades Ward is Aedyne? Oh, it doesn’t matter, you’re finally here!
“Please hurry! You were supposed to be on stage
already! Hurry, Hurry!” he says, spinning on his heels and
heading up the building’s steps.

“…and all the men and women merely You’re on Stage Next!
players!” The balding man in the tailcoat is Himmer, the
doorman. He leads the adventurers up the stairs to a
Story Beat: The characters are tasked with crashing the
wedding of a rival faction leader. small room without windows dominated by a large
wooden table, which is in turn surrounded by heavy
If the players choose this Objective, read or wooden chairs.
paraphrase the following:
“You are finally here! Thank Tymora! Please call me
“Burgamont is to wed his bride tonight,” says your faction Himmer. I will be back in moments. I just have to announce
agent, “and we want you to make it a night to remember.” you. Please have your instruments, props, juggling, or
“We’ve managed to book you as the entertainment for whatever it is that you do ready when I return!” he says
the reception under the group name of ‘Aedyne and the
Hulburg Heroes’, who are fresh from a tour of the
At this point, give the adventurers time to plan what
Moonsea.”
kind of acts they would like to perform to make this
a reception to remember.
What the adventurers' faction agent can tell them
about their mission: • Each member of the party must come up with an
act to perform at the table as part of this
• A high-ranking member of one of the rival factions Objective.
is marrying tonight. • Two party members can work together,
• Your faction wishes for the marriage to get off on performing a mock duel, a dramatic or comedic
the wrong foot with a truly disastrous reception, dialogue, or joint acrobatics. The more creative,
one that will be reported on all of Waterdeep’s the better.
broadsheets tomorrow morning. • Encourage creativity. Provide them with Player
• To that end, they have arranged for the party to Handout 5 with some ideas to prime their
provide the “entertainment” for the reception respective pumps.
under the guise of a troupe of players, “Aedyne • Give the party 10-15 minutes of game time to
and the Hulburg Heroes.” come up with their acts.
• The agent provides a sack with 50 gp for any • The party needs to nominate one character to act
supplies the adventurers might need. Assume as the Master of Ceremonies (referred to as MC,
there is time for them to purchase items on the explained further in next section).
way to the reception. (Allow 5 minute of real time • While the players are doing this, go get some
for this activity.) water. Stretch your legs.
• The venue is the Kumarker Fest Hall in the Trades
After the party has their set-list for the evening, let
Ward.
the activities commence.
• Do not kill, injure, or rob any of the people at the
reception.
Showtime!
Read or paraphrase the following when the
characters approach the banquet hall: When the party is ready, read or paraphrase the
following:

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DDEP08-01 Chaos in the City Splendors 23
Himmer returns, flinging the door open, and mopping his Ask a player to deliver the Objective report for this
brow with a handkerchief. objective to the administrators (see Appendix 4.
“Ah, you’re ready, excellent! Follow me!” he says. “DM Handouts”).

Treasure
Himmer leads them in to the main hall: Players earn one treasure checkpoint for successfully
• The hall is 50 feet by 80 feet with a stage at one completing this Objective.
end and the head table at the other.
• Himmer leads them to the stage and motions
them up, pointing encouragingly
• At this point, prompt the party’s MC to start the
evening’s entertainment.
• The MC should introduce each act, one for each
party member, or pair of party members, refer to
Player Handout 6 for guidance.

Development
In a true “The Emperor Has No Clothes” situation,
none of the audience members will initially say
anything about the horrible performances through
which they’re suffering.
• The first act or two will get some courtesy
applause.
• Subsequent acts will be applauded from the main
table, followed by a smattering of applause from
the rest of the room.
• Use your judgment on when “Aedyne and the
Hulburg Heroes” are asked to leave the premises.
Maybe it is after one of them falls into the cake!

Completing the Objective


To complete their Objective, the characters must
ruin the reception.
Objective 9 Objective Points
Activity Objective Points
Harming or killing a wedding guest. -3
Property damage to venue -3
Ruining the reception 1
Roleplaying 1-4*
Maximum points awarded for this Objective is five.
• Use your judgement to award points for good
roleplaying.

Objective Success
If the players complete their Objective, read or
paraphrase the following:

You’ve scored a win for your faction, but now is not the
time to rest on your laurels!

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DDEP08-01 Chaos in the City Splendors 24
Interactive Events Dealing with Mirt the Moneylender
During play, the administrators will inform you of Mirt the Moneylender can be requested to visit a
any events that affect your table. Consult this table, where he’ll sell magical goods and heal the
section for rules on managing the most important of injured. Mirt is played by one of the administrators.
these effects. Mirt shouldn’t be called until the tables have
finished at least one Objective, so that players have
Dealing with Laeral Silverhand Objective points to exchange for his goods.
As the Open Lord of Waterdeep, Laeral Silverhand • The table captain can request a visit from Mirt
works tirelessly with the masked lords, guildsmen, from the Epic admin by notifying HQ.
and noble families to keep her citizens safe. She • When Mirt arrives at your table, immediately
moves from table-to-table, looking to recruit pause any encounter in progress.
adventurers from the groups. Laeral Silverhand is • Mirt will not visit a table until it has completed at
played by one of the administrators. least one encounter.
• When Laeral Silverhand arrives at your table, • Mirt gives the adventurers a hearty greeting and
immediately pause any encounter in progress. pronounces that he’d be happy to make a deal
• When Laeral Silverhand arrives, she’ll request aid with them.
from the players, offering a favor in return. • The table, as a group, can exchange 1 Objective
• Laeral Silverhand needs a pair of drow intercepted point for 50 gp worth of consumable magic items
and captured alive. If the heroes accept, add a pair or spellcasting (maximum of 5 Objective points or
of drow to the current (or next) Objective in an 250 gp). This trade with Mirt can only be done
appropriate spot. once during this Epic.
• These drow will attempt to flee and evade the • Resolve any transactions between Mirt and the
adventurers. They are contraband smugglers from players.
an Underdark gang, and have one or more distinct • Resume the encounter when Mirt leaves.
characteristics such as scars, tattoos, missing
fingers, etc.
• Unlike many Epics, Laeral Silverhand is not an
opponent, but the Open Lord of Waterdeep. Thus,
she is a rightful citizen, not a combat target.

Dealing with Jarlaxle Baenre


The leader of the drow mercenaries known as the
Bregan D’aerthe, Jarlaxle Baenre moves from table-
to-table, stirring up trouble for the groups in hopes
of distracting them from their goal of accruing
influence for their faction, putting them a step closer
to securing the hidden horde of dragons. Jarlaxle
Baenre is played by one of the administrators.
• When Jarlaxle Baenre arrives at your table,
immediately pause any encounter in progress.
• When Jarlaxle Baenre arrives, he’ll challenge the
players to answer his riddle. See Appendix 6.
Jarlaxle’s Riddles.
• If they succeed, Jarlaxle Baenre will give the group
2 Objective points.
• Unlike many Epics, Jarlaxle Baenre is not an
opponent, but another citizen of Waterdeep.
Thus, he is a wandering encounter, not a combat
target.

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DDEP08-01 Chaos in the City Splendors 25
Rewards ALDMG (Adventurers League Dungeon Master’s
Guide) for more information about DM Objectives.
Make sure players note their rewards on their
adventure log sheets. Give your name and DCI
number (if applicable) so players can record who ran
the session.

Advancement and Treasure Checkpoints


The characters receive one advancement checkpoint
and one treasure checkpoint for each Epic Objective
as follows:
• Award one advancement checkpoint and one
treasure checkpoint for each completed Epic
Objective (those objectives where the party
earned a positive score).
• There is a maximum of six advancement
checkpoints and treasure checkpoints that can be
received per character.

Player Rewards
The characters receive one treasure checkpoint for
successfully completing each Epic Objective (those
objectives where the party earned a positive score).

Magic Item Unlock


Characters earn the following magic item unlocks.
Bag of Tricks (Rust). Wondrous item, uncommon
This non-descript, rust-colored bag is covered with
patches, each sewn on by a different hand. When
the bag is opened, a small puff of dust and a pair of
moths fly out. This item can be found in the Dungeon
Master’s Guide.
Folding Boat. Wondrous item, rare
When unfolded to the ship size, this boat has a small
casino on deck. It has a wet bar, four casino tables,
and flies the flag of Waterdeep’s current Open Lord,
Laeral Silverhand (who probably neither knows nor
approves of this ruse). This item can be found in the
Dungeon Master’s Guide.

DM Rewards
In exchange for running this adventure, you earn
four advancement and treasure checkpoints and
downtime as though you played the adventure, but
none of the adventure’s player rewards.
However, this adventure may qualify for rewards
earned by completing DM Objectives. See the

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DDEP08-01 Chaos in the City Splendors 26
Appendix 1. Dramatis Personae South Ward. Situated next to the port and at the
place where many caravans come in, the ward is a
The following NPCs are featured prominently in this
hotbed for the production and storage of goods
adventure:
as well as the care of caravans.
Bregan D'aerthe. A company of drow
Trades Ward. The economic heart of the city.
mercenaries—mostly rebels looking to break the
Bustling day and night, the ward’s streets are lined
chains of their cruel matrons or castaways from
with shops and restaurants.
drow houses.
Waterdeep. The largest and most fabulous city on
Castle Ward. The political heart of the city, this
the Sword Coast. Home to luminaries and legends.
ward encompasses Castle Waterdeep, the Palace of
Within its walls are countless tales. Every street has
Waterdeep, and the surrounding area.
a story, and every alley spins a yarn.
Dock Ward. The oldest section of the city and a
Xanathar Guild. The guild is made up of misfits
rough-and-tumble place where people work hard
whom serve their eleven-eyed master out of fear
day and night.
rather than loyalty.
Emerald Enclave. A widespread group of
Zhentarim. An unscrupulous shadow network that
wilderness survivalists who preserve the natural
seeks to expand its influence and power base
order while rooting out unnatural threats.
throughout Faerûn.
Field Ward. The ward provides a cheap place to
live that is near to the rich North and Sea Wards,
where many servants of the wealthy and middleclass
go to work.
Force Grey. A faction who works directly for the
rulers of the city of Waterdeep.
Harpers. A scattered network of spellcasters and
spies who advocate equality and covertly oppose the
abuse of power, magical or otherwise.
Jarlaxle Baenre. Leader of a drow mercenary
group. Armed with two scoops of panache and a
host of drow mercenaries known as the Bregan
D’aerthe, Jarlaxle seeks a way to buy into the Lords'
Alliance.
Laeral Silverhand. Ruler and Open Lord of
Waterdeep. Laeral Silverhand works tirelessly with
the masked lords, guildsmen, and noble families to
keep her citizens safe, and is always seeking true
heroes for sensitive and dangerous missions to help
maintain balance and justice within her city.
Lords’ Alliance. A shaky alliance of aggressive
political powers concerned with their mutual
security and prosperity.
Mirt the Moneylender. A close advisor to the
Open Lord, Mirt is a legendary adventurer and
carouser. He will often take a shine to plucky heroes
and invite them to share rumors, tell tall tales, and
impart pearls of wisdom.
North Ward. Home to the wealthier middle class,
lesser nobles, and well-to-do merchants.
Order of the Gauntlet. Faithful and vigilant
seekers of justice who protect others from the
depredations of evildoers.
Sea Ward. The wealthiest nobles and most self-
important people of money dwell here.

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DDEP08-01 Chaos in the City of Splendors
Appendix 2. Monster/NPC Statistics Bandit
Medium humanoid (any race), any non-lawful
alignment
Acolyte
Armor Class 12 (leather armor)
Medium humanoid (any race), any alignment
Hit Points 11 (2d8 + 2)
Armor Class 10 Speed 30 ft.
Hit Points 9 (2d8)
Speed 30 ft. STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) Senses passive Perception 10
Languages any one language (usually Common)
Skills Medicine +4, Religion +2 Challenge 1/8 (25 XP)
Senses passive Perception 10
Languages any one language (usually Common) Actions
Challenge 1/4 (50 XP) Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Spellcasting. The acolyte is a 1st-level spellcaster. Her one target. Hit: 4 (1d6 + 1) slashing damage.
spellcasting ability is Wisdom (spell save DC 12, +4 to Light Crossbow. Ranged Weapon Attack: +3 to hit,
hit with spell attacks). The acolyte has the following range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
cleric spells prepared: piercing damage.
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary

Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.

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DDEP08-01 Chaos in the City Splendors 28
Bandit Captain Bard
Medium humanoid (any race), any non-lawful Medium humanoid (any race), any
alignment
Armor Class 15 (chain shirt)
Armor Class 15 (studded leather) Hit Points 44 (8d8 + 8)
Hit Points 65 (10d8 + 20) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Saving Throws Dex +4, Wis +3
Saving Throws Str +4, Dex +5, Wis +2 Skills Acrobatics +4, Perception +5, Performance +6
Skills Athletics +4, Deception +4 Senses passive Perception 15
Senses passive Perception 10 Languages any two languages
Languages any two languages Challenge 2 (450 XP)
Challenge 2 (450 XP) Spellcasting. The bard is a 4th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4
Actions
to hit with spell attacks). It has the following bard
Multiattack. The captain makes three melee attacks: spells prepared:
two with its scimitar and one with its dagger. Or the
captain makes two ranged attacks with its daggers. Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word,
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., heroism, sleep, thunderwave
one target. Hit: 6 (1d6 + 3) slashing damage. 2nd level (3 slots): invisibility, shatter
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + Song of Rest. The bard can perform a song while
3) piercing damage. taking a short rest. Any ally who hears the song
regains an extra 1d6 hit points if it spends any Hit
Dice to regain hit points at the end of that rest. The
bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action on its
turn to target one creature within 30 feet of it. If the
target can hear the bard, 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 bard’s next turn.

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

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DDEP08-01 Chaos in the City Splendors 29
Bulette Commoner
Large monstrosity, unaligned Medium humanoid (any race) any alignment
Armor Class 17 (natural armor) Armor Class 10
Hit Points 94 (9d10 + 45) Hit Points 11 (1d8)
Speed 40 ft., burrow 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills Perception +6 Senses passive Perception 10


Senses darkvision 60 ft., tremorsense 60 ft., passive Languages any one language (usually Common)
Perception 16 Challenge 0 (0 XP)
Languages --
Challenge 5 (1,800 XP) Actions
Standing Leap. The bulette's long jump is up to 30 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
feet and its high jump is up to 15 feet, with or target. Hit: 2 (1d4) bludgeoning damage.
without a running start.

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 30 (4d12 + 4) piercing damage.
Deadly Leap. If the bulette jumps at least 15 feet as
part of its movement, it can then use this action to
land on its feet in a space that contains one or more
other creatures. Each of those creatures must
succeed on a DC 16 Strength or Dexterity saving
throw (target's choice) or be knocked prone and take
14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4)
slashing damage. On a successful save, the creature
takes only half the damage, isn't knocked prone, and
is pushed 5 feet out of the bulette's space into an
unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature
instead falls prone in the bulette's space.

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DDEP08-01 Chaos in the City Splendors 30
Displacer Beast Doppelganger
Large monstrosity, lawful evil Medium monstrosity (shapechanger), neutral
Armor Class 13 (natural armor) Armor Class 14
Hit Points 85 (10d10 + 30) Hit Points 52 (8d8 + 16)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 6 (−2) 12 (+1) 8 (−1) 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

Senses darkvision 60 ft., passive Perception 11 Skills Deception +6, Insight +3


Languages— Condition Immunities charmed
Challenge 3 (700 XP) Senses darkvision 60 ft., passive Perception 11
Avoidance. If the displacer beast is subjected to an Languages Common
effect that allows it to make a saving throw to take Challenge 3 (700 XP)
only half damage, it instead takes no damage if it Shapechanger. The doppelganger can use its action to
succeeds on the saving throw, and only half damage polymorph into a Small or Medium humanoid it has
if it fails. seen, or back into its true form. Its statistics, other
Displacement. The displacer beast projects a magical than its size, are the same in each form. Any
illusion that makes it appear to be standing near its equipment it is wearing or carrying isn’t transformed.
actual location, causing attack rolls against it to have It reverts to its true form if it dies.
disadvantage. If it is hit by an attack, this trait is Ambusher. The doppelganger has advantage on
disrupted until the end of its next turn. This trait is attack rolls against any creature it has surprised.
also disrupted while the displacer beast is Surprise Attack. If the doppelganger surprises a
incapacitated or has a speed of 0. creature and hits it with an attack during the first
round of combat, the target takes an extra 10 (3d6)
Actions
damage from the attack.
Multiattack. The displacer beast makes two attacks
with its tentacles. Actions
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 Multiattack. The doppelganger makes two melee
ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage attacks.
plus 3 (1d6) piercing damage. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the
surface thoughts of one creature within 60 feet of it.
The effect can penetrate barriers, but 3 feet of wood
or dirt, 2 feet of stone, 2 inches of metal, or a thin
sheet of lead blocks it. While the target is in range,
the doppelganger can continue reading its thoughts,
as long as the doppelganger’s concentration isn’t
broken (as if concentrating on a spell). While reading
the target’s mind, the doppelganger has advantage
on Wisdom (Insight) and Charisma (Deception,
Intimidation, and Persuasion) checks against the
target.

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DDEP08-01 Chaos in the City Splendors 31
Drow Ghast
Medium humanoid, neutral evil Medium undead, chaotic evil
Armor Class 15 (chain shirt) Armor Class 13
Hit Points 13 (3d8) Hit Points 36 (8d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)

Skills Perception +2, Stealth +4 Damage Resistances necrotic


Senses darkvision 120 ft., passive Perception 12 Damage Immunities poison
Languages Elvish, Undercommon Condition Immunities charmed, exhaustion, poisoned
Challenge 1/4 (50 XP) Senses darkvision 60 ft., passive Perception 10
Fey Ancestry. The drow has advantage on saving Languages Common
throws against being charmed, and magic can’t put Challenge 2 (450 XP)
the drow to sleep. Stench. Any creature that starts its turn within 5 feet
Innate Spellcasting. The drow’s spellcasting ability is of the ghast must succeed on a DC 10 Constitution
Charisma (spell save DC 11). It can innately cast the saving throw or be poisoned until the start of its next
following spells, requiring no material components: turn. On a successful saving throw, the creature is
immune to the ghast’s Stench for 24 hours.
At will: dancing lights
Turning Defiance. The ghast and any ghouls within 30
1/day each: darkness, faerie fire
feet of it have advantage on saving throws against
Sunlight Sensitivity. While in sunlight, the drow has effects that turn undead.
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Actions creature. Hit: 12 (2d8 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
ft., one target. Hit: 5 (1d6 + 2) piercing damage. one target. Hit: 10 (2d6 + 3) slashing damage. If the
Hand Crossbow. Ranged Weapon Attack: +4 to hit, target is a creature other than an undead, it must
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing succeed on a DC 10 Constitution saving throw or be
damage, and the target must succeed on a DC 13 paralyzed for 1 minute. The target can repeat the
Constitution saving throw or be poisoned for 1 hour. saving throw at the end of each of its turns, ending
If the saving throw fails by 5 or more, the target is the effect on itself on a success.
also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another
creature takes an action to shake it awake.

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DDEP08-01 Chaos in the City Splendors 32
Ghoul Giant Ape
Medium undead, chaotic evil Huge beast, unaligned
Armor Class 12 Armor Class 12
Hit Points 22 (5d8) Hit Points 157 (15d12 + 60)
Speed 30 ft. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) 23 (+6) 14 (+2) 18 (+4) 7 (−2) 12 (+1) 7 (−2)

Damage Immunities poison Skills Athletics +9, Perception +4


Condition Immunities charmed, exhaustion, poisoned Senses passive Perception 14
Senses darkvision 60 ft., passive Perception 10 Languages --
Languages Common Challenge 7 (2,900 XP)
Challenge 1 (200 XP)
Actions
Actions Multiattack. The ape makes two fist attacks.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Fist. Melee Weapon Attack: +9 to hit, reach 10 ft.,
creature. Hit: 9 (2d6 + 2) piercing damage. one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Rock. Ranged Weapon Attack: +9 to hit, range 50/100
one target. Hit: 7 (2d4 + 2) slashing damage. If the ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
target is a creature other than an elf or undead, it
must succeed on a DC 10 Constitution saving throw
or be paralyzed for 1 minute. The target 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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DDEP08-01 Chaos in the City Splendors 33
Girallon Griffon
Large monstrosity, unaligned Large monstrosity, unaligned
Armor Class 13 Armor Class 12
Hit Points 59 (7d10 + 21) Hit Points 59 (7d10 + 21)
Speed 40 ft., climb 40 ft. Speed 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 5 (−3) 12 (+1) 7 (−2) 18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (−1)

Skills Perception +3, Stealth +5 Skills Perception +5


Senses Darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 15
Languages -- Languages --
Challenge 4 (1,100 XP) Challenge 2 (450 XP)
Aggressive. As a bonus action, the girallon can move Keen Sight. The griffon has advantage on Wisdom
up to its speed toward a hostile creature that it can (Perception) checks that rely on sight.
see.
Actions
Keen Smell. The girallon has advantage on Wisdom
(Perception) checks that rely on smell. Multiattack. The griffon makes two attacks: one with
its beak and one with its claws.
Actions Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Multiattack. The girallon makes five attacks: one with one target. Hit: 8 (1d8 + 4) piercing damage.
its bite and four with its claws. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one one target. Hit: 11 (2d6 + 4) slashing damage.
creature. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage.

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DDEP08-01 Chaos in the City Splendors 34
Guard Watchful Order Mage (Mage)
Medium human, lawful neutral Medium humanoid (any race), any alignment
Armor Class 16 (leather armor) Armor Class 12 (15 with mage armor)
Hit Points 11 (2d8+2) Hit Points 40 (9d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 11 (+0) 11 (+0) 11 (+0) 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Skills Perception +2 Saving Throws Int +6, Wis +4


Senses passive Perception 12 Skills Arcana +6, History +6
Languages Common Senses passive Perception 11
Challenge 1/8 (25 XP) Languages any four languages
Challenge 6 (2,300 XP)
Actions
Spellcasting . The mage is a 9th-level spellcaster. Its
Spear. Melee or Ranged Weapon Attack: +3 to hit, spellcasting ability is Intelligence (spell save DC 14, +6
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + to hit with spell attacks). The mage has the following
1) piercing damage, or 5 (1d8 + 1) piercing damage if wizard spells prepared:
used with two hands to make a melee attack.
Cantrips (at will): friends, light, mage hand,
prestidigitation
1st level (4 slots): detect magic, mage armor, sleep,
shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, hypnotic pattern, fly
4th level (3 slots): greater invisibility, confusion
5th level (1 slot): dominate person

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.

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DDEP08-01 Chaos in the City Splendors 35
Mammoth Noble
Huge beast, unaligned Medium humanoid (any race), any alignment
Armor Class 13 (natural armor) Armor Class 15 (breastplate)
Hit Points 126 (11d12 + 55) Hit Points 9 (2d8)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2) 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Senses passive Perception 10 Skills Deception +5, Insight +4, Persuasion +5


Languages -- Senses passive Perception 10
Challenge 6 (2,300 XP) Languages any two languages
Trampling Charge. If the mammoth moves at least 20 Challenge 1/8 (25 XP)
feet straight toward a creature and then hits it with a
Actions
gore attack on the same turn, that target must
succeed on a DC 18 Strength saving throw or be Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,
knocked prone. If the target is prone, the mammoth one target. Hit: 5 (1d8 + 1) piercing damage.
can make one stomp attack against it as a bonus
Reactions
action.
Parry. The noble adds 2 to its AC against one melee
Actions attack that would hit it. To do so, the noble must see
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., the attacker and be wielding a melee weapon.
one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one prone creature. Hit: 29 (4d10 + 7) bludgeoning
damage.

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DDEP08-01 Chaos in the City Splendors 36
Revenant until the end of the revenant’s next turn. When the
Medium undead, neutral paralysis ends, the target is frightened of the
revenant for 1 minute. The frightened target can
Armor Class 13 (leather armor) repeat the saving throw at the end of each of its
Hit Points 136 (16d8 + 64) turns, with disadvantage if it can see the revenant,
Speed 30 ft. ending the frightened condition on itself on a
success.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)

Saving Throws Str +7, Con +7, Wis +6, Cha +7


Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Regeneration. The revenant regains 10 hit points at
the start of its turn. If the revenant takes fire or
radiant damage, this trait doesn’t function at the
start of the revenant’s next turn. The revenant’s body
is destroyed only if it starts its turn with 0 hit points
and doesn’t regenerate.
Rejuvenation. When the revenant’s body is
destroyed, its soul lingers. After 24 hours, the soul
inhabits and animates another corpse on the same
plane of existence and regains all its hit points. While
the soul is bodiless, a wish spell can be used to force
the soul to go to the afterlife and not return.
Turn Immunity. The revenant is immune to effects
that turn undead.
Vengeful Tracker. The revenant knows the distance to
and direction of any creature against which it seeks
revenge, even if the creature and the revenant are on
different planes of existence. If the creature being
tracked by the revenant dies, the revenant knows.

Actions
Multiattack. The revenant makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. If the
target is a creature against which the revenant has
sworn vengeance, the target takes an extra 14 (4d6)
bludgeoning damage. Instead of dealing damage, the
revenant can grapple the target (escape DC 14)
provided the target is Large or smaller.
Vengeful Glare. The revenant targets one creature it
can see within 30 feet of it and against which it has
sworn vengeance. The target must make a DC 15
Wisdom saving throw. On a failure, the target is
paralyzed until the revenant deals damage to it, or

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DDEP08-01 Chaos in the City Splendors 37
Rot Rat Swarm Spy
Medium swarm of tiny undead, chaotic evil Medium humanoid (any race), any alignment
Armor Class 12 Armor Class 12
Hit Points 22 (5d8) Hit Points 27 (6d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT IS CHA
13 (+1) 15 (+2) 10 (+0) 2 (−4) 10 (+0) 3 (−4) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Damage Resistances bludgeoning, piercing, slashing Skills Deception +5, Insight +4, Investigation +5,
Damage Immunities poison Perception +6, Persuasion +5, Sleight of Hand +4,
Condition Immunities charmed, exhaustion, Stealth +4
frightened, grappled, paralyzed, petrified, Senses passive Perception 16
poisoned, prone, restrained, stunned Languages any two languages
Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP)
Languages -- Cunning Action. On each of its turns, the spy can use a
Challenge 2 (450 XP) bonus action to take the Dash, Disengage, or Hide
Swarm. The swarm can occupy another creature's action.
space and vice versa, and the swarm can move Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
through any opening large enough for a Tiny rat. The damage when it hits a target with a weapon attack
swarm can't regain hit points or gain temporary hit and has advantage on the attack roll, or when the
points. target is within 5 feet of an ally of the spy that isn’t
incapacitated and the spy doesn’t have disadvantage
Actions
on the attack roll.
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft.,
one target in the swarm's space. Hit: 8 (2d6+1) Actions
piercing damage, or 4 (1d6+1) piercing damage if the Multiattack. The spy makes two melee attacks.
swarm has half of its hit points or fewer. If the target
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
is a creature other than an undead, it must succeed
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
on a DC 10 Constitution saving throw or be paralyzed
for 1 minute. The target can repeat the saving throw Hand Crossbow. Ranged Weapon Attack: +4 to hit,
at the end of each of its turns, ending the effect on range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
itself on a success. damage.

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DDEP08-01 Chaos in the City Splendors 38
Thug Veteran
Medium humanoid (any race), any non-good Medium humanoid (any race), any alignment
alignment
Armor Class 17 (splint)
Armor Class 11 (leather armor) Hit Points 58 (9d8 + 18)
Hit Points 32 (5d8 + 10) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Skills Athletics +5, Perception +2
Skills Intimidation +2 Senses passive Perception 12
Senses passive Perception 10 Languages any one language (usually Common)
Languages any one language (usually Common) Challenge 3 (700 XP)
Challenge 1/2 (100 XP)
Actions
Pack Tactics. The thug has advantage on an attack roll
against a creature if at least one of the thug’s allies is Multiattack. The veteran makes two longsword
within 5 feet of the creature and the ally isn’t attacks. If it has a shortsword drawn, it can also make
incapacitated. a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
Actions ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Multiattack. The thug makes two melee attacks. (1d10 + 3) slashing damage if used with two hands.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., Shortsword. Melee Weapon Attack: +5 to hit, reach 5
one creature. Hit: 5 (1d6 + 2) bludgeoning damage. ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage. damage.

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DDEP08-01 Chaos in the City Splendors 39
Wolf Zombie
Medium beast, unaligned Medium undead, neutral evil
Armor Class 13 (natural armor) Armor Class 8
Hit Points 11 (2d8 + 2) Hit Points 22 (3d8 + 9)
Speed 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 6 (–2) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

Skills Perception +3, Stealth +4 Saving Throws Wis +0


Senses passive Perception 13 Damage Immunities poison
Languages— Condition Immunities poisoned
Challenge 1/4 (50 XP) Senses darkvision 60 ft., passive Perception 8
Keen Hearing and Smell. The wolf has advantage on Languages understands the languages it knew in life
Wisdom (Perception) checks that rely on hearing or but can’t speak
smell. Challenge 1/4 (50 XP)
Pack Tactics. The wolf has advantage on an attack roll Undead Fortitude. If damage reduces the zombie to 0
against a creature if at least one of the wolf’s allies is hit points, it must make a Constitution saving throw
within 5 feet of the creature and the ally isn’t with a DC of 5 + the damage taken, unless the
incapacitated. damage is radiant or from a critical hit. On a success,
the zombie drops to 1 hit point instead.
Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage. If the target Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
is a creature, it must succeed on a DC 11 Strength one target. Hit: 4 (1d6 + 1) bludgeoning damage.
saving throw or be knocked prone.

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DDEP08-01 Chaos in the City Splendors 40
Appendix. Map 1: City of the Dead

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DDEP08-01 Chaos in the City Splendors 41
Appendix. Map 2: Honorable Knight

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DDEP08-01 Chaos in the City of Splendors
Appendix. Map 3: Field of Triumph

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DDEP08-01 Chaos in the City Splendors 43
Appendix. Map 4: South Ward

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DDEP08-01 Chaos in the City Splendors 44
Appendix. Map 5: Plague Ship

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DDEP08-01 Chaos in the City Splendors 45
Appendix 3. DM Handouts
Objective Report 1. Taphophobia

We defaced a rival’s gravestone and angered the cemetery’s guardians.

Boon: Give this boon to another group. The group encounters an acolyte of Kelemvor, god of
the dead. This acolyte will cast cure wounds and/or bless immediately and then leave.
Bane: Give this bane to another group. The group is immediately accosted by a hostile acolyte
of Kelemvor. This acolyte is looking for the vandals and accuses the group of being accomplices.

Objective Report 2. Banksy

We defaced the Honorable Knight, a massive statue that supposedly protects Waterdeep.

Boon: Give this boon to another group. The players can spend this boon to immediately gain 2
Objective points as rumors of their dastardly deeds sweep throughout Waterdeep.
Bane: Give this bane to another group. The players immediately lose 1 Objective point as
rumors of this vile, yet impressive, deeds swirl throughout Waterdeep.

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DDEP08-01 Chaos in the City of Splendors
Objective Report 3. Oldest Established

We busted up the longest-running floating dice game in Waterdeep. Now people are mad.

Boon: Give this boon to another group. The players can spend this boon while performing any
Charisma skill check to gain advantage for all characters making the check.
Bane: Give this bane to another group. The players have disadvantage on all Charisma skill
checks for 10 minutes of real time. Criminals spit and glare with anger.

Objective Report 4. Plague Ship

We ransacked a plague ship floating in Waterdeep’s harbor, and rumors of the heist are
spreading.

Boon: Give this boon to another group. The players can spend this boon to have a potion of
healing be located in the next appropriate location during this Epic.
Bane: Give this bane to another group. A hostile rot rat swarm immediately appears on the
scene. This swarm is angry and hungry. It attacks the party.

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DDEP08-01 Chaos in the City Splendors 47
Objective Report 5. Hideout

We wrecked an enemy hideout. It’s completely trashed now. The owners want vengeance.

Boon: Give this boon to another group. The players can spend this boon to target up to five
enemies with a hail of crossbow bolts, dealing 9 (2d8) piercing damage to these enemies.
Bane: Give this bane to another group. A random character is targeted by a hail of crossbow
bolts, taking 9 (2d8) piercing damage. The would-be assassins then flee into the shadows.

Objective Report 6. Mistaken Identity

The guards accosted us and wrongfully accused us. There may be doppelgangers about.

Boon: Give this boon to another group. The players can spend this boon to have doppelganger
appear and provide a distraction, alibi, or directions. Roleplay this out!
Bane: Give this bane to another group. An NPC in their current encounter is a doppelganger
out to play pranks and cause trouble. Unless found out, the doppelganger causes shenanigans.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP08-01 Chaos in the City Splendors 48
Objective Report 7. Triumph!

We fought a group of rival faction members at the Field of Triumph, Waterdeep’s coliseum.

Boon: Give this boon to another group. The players can spend this boon to remove one bandit,
spy, ghoul, or ghast from an encounter. This boon cannot be spent during combat.
Boon: Give this bane to another group. During the next appropriate combat, there is an
additional bandit, spy, or ghoul (DM’s choice). This criminal is out for blood and revenge.

Objective Report 8. Rampage!

We captured (or killed) an escaped monster. Frabjous day! Callooh! Callay!

Boon: Give this boon to another group. The players can spend this boon make their enemies
frightened for one full round, as the roaring of a mythical creature echoes about.
Bane: Give this bane to another group. Each character must make a DC 11 Wisdom saving
throw or be frightened for one full round. The shadow of a terrible monster briefly appears.

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DDEP08-01 Chaos in the City Splendors 49
Objective Report 9. The Wedding Singer

We crashed the wedding of an important Waterdavian. It was both terrible and glorious.

Boon: Give this boon to another group. The players hear tales of the shockingly bad wedding
entertainment. All characters gain Inspiration from the scallawag’s tale.
Bane: Give this bane to another group. The players hear rumors that pinpoint their group as
the wedding crashers. They gain 1 Objective point but get disadvantage on their ability checks
for 10 minutes of real time.

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DDEP08-01 Chaos in the City Splendors 50
Appendix 4. Waterdeep Rumors
Immediately before the Epic begins, the players have Each table rolls once randomly on the Waterdeep
a 10-minute social mixer where they go and visit Rumors Table, below.
other groups, hoping to learn more details about If a table has a character with the Safe Haven
Waterdeep and the Epic Objectives. background, the table obtains one extra rumor from
the Faction Rumors Table.
d8 Waterdeep Rumors Table d4 Faction Rumors Table
1 Rumor is that there’s doppelgangers or 1 I heard that Laeral Silverhand, the Open Lord of
shapeshifters causing mischief near the Field of Waterdeep, is having trouble with drow smugglers.
Triumph. They’re stealing and robbing on our turf. Aiding her seems like a sure-fire way to make a
2 Rognar Dennison was poisoned by his cousin. He powerful ally.
swore revenge as he was dying. 2 If asked “I can be cut, drawn and quartered, but
3 I’m looking for Maggie’s famous Thabort Game. I was never alive”, the answer is “A deck of cards.”
already tried the Bullmore Grange. There isn't a 3 There’s a riddle: “What is so fragile it breaks when
game there. Do you know where it is? you speak of it?” The answer is “Silence.”
4 My cousin rowed out to that ship last night, just to 4 Maggie hosts an infamous floating Thabort game.
suss things out. Anyways, when they got close, We’re looking for it. It’s not at McKrawley’s Bar
they heard an awful moaning coming from below this week.
decks, and hustled back to the quay.
5 I heard there’s giant monsters from Chult being
shown in South Ward. Four-armed apes, giant
elephants, and other fantastic beasts. Only a
copper to see ‘em!
6 They just finished cleaning the Honorable Knight,
that giant statue near Snail Street. The Watch is
going to be on point for graffiti now—it would take
serious guts to deface it.
7 There’s a rival hideout over in the North Ward. If
you act quickly and quietly, you could thrash the
place. Try checking the supply room, they keep
flammable stuff there—if you know what I mean.
8 This is supposed to be the wedding of the year,
and at the last minute, the band cancelled. Not
sure what they will do.

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DDEP08-01 Chaos in the City of Splendors
Appendix 5. Magic Items
During this adventure, the characters may unlock the
following permanent magic items:

Bag of Tricks (Rust)


Wondrous item, uncommon
This non-descript, rust-colored bag is covered with
patches, each sewn on by a different hand. When
the bag is opened, a small puff of dust and a pair of
moths fly out. This item can be found in the Dungeon
Master’s Guide.

Folding Boat
Wondrous item, rare
When unfolded to the ship size, this boat has a small
casino on deck. It has a wet bar, four casino tables,
and flies the flag of Waterdeep’s current Open Lord,
Laeral Silverhand (who probably neither knows nor
approves of this ruse). This item can be found in the
Dungeon Master’s Guide.

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DDEP08-01 Chaos in the City Splendors 52
Appendix 6. Jarlaxle’s Riddles
When visiting a table, the Epic admin playing Jarlaxle
should roll on the Riddle Table, below, and pose the
question to the table. Let the players confer with
each other, but only one final answer can be given.

A successful answer earns the table 2 Objective


Points. An unsuccessful answer earns nothing. Each
table has 60 seconds to attempt to answer.
d6 Riddle Answer
1 The more you take, the more you leave behind. What are they? Footsteps
2 What goes into the water red and comes out black? Smith-work (red-hot poker,
etc.)
3 Many have heard me, yet nobody has seen me. I won't speak back unless spoken to. An echo
What am I?
4 What is so fragile it breaks when you speak of it? Silence
5 I can be cut, drawn and quartered, but was never alive. I may not play fair. Deck of cards
6 Bane of sailors. Bliss for the head. I am complete when I am dead. "Calm"

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DDEP08-01 Chaos in the City of Splendors
Appendix 7. Administrator Guide
The section provides guidance on running Chaos in
the City of Splendors as a D&D Epics™ event for your
Step 1. Prepare Headquarters
Headquarters (or “HQ”) is an area set aside for the
game day or convention.
administrative staff. The general will need paper to
track victories, and at least one copy of this
Participants adventure.
The adventure requires the following participants to
run smoothly. Step 2. Prepare Tables
One table is required for each group.
4 or more Groups • Each table must have a table number displayed
A minimum of four groups is required to run the
prominently on its surface, so administrators can
adventure.
locate specific tables during the event.
• Each group needs 3-7 players. All players in a • Tables align themselves with one of Waterdeep’s
group must belong to the same tier (in this case, gangs (see Beginning Play).
all tables are Tier 1). • Tables are encouraged to give themselves a team
• There’s no limit to how many groups can name in addition to a table number.
participate (see “Adjustments for Event Size” • All tables need a good view of HQ so they can see
below). and hear the General’s updates.

Dungeon Masters (one per Group) Step 3. Muster Groups


Each table has one Dungeon Master. During muster, players are assigned to Dungeon
Masters.
• Dungeon Masters should read the adventure
beforehand and prepare the adventure locations
Step 4. Waterdeep Rumors
for each of five Waterdeep wards represented in
Immediately before the Epic begins, the players have
the Epic.
a 10-minute social mixer where they go and visit
other groups, hoping to learn more details about
1+ Tier Commanders Waterdeep and the Epic Objectives.
The Tier Commanders adjudicate interactive events
Each table rolls once randomly on the Waterdeep
and answers questions posed by DMs.
Rumors Table. If a table has a character with the
• The Tier Commanders assume the role of Laeral Safe Haven background, the table obtains one extra
Silverhad, Jarlaxle Baenre, or Mirt the rumor from the Faction Rumors Table.
Moneylender. We recommend that administrators The players then congregate in a central spot for
dress up for these roles! 10 minutes and role-play swapping rumors and
• Tier Commanders liaise between tables to trading information. Meanwhile, DMs can use this
adjudicate interactive events. time to finish preparation.
The Epic admin redirect players to their tables
1 General after 10 minutes, and the Epic begins play.
The General oversees the whole event. In Chaos in
the City of Splendors, it’s vital that players can hear Step 5. Play!
the General’s announcements. When play begins, the General reads the briefing
aloud to the assembled players (see “Beginning the
• The General tracks the number of completed Adventure”).
objectives.
• The General announces important events in the
ongoing event.
A Different Kind of Epic
Chaos in the City of Splendors doesn’t have a big-bad
Setup NPC, nor are the adventures tasked with saving
Waterdeep from some calamity. For this Epic, the
The following steps are important for ensuring the adventurers are here to have fun and establish some
event runs smoothly. street cred.

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DDEP08-01 Chaos in the City Splendors 54
Tables are not in direct competition with each Last, divide the total faction points by the number
other, but one table can influence another table. of Faction tables: 70 / 5 = 14 points on average.
Completing Objectives allow tables to reward other The Epic admin will calculate all the faction
tables with Boons or Banes, see Appendix 3. averages and announce the winner. A table can only
represent one faction during the Epic.
Core Rules
Objective Reporting and Reports
• Groups must report the success of each objective
to the administrators by handing in an Objective
Report.
• Groups are allowed to select a table to benefit
from the Boon or Bane granted by that objective,
or a table can be selected randomly by the admin
team.
• Once this “benefit” is selected, have a runner
deliver it to the chosen table’s DM.
• A table cannot receive their own Boon or Bane.

Projected Timeline
Timeline Timeline Milestone
0:00-0:05 DMs give Waterdeep Rumors and Faction
Rumors (if appropriate) to table.
0:05-0:15 Players socialize in central area for 10
minutes and share rumors. Roleplay in
character is encouraged. DMs finish set-
up. Admins redirect players to tables after
10 minutes.
0:15-3:15 Players play through Epic Objectives.
1:15-3:15 Laeral Silverhand and/or Jarlaxle Baenre
and/or Mirt visit tables and perform
interactive events.
3:15-3:30 Winner is announced. Epic concludes.

Determining the Winner


This Epic does not have a specific winning team. It’s
not a competitive event. That said, the faction that
accomplishes the most is declared the winner of the
Epic.
In order to determine the winning faction, add up
the total points per faction, and divide by the
number of tables in that faction (calculate the
average points per table, per Faction). In the case of
a tie, all tied factions are winners.
Example: There are 5 tables representing Force
Grey. These tables score 10, 12, 13, 15, and 20
points respectively.
The admin would add up all the Force Grey points:
10+12+13+15+20 = 70 faction points.
Then, the total would be divided by the number of
Force Grey tables: 5 Faction tables.

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DDEP08-01 Chaos in the City Splendors 55
Player Handout 1. Waterdeep Map

Not for resale. Permission granted to print or photocopy this document for personal use only. 56
DDEP08-01 Chaos in the City of Splendors
Player Handout 2. Code Legal
Punishment for a crime can include one or more of the • Hampering justice: fine up to 200 gp and hard labor up
following based on the nature of the crime, who or what to a tenday
the crime is committed against, and the criminal record • Littering: fine up to 2 gp and edict
of the convicted: • Poisoning a city well: death
• Theft: flogging followed by imprisonment up to a
• Death tenday, hard labor up to 1 year, or fine equal to the
• Exile (for a number of years or summers) value of the stolen goods
• Flogging (a set number of strokes) • Treason: death
• Hard labor (for a period of days, months, or years • Vandalism: imprisonment up to a tenday plus fine
depending on the seriousness of the crime) and/or damages covering the cost of repairs plus up to
• Imprisonment in the dungeons of Castle Waterdeep (for 100 gp
a period of days or months depending on the • Using magic to influence an official without consent:
seriousness of the crime) fine or damages up to 1,000 gp and edict
• Fine (payable to the city; inability to pay the fine leads
to imprisonment and/or hard labor)
III. Crimes against the Gods
• Damages (payable to the injured party or victim’s kin;
• Assaulting a priest or lay worshiper: imprisonment up to
inability to pay damages leads to imprisonment and/or
a tenday and damages up to 500 gp
hard labor)
• Disorderly conduct within a temple: fine up to 5 gp and
• Edict (forbidding the convicted from doing something;
edict).
violation of an edict can result in imprisonment, hard
• Public blasphemy against a god or church: edict
labor, and/or a fine)
• Theft of temple goods or offerings: imprisonment up to
a tenday and damages up to double the cost of the
I. Crimes against Lords, Officials, and Nobles stolen items
• Assaulting or impersonating a Lord: death • Tomb-robbing: imprisonment up to a tenday and
• Assaulting or impersonating an official or noble: damages covering the cost of repairs plus 500 gp
flogging, imprisonment up to a tenday, and fine up to
500 gp
• Blackmailing an official: flogging and exile up to 10 years
IV. Crimes against Citizens
• Assaulting a citizen: imprisonment up to a tenday,
• Bribery or attempted bribery of an official: exile up to
flogging, and damages up to 1,000 gp
20 years and fine up to double the bribe amount
• Blackmailing or intimidating a citizen: fine or damages
• Murder of a Lord, official, or noble: death
up to 500 gp and edict
• Using magic to influence a Lord without consent:
• Burglary: imprisonment up to 3 months and damages
imprisonment up to a year, and fine or damages up to
equal to the value of the stolen goods plus 500 gp
1,000 gp
• Damaging property or livestock: damages covering the
• Using magic to influence an official without consent:
cost of repairs or replacement plus up to 500 gp
fine or damages up to 1,000 gp and edict
• Disturbing the peace: fine up to 25 gp and edict
• Murdering a citizen without justification: death or hard
II. Crimes against the City labor up to 10 years, and damages up to 1,000 gp paid
• Arson: death or hard labor up to 1 year, with fines to the victim’s kin
and/or damages covering the cost of repairs plus 2,000 • Murdering a citizen with justification: exile up to 5 years
gp or hard labor up to 3 years or damages up to 1,000 gp
• Brandishing weapons without due cause: imprisonment paid to the victim’s kin
up to a tenday and/or fine up to 10 gp • Robbery: hard labor up to 1 month and damages equal
• Espionage: death or permanent exile to the value of the stolen goods plus 500 gp
• Fencing stolen goods: fine equal to the value of the • Slavery: flogging and hard labor up to 10 years
stolen goods and edict • Using magic to influence a citizen without consent: fine
• Forgery of an official document: flogging and exile for or damages up to 1,000 gp and edict
10 summers

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DDEP08-01 Chaos in the City Splendors 57
Player Handout 3. Rognar’s Grave

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DDEP08-01 Chaos in the City Splendors 58
Player Handout 4. Honorable Knight

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DDEP08-01 Chaos in the City of Splendors
Player Handout 5. Wedding Singer

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DDEP08-01 Chaos in the City of Splendors
Player Handout 6. Waterdeep Rumors
Each table rolls once randomly on the Waterdeep The DM or Epic admin can cut out the rumors and
Rumors Table, below. If a table has a character with hand the appropriate rumor(s) to the table.
the Safe Haven background, the table obtains one
extra rumor from the Faction Rumors Table.

d8 Waterdeep Rumors Table

1 Rumor is that there’s doppelgangers or shapeshifters causing mischief near the Field of Triumph. They’re stealing and
robbing on our turf.

2 Rognar Dennison was poisoned by his cousin. He swore revenge as he was dying.

3 I’m looking for Maggie’s famous Thabort Game. I already tried the Bullmore Grange. There isn't a game there. Do you
know where it is?

4 My cousin rowed out to that ship last night, just to suss things out. Anyways, when they got close, they heard an awful
moaning coming from below decks, and hustled back to the quay.

5 I heard there’s giant monsters from Chult being shown in South Ward. Four-armed apes, giant elephants, and other
fantastic beasts. Only a copper to see ‘em!

6 They just finished cleaning the Honorable Knight, that giant statue near Snail Street. The Watch is going to be on point
for graffiti now—it would take serious guts to deface it.

7 There’s a rival hideout over in the North Ward. If you act quickly and quietly, you could thrash the place. Try checking the
supply room, they keep flammable stuff there—if you know what I mean.

8 This is supposed to be the wedding of the year, and at the last minute, the band cancelled. Not sure what they will do.

d4 Faction Rumors Table

1 I heard that Laeral Silverhand, the Open Lord of Waterdeep, is having trouble with drow smugglers. Aiding her seems like
a sure-fire way to make a powerful ally.

2 If asked “I can be cut, drawn and quartered, but was never alive”, the answer is “A deck of cards.”

3 There’s a riddle: “What is so fragile it breaks when you speak of it?” The answer is “Silence.”

4 Maggie hosts an infamous floating Thabort game. We’re looking for it. It’s not at McKrawley’s Bar this week.

Not for resale. Permission granted to print or photocopy this document for personal use only. 61
DDEP08-01 Chaos in the City of Splendors

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