Forgotten Tales: Dragon Heist
Forgotten Tales: Dragon Heist
Forgotten Tales: Dragon Heist
FORGOTTEN TALES
Experience new challenges and face off against new foes in this
companion supplement for Waterdeep: Dragon Heist.
D R A G O N H E I S T
FORGOTTEN TALES
Experience new challenges and face off against new foes in this
companion supplement for Waterdeep: Dragon Heist.
Credits
Designers: Will Doyle, James Haeck, James Introcaso
Editor: James Introcaso
Layout and Graphic Design: Rich Lescouflair
Art: Provided by Wizards of the Coast and used with
permission
Cartography: Will Doyle, Dyson Logos
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
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All other original material in this work is ©2018 and published under the Community Content Agreement for Dungeon Masters Guild.
Introduction
W
elcome back to Waterdeep! Dragon
Heist: Forgotten Tales is a supplement that
expands the replayability of Waterdeep:
Dragon Heist by providing new content
for the adventure. The multiple villains
and seasons in Waterdeep: Dragon Heist
make it an adventure that must be played multiple times
to experience all the content. Dragon Heist: Forgotten
Tales provides new challenges and story to go along with
the variable elements of the original adventure to allow
players and Dungeon Masters who have experienced
Waterdeep: Dragon Heist to enjoy a fresh tale on a
second play-through.
What’s In Here?
This supplement is divided into four chapters. You can
use every chapter to create an entirely new experience
with Waterdeep: Dragon Heist, or simply use the chapters
or sections of the supplement that interest you.
• Chapter 1, “The Hand of Nessus.” This chapter
provides an alternate beginning to Waterdeep: Dragon
Heist that focuses on the cult of Asmodeus and Bregan
D’aerthe rather than the war between the Xanathar
Guild and the Zhentarim.
• Chapter 2, “New Fireball.” This chapter provides a new
perpetrator of the explosion in Trollskull Alley and gives
the characters a fresh mystery to solve.
• Chapter 3, “New Vault.” This chapter provides a new
Vault of Dragons beneath the streets of Waterdeep for
the characters to plunder.
• Chapter 4, “Above Ground Vault.” This chapter
provides another new Vault of Dragons, an above
ground bank. Use this vault to end your adventure with
a classic bank heist.
• Appendix A. Appendix A contains statistics for
creatures in this supplement not detailed in the Monster
Manual or Waterdeep: Dragon Heist.
• Appendix B. Appendix B contains the maps referenced
in this supplement.
• Appendix C. Appendix C contains two player handouts
used in chapter 4.
2
Introduction
Chapter 1: The Hand of Nessus
T
his chapter provides an alternate
beginning to Waterdeep: Dragon Heist Back-Alley Brawl
that places the machinations of the Bregan As the characters walk down a lightly trafficked street of
D’aerthe and the secret cult of Asmodeus front the Trades Ward, they hear shouting and the sounds of
and center rather than the conflict between violence from a nearby alley. Read the following text to set
the Xanathar Guild and the Zhentarim. the scene:
This beginning is for Dungeon Masters who have run
Waterdeep: Dragon Heist before and want to give their You are walking down a side street in the Trades Ward, and
players something different from the same old beginning.
the sound of braying horses, haggling merchants, and the
It’s also a way for DMs to create conflict between the
Bregan D’aerthe and the Cassalanters’ cult of Asmodeus general noise of the city fills the air. This background noise
rather than leaning on the conflict between Xanathar and is shattered by a dull, fleshy thud. Then a yelp of pain. The
Manshoon’s Zhentarim. sound came from a darkened alley no more than twenty
This chapter completely replaces chapter 1, “A Friend in paces from where you stand. What do you do?
Need,” of Waterdeep: Dragon Heist.
4
Chapter 1 | The Hand of Nessus
Fel’rekt’s Warning
If Fel’rekt is captured, he warns the characters that
they’ve just put young Neverember’s life in grave danger—
his presence was the only thing keeping Renaer safe
from cult assassins. And since he has been forced to flee,
Renaer could be in danger this very minute!
If Fel’rekt escapes, he shouts a warning as he
disappears from sight. “Neverember is in danger! We shall
meet again—at the Right Hand of Nessus!”
6
Chapter 1 | The Hand of Nessus
they offer to join the party. If there are three or fewer The taproom of the God Catcher Inn has a bartender,
characters in the party (including other NPCs), the cultists, and patrons within.
characters have advantage on this check. Only one Bartender. The bartender is a female elf named
character can make this check, and it can’t be repeated Emmarina. She has a sweet demeanor but grew up
until at least 24 hours have passed. tending far worse bars than this, and can drink anyone
Lau is a chaotic good bard (see appendix B of under the table. She knows of the cult and the secret
Waterdeep: Dragon Heist) with these changes: passage in area T3 but knows nothing of their misdeeds.
• She is wearing no armor and has an AC of 12. In fact she thinks they’re a harmless secret society made
• Her hit point maximum is 22 (4d8 + 4). up of noble-born history enthusiasts and academics.
Emmarina is a commoner with a Constitution score of
• Her base walking speed is 25 feet.
17 (+3) and 7 (1d8 + 3) hit points.
• She has a flying speed of 50 feet while not wearing Cultists. Two cultists wearing red tunics are drinking in
medium or heavy armor. a corner and conversing in hushed tones about the fate of
• She has an unarmed talon attack which has a +4 bonus Renaer Neverember (his capture or the next kidnapping
to hit and deals 4 (1d4 + 2) damage. attempt, depending on the characters’ actions). Only a
Jorbin is a neutral good bard (see appendix B of successful DC 20 Charisma (Deception or Intimidation)
Waterdeep: Dragon Heist) with these changes: causes them to reveal the location of their secret passage
• His hit point maximum is 33 (6d8 + 6) in area T3, and they do not fight back unless provoked;
they know they have the law on their side.
• He has darkvision to a range of 60 feet.
Patrons. The other 1d10 + 12 patrons of this tavern are
• He has a climb speed of 20 feet. mostly wealthy merchants and minor adventurers from
• He has an unarmed claw attack which has a +2 bonus to out of town (use acolyte or noble statistics for each). They
hit and deals 2 (1d4) damage. know nothing of the cult but are aware that Emmarina
• He has a +4 bonus to Dexterity (Stealth) checks. hears all sorts of rumors.
• Once per turn when Jorbin moves, he can double his T2. Kitchen
speed until the end of that turn. He can’t do so again The kitchen has a back door that leads onto the back of
until he moves 0 feet on one of his turns. the God Catcher statue. It is kept immaculately clean
thanks to a broomstick of prestidigitation that leans
Climbing the God Catcher against the back wall.
A veritable staircase of scaffolding has been built around
the God Catcher, leading from the street level to all stories Broomstick of Prestidigitation
of the sprawling and disjointed inn that has been built atop Wondrous item, common
the statue. From the inn’s main entrance, sightseers can This broom’s bristles are beautifully styled into a smooth
look out and see all of Waterdeep spread out beneath them. swoop, and its handle is made of dark wood polished to a
mirror shine.
The God Catcher Inn While holding the broom, you can cast prestidigitation. It
The God Catcher Inn is an overpriced tourist trap of an can also clean or soil up to 1 cubic foot of floor or surface
inn, but that doesn’t mean it’s not cozy. A warm fire burns larger than 1 cubic foot by sweeping the surface as you
within its hearth, it serves good ale and passable food, cast the spell.
and its award-nominated wine has been praised by the
Vintners’, Distillers’, and Brewers’ Guild—a fact that its T3. Pantry
bartender never fails to mention.
All rooms are separate from the main structure. The
bar is on the lowest level of the God Catcher Inn, and one The back room of the God Catcher Inn is rather dingy
must walk outside on the scaffolding to reach their room, compared to its cozy, atmospheric taproom. Cheap
many of which curl around the statue’s shoulders like a wooden shelves bow under the weight of sacks of flour,
feather boa or up its outstretched arm like a sleeve. jugs of lard, and other foodstuffs. The entire room smells
These rooms fit a single bed, a small washbasin, and
of vinegar and is lit by a single, flickering oil lamp.
a chest of drawers with room for little else. Each square
foot of the God Catcher Inn’s enchanted walls has AC
18, 50 hit points, and immunity to cold, fire, poison, A character who makes a successful DC 11 Intelligence
and psychic damage and bludgeoning, piercing, and (Investigation) check finds a set of footprints in the dust on
slashing damage from nonmagical attacks not made with the floor, leading to a trapdoor that blends into the wooden
adamantine weapons. floor. A character who spends 10 minutes thoroughly
T1. Taproom searching the room can make a DC 11 Wisdom
(Perception) check, finding the trapdoor on a success.
The taproom of the God Catcher Inn is awash with the T4. Cellar
warm, atmospheric glow of a blazing fireplace. Tall
The God Catcher Inn’s cellar is cold and dark. Rainwater
drips steadily into puddles on the ground, and the insides
shadows fill its corners, and flickering candles adorn each of this tunnel are carpeted by soft green moss. A mote
of its tables. Over two dozen well-dressed guests are dining of arcane light drifts lazily about the ceiling, illuminating
at tables and drinking at the bar. A long-haired half-elf in a three ancient stone doors emblazoned with an arcane sigil.
sharp suit tends the bar and mingles with the guests.
The sigil flares with blinding light, and you feel searing pain Right Hand of Nessus
wrack your body as if you were about to be torn apart into a The sect of the cult of Asmodeus that attacked Renaer
million flecks of dust. Neverember resides within the secret tunnels of the God
Catcher for just over one month. Their base, the hollowed-
out right hand of the God Catcher, is named after the sect
The creature that tried to open the door must make a
itself: the Right Hand of Nessus.
DC 16 Constitution saving throw. On a failed save, the
creature takes 10 (3d6) necrotic damage and gains a level Right Hand General Features
of exhaustion, or half as much damage on a successful This dungeon has the following features:
save. The door only opens at the Blackstaff’s command or Ceilings. The ceilings of the hand are only 6 feet tall,
if a creature makes a successful DC 16 Strength check. causing even average-height humans to stoop slightly in
Treasure. Behind the door is a marble statue of caution.
Khelben Arunsun, the first Blackstaff, kneeling in Doors. Unless otherwise noted, doors are made of
reverence, head bowed, with his hands held palms-up wood and emblazoned with the cult’s symbol. They were
above his head, offering a wand of secrets. made within the past month.
8
Chapter 1 | The Hand of Nessus
Light. The interior of the hand is dimly lit by flickering • H2a. Central Ascent. This ladder continues up to area
candles placed in wall alcoves. H3a and down to area H1a.
Murals. The walls are covered in occult symbols. Each • H2b. Bunks. One cultist is in the middle of putting his
member of the cult has placed their own bloody handprint robes and mask on when the characters ascend to this
upon the stone, creating a grisly mural of devotion to level. He has disadvantage on attack rolls and ability
Asmodeus. checks during the first round of combat.
• H2c. Common Room. Three human cultists are in the
Loreloth’s Rise common area. Two are playing a game of dragonchess
This Asmodean sect is led by Loreloth, a drow warlock while another pens a longing letter to her husband, who
who once served under the famous drow Jarlaxle Baenre does not know she’s in a cult.
as a Bregan D’aerthe mercenary. However, Loreloth • H2d. Imp Training Room. The door to this room bears
betrayed Jarlaxle not long after he moored his three ships a sign that says, “Imp Trainers Only.” Two imps buzz
in Deepwater Harbor. Power-hungry Loreloth attempted a around inside this room and attack all creatures on
mutiny, but his avarice blinded him to the simple fact that sight except for the two acolytes from area H1a.
he was no match for Jarlaxle. Instead of claiming the Bregan
D’aerthe for his own Loreloth found he was barely able to
• H2e. Orb of Nessus. A ball of onyx crystal rests atop a
escape with his life. cushioned pedestal in this room. If a character touches
Lost in an unfamiliar and hostile land, Loreloth hid on it with their bare skin, a sonorous voice echoes in their
the streets of Waterdeep for a tenday, evading Bregan mind, “There is power within your soul. I have been
D’aerthe pursuers and Waterdeep’s City Watch alike. He waiting for one with true potential. Will you enter into a
was eventually apprehended in the Sea Ward by the private pact? My power… for your service?”
guard of Lord Victoro and Lady Ammalia Cassalanter,
a pair of Waterdhavian nobles. Loreloth quickly learned
that not only did the Cassalanters worship the archdevil A Deal with the Devil
Asmodeus but that the drow was to be sacrificed to the A character who touches the Orb of Nessus in area H2e
King of the Nine Hells. and chooses to make a pact may gain a warlock level
And yet, this capture proved auspicious for Loreloth. The when they next level up even if they do not meet the
drow was originally to be sacrificed to Asmodeus by the multiclassing requirements. They must choose Asmodeus,
Cassalanters’ cult, but the silver-tongued drow managed the Fiend, as their Otherworldly Patron. The implications of
to convince the cultists to welcome him into their ranks. this pact are up to the DM.
He quickly rose in prominence within the cult and became If the character chooses not to gain a warlock level when
leader of the sect known as the Hand of Nessus after a few they next level up, the sonorous voice speaks to them
surreptitious bribes and assassinations. once more. He clucks his tongue in disappointment and
then ominously says, “So be it. You could have saved them
with my power.”
H1. Wrist of the Damned A character who wishes to gain this benefit again can
The tunnel ends in a heavy stone door emblazoned with touch the orb again. That character takes 1d10 psychic
the symbol of the cult: a hand with outstretched fingers damage when they touch the orb a second or greater time
with the infernal numeral “9” contained within the palm. but again hears the voice of Asmodeus.
It is unlocked but requires a successful DC 10 Strength
check to open. Failing this check by 5 or more causes the
door to scrape loudly, causing creatures in area H1 to
H3. Knuckles of the Destroyer
None but Loreloth, the leader of this sect, are allowed in
stand up and look to the entrance.
the upper level of the Right Hand of Nessus.
• H1a. Gaze of Asmodeus. A statue of Asmodeus, Fel’rekt Lafeen infiltrated the cult just a few hours
complete with horns, goatee, bat-like wings, and two before the characters arrived, intending to capture
garnet eyes (worth 25 gp each) glowers at all who enter. Loreloth and—depending on the characters’ previous
Two cultists and two acolytes of Asmodeus chant an actions—free Renaer Neverember. Loreloth, saw through
Infernal prayer. his disguise, and the combined might of the cult quickly
• H1b. Lavatory. This room contains a small chamber subdued him. Fel’rekt is imprisoned in area H3d.
pot. One unfortunate cultist carries it downstairs to • H3a. Upper Ascent. This ladder terminates here and
empty it. During the first round of combat he hurls its descends to area H2a.
contents at intruders. It has a range of 10 feet and a
• H3b. Thumb of Conquest. A door leads out into open
5-foot-radius splash area. A creature within this area
air, and onto the crux of the statue’s thumb. Below is a
must make a successful DC 11 Constitution saving
dizzying, 100-foot drop to the city street, and across the
throw or be poisoned for 1d4 rounds.
thumb is Loreloth’s sleeping chamber. One of Loreloth’s
• H1c. Lower Ascent. This chamber contains a wooden spined devils roosts atop the thumb; the other is on a
ladder that leads up to area H2a. mission elsewhere. Loreloth’s chamber contains a gold,
H2. Palm of Domination ruby-studded symbol of Asmodeus worth 250 gp.
The air here is thick with pale pink smoke. Creatures who • H3c. Hall of Relaxation. This is Loreloth’s personal
have not placed a bloody handprint upon the wall take 1 lounge. He stole more than a few pieces of furniture
poison damage when they first enter the smoke and again from the inn below and positioned them luxuriously up
at the end of every minute they spend within it. A creature here. Loreloth is a drow cult fanatic and spends most
can make the print with their own blood or any other of his time here. If cornered here, he conceals his abject
creature’s, as long as it is their hand. The cultists are terror by congratulating the characters on reaching his
immune but know the secret and reveal it if interrogated sanctum and praises their ambition and initiative. He
with a successful DC 15 Charisma (Intimidation) check. asks if, now that they’ve annihilated his former cultists,
T
his chapter presents changes you
can make to chapter 3, “Fireball,” of
What Changes
Waterdeep: Dragon Heist to provide a new The following details of chapter 3, “Fireball,” of
cause behind the explosion in Trollskull Waterdeep: Dragon Heist are changed:
Alley and a new way to begin the search for • House Gralhund is not involved in the plot at all, nor
the Stone of Golorr. is Lady Gralhund’s nimblewright. Do not use the
Malcal Relet, a power-hungry drow mage who once “House Gralhund,” “Nim’s Secret,” “Gralhund Villa,”
worked with Bregn D’aerthe, is responsible for the fireball “Aftermath,” or “Loose Ends” sections of the chapter.
and stealing the Stone of Golorr. He attempted to kill • The “What’s Happening Here?” “After the Blast,”
Jarlaxle and seize control of the mercenary band but and “What Renaer Knows” sections of the chapter
failed. Malcal barely escaped the Sea Maiden’s Faire with have details changed as noted in the specific story
his life and is constantly looking over his shoulder for descriptions since House Gralhund is no longer involved
Jarlaxle’s forces. He knows about the Stone of Golorr and in the plot.
steals it to buy protection for himself.
12
Chapter 2 | New Fireball
Eyewitnesses (a male deep gnome) and his shop are found in chapter
1, “A Friend in Need,” of Waterdeep: Dragon Heist. If the
The characters can interview the eyewitnesses listed in characters ask Xoblob about a drow coming in to buy a
chapter 3, “Fireball,” but they get different responses. magic gem, Xoblob becomes angry, saying:
Fala Lefaliir
Fala tells the characters, “I was watering plants in the “That gem was magic? Curses! I new I should have charged
greenhouse on the second floor of my shop when the more… or kept it for myself. That drow needs to pay for
blast blew out some of the windows. Lucky I wasn’t
ripping me off. I’ll send you, my minions, to do it. The
injured! Through the smoke, I saw a cloaked figure take
something from the body of a dead gnome then break a feeble elf told me he was staying in the Southern Ward. You
gem to summon that creature of fire! The figure ran off to should be able to find him there. His name is Malcal.”
the south as the creature started causing havoc.”
Jezrynne Hornraven After the characters talk to Xoblob, the Xanathar sends
Jezrynne tells the characters, “The mage who made that a gazer (see appendix B of Waterdeep: Dragon Heist) to
fire was a dark elf. I saw his face!” If the characters ask shadow their movements. The beholder wants to keep
around, a successful DC 15 Charisma (Investigation) tabs the characters since they are on the trail of the Stone
check learns drow are rumored to be spotted more of Golorr. If this gazer is killed, Xanathar doesn’t send
frequently in the Dock Ward of late, specifically around a another one to replace it.
boat called the Heartbreaker.
Martem Trec Renaer’s Thoughts
Martem tells the characters, “The figure who cast As described in chapter 3 of Waterdeep: Dragon Heist,
the explosion broke a gem, which summoned the fire Renaer can inform the characters about the Stone of
monster. I just saw that gem in the Old Xoblob Shop Golorr and Dalakhar. If the characters ask him about
yesterday in the Dock Ward!” Martem is a collector of Malcal Relet, he knows nothing but offers to ask the
trinkets so he frequents the curious shop and can tell the Harpers what they might know. The Harpers inform
characters where it is. Renaer that a drow has been spotted in the Southern
Ward, but they know nothing more.
Heartbreaker
If the characters talk to Jezrynne Hornraven (see
Southern Ward
“Eyewintesses”) they can poke around the Heartbreaker Once the characters learn that Malcal is staying in the
for clues (see chapter 7, “Maestro’s Fall,” of Waterdeep: Southern Ward, they can try to investigate to pinpoint his
Dragon Heist). If the characters ask the ship’s crew about exact location.
drow, they are initially turned away, though insistent • A character who spends 1 day asking around the
characters get the sailors to contact Jarlaxle as described Southern Ward learns that a drow has been seen
in “Dock Ward Distraction” in chapter 3 of Waterdeep: entering a rundown house on Ilisar’s Alley with a
Dragon Heist. successful DC 15 Charisma (Persuasion) check or by
spending 15 gp in bribes and gifts.
Talking with Zardoz Zord
The characters can chat with Zardoz Zord (Jarlaxle • A character who spends 1 day systematically searching
Baenre in appendix B of Waterdeep: Dragon Heist in the streets of the Southern Ward has a 10 percent
disguise) about the rumored drow sightings in the area, chance of noticing Malcal entering a rundown house on
and the captain responds, saying: Ilisar’s Alley.
• Characters can use their background features or
connections to organizations to get help searching the
“I do hire some drow to work at the carnival, just as I
Southern Ward for Malcal. These characters learn after
hire anyone with a good work ethic. One drow, Malcal 1d10 days that Malcal is hiding in a rundown house on
Relet, sadly didn’t have the stomach for the work. He was Ilisar’s Alley.
angry and tried to steal money from the Sea Maiden’s
Faire so I had to let him go. Rumor is he has a safe house
somewhere in the Southern Ward.”
Malcal’s Safe House
Malcal Relet was hiding the Stone of Golorr in a rundown
house on Ilisar’s Alley in the Southern Ward. The mage
Jarlaxle wants to find Malcal to make him pay for his wants to give the stone to the adventure’s main villain as
insolence. The captain knows the mage is somewhere a way to protect himself against Bregan D’aerthe (or as a
in the Southern Ward, but hasn’t pinpointed Malcal’s way to get himself back in the organization’s good graces
address yet. Jarlaxle hopes the characters can lead Bregan if the villain is Jarlaxle, who accepts the offer for the stone
D’aerthe to the mage. After meeting with the characters, then send agents to kill Malcal anyway).
Jarlaxle orders Soluun Xibrindas (see appendix B of
Waterdeep: Dragon Heist) to shadow the characters. Should They or Shouldn’t They
The characters must proceed carefully, since they have
Old Xoblob Shop only testimonies and no hard evidence that directly
If the characters talk to Martem Trec (see implicates Malcal Relet in the attack in Trollskull Alley.
“Eyewitnesses”), their search could lead them to the Old Their two basic choices are to share what they know with
Xoblob Shop in the Dock Ward. A description of Xoblob the City Watch or to visit Malcal’s safe house themselves.
Aftermath
If the characters investigated the house, proceed to
chapter 4, “Dragon Season,” starting with the first
encounter in the main villain’s encounter chain.
14
Chapter 3: New Vault
T
his is a new Vault of Dragons meant keys needed to open the door should be three completely
to replace the one found in chapter 4, different keys than others your group used to previously
“Dragon Season,” in Waterdeep: Dragon open the vault.
Heist. It is meant to be used by groups that
play through the adventure more than once S2. Decorated Stair
and provides fresh challenges. These stairs go down from the entrance of the vault (area
S1) to the entrance of the crypt (area S5). The walls are
Vault Features decorated with carvings of dwarf artisans crafting grand
weapons and armor.
All areas of the vault have the following features:
• Any spell that tries to contact a creature in the vault Slab Door
fails, as does any spell that attempts to scry on the vault The door to the crypt (area S5) appears to be a stone slab
interior or any creatures within. Teleporting into the without handles or hinges. A carving in Dwarvish on this
vault from outside is impossible. side of the door reads, “Only a true dwarven craft can
• Ceilings in the vault are 20 feet high. open.” A detect magic spell reveals the door radiates an
aura of abjuration magic.
• Walls are made of mortared stone and require a
The door does not open from this side, however it
successful DC 15 Strength (Athletics) check to climb
opens just like a normal door from the crypt (area S5).
without equipment. Doors are solid stone slabs with
The door cannot be harmed, except by a magic weapon
stone handles and hinges.
crafted by dwarves, such as a dwarven thrower or the
• Except in area S9, there are no light sources. +1 warhammer hidden in the chamber of dance (see
“Treasure” in area S3).
Areas of the Vault S3. Chamber of Dance
The following locations are keyed on the map in
appendix B. This small chamber has the following features:
• A harpsichord in the center of the room begins playing a
S1. Vault Door jaunty tune as soon as the door is opened.
This vault door is as described in area V1 of chapter 4, • A mosaic depicts several ornate axes and one
“Dragon Season,” of Waterdeep: Dragon Heist. If this is magnificent warhammer lined in a neat row along the
your second or greater time playing Dragon Heist, the wall 5 feet above the floor.
16
Chapter 3 | New Vault
A different word appears in each room. The word that remove curse spells, or similar magic breaks the ward’s
appears depends on the order in which the doors are hold on a dragon for 1 hour. If an affected dragon moves
opened. 1 mile away from the Vault of Dragons, the effects of the
• The first room opened has the word “OUR.” ward end immediately.
• The second room opened has the word “BURIED.” Aurinax
• The third room opened has the word “SECRETS.” The dwarf is actually Aurinax, an adult gold dragon
• The fourth room opened has the word “REVEAL.” (see appendix B of Waterdeep: Dragon Heist), and his
• The fifth room opened has the word “GOLDEN.” staff is the dragonstaff of Ahghairon (see appendix A of
Waterdeep: Dragon Heist). Aurinax is affected by the ward
• The final room opened has the word “LIGHT.”
(see “Ancient Ward”), and currently sees all creatures that
Put together in order these words form the sentence, are not dwarves as his enemies. When Aurinax notices
“Our buried secrets reveal golden light,” which is a clue as the characters, he transforms into his dragon form and
to which grave in the crypts (grave F in area S5) leads to attacks any characters that are not dwarves (though he
the main vault (area S9). does not hesitate to attack dwarves who harm him first).
If all of the doors are to the clue alcoves are closed, the Aurinax pays no attention to dwarf characters and allows
runes fade after 10 minutes and the magic resets. them to come and go freely from the chamber, taking as
much gold as they like, though he attacks anyone who
S8. False Treasure Room tries to take his staff.
This large room has the following features: Damaging Aurinax allows him to make a saving throw
• An enormous mound of gold and gems sits in the center against the ward’s effects while casting the dispel magic,
of the room. protection from evil and good, or remove curse spell
• A secret door is carved in the west wall. breaks the ward’s hold on the dragon for 1 hour.
If freed from the effects of the ward, the grateful
Treasure Pile dragon thanks the characters. He tells them they can
A detect magic spell reveals the mound of treasure take the gold as a reward for saving him. The dragon
radiates an aura of transmutation magic. When a is fine breaking his word to Dagult Neverember, since
creature touches the treasure, it turns into green acid the former Open Lord left Aurinax in the chamber to go
that immediately sloshes all over the floor of the room. mad. Aurinax desires to leave the chamber as soon as
Each creature in area S8 must make a DC 13 Dexterity possible as to not fall victim to the ward’s effects again, so
saving throw, taking 22 (4d10) acid damage on a failed he doesn’t stick around. If the characters mention using
save or half as much on a successful one. After the the gold for some nefarious purpose or giving it to an
treasure pile turns to acid, a new one reappears in the infamously evil person (like Manshoon) or organization
room 10 minutes later. (like the Xanathar Guild), Aurinax reconsiders leaving the
Secret Door vault right away and attacks.
A successful DC 15 Intelligence (Investigation) check Treasure
notices the outline of the secret door, which leads to The treasure in this area is the same as described in area
area S6. V9 of the Vault of Dragons in chapter 4, “Dragon Season,”
of Waterdeep: Dragon Heist.
S9. Main Vault
This room is brightly lit by the continual flame spell cast
on torches in wall sconces and has the following features:
Leaving the Vault
When the characters leave the vault, they face the forces
• An aged dwarf mutters to himself in one corner of the
of their chosen main villain as described in chapter 4,
room, clutching a staff carved and painted to resemble a
“Dragon Season,” of Waterdeep: Dragon Heist.
pair of entwined dragons — one red, one gold.
• An ancient ward in the vault causes dragons to go mad
when they enter the area.
• Deep alcoves line the walls, and piled in one of them is a
vast golden trove.
Ancient Ward
The dwarves that constructed the vault feared greedy
dragons coming to steal their valuables, so the dwarves
enchanted this room with a powerful ward. A detect
magic spell reveals the walls, ceiling, and floor of this
chamber radiate an aura of enchantment magic.
When a dragon enters this chamber it must succeed
on a DC 20 Wisdom saving throw or see all creatures
that are not dwarves as enemies. The dragon cannot use
Legendary Resistance to succeed on this saving throw.
The dragon also becomes totally indifferent toward
dwarves, unless a dwarf harms it, then the dragon
becomes hostile toward that dwarf. A dragon under
this effect can repeat its saving throw whenever it takes
damage. The dispel magic, protection from evil and good,
Y
ou can use this above-ground vault when • The Vault of Dragons is always in the same location. No
you run Waterdeep: Dragon Heist to give the matter which season you use, skip the final stage of the
characters a challenge that feels more like a encounter chain.
classic heist than a dungeon delve. • The information provided by the Stone of Golorr is
different (see the “Attuning to the Stone” sidebar) and
leads the characters to residents of the city who work
inside the Vault of Dragons.
Adapting Fireball • Replace the Vault of Dragons with the one in this
section of this supplement. When the characters leave
If you plan to use this vault, make the following
the vault, they face the henchmen of the main villain
adjustments to chapter 3, “Fireball,” of Waterdeep:
(see “Leaving the Vault” in chapter 4, “Dragon Season,”
Dragon Heist. After Dalakhar is assassinated, the
of Waterdeep: Dragon Heist).
characters discover a charred scroll case on his body.
Inside, they find a letter to Lord Nevember that explains
the existence of the Vault of Dragons and the powers of Attuning to the Stone
the Stone of Golorr. A character who attunes to the Stone of Golorr learns the
Dalakhar’s letter is addressed to Lord Dagult following information:
Neverember. Any character local to Waterdeep recognizes • The address of the Vault of the Dragons and the nature of
Dagult as the prior Open Lord of Waterdeep, who was the spell of forgetfulness surrounding it (see “The Spell of
ousted by a council vote while working overland in Forgetfulness”). The bank is in the Sea Ward on the corner
Neverwinter. Any character who succeeds on a DC 10 of Grimwald’s Way and the Street of Whispers.
Intelligence (History) check recalls that Lord Neverember • The names and addresses of three “vault contacts” that
is reputed to have embezzled a fortune in gold from the work inside the bank. The characters can shake down
city’s funds. When the crew finds the letter, give them the these operatives to learn valuable info about the bank (see
“Dalakhar’s Letter” handout from appendix C. “Vault Contacts”).
• The stone also provides the name of the vault’s gold
Adapting Dragon Season dragon guardian and the powers of the staff in its
possession (see the description of the dragonstaff of
Ahghairon in appendix A of Waterdeep: Dragon Heist).
Play through the encounter chain in chapter 4, “Dragon
Season,” of Waterdeep: Dragon Heist with the following
important alterations:
18
Chapter 4 | Above Ground Vault
The Vault of Dragons The Magic Coins
If any creature on the same plane of existence as Aurinax
The Vault of Dragons is a working bank and investment draws a map of the bank or writes down any information
firm that caters exclusively to Lord Neverember’s estate. about it, Aurinax is magically alerted to the existence of
Dagult’s trusted factotum, the gold dragon Aurinax these writings. In response he can animate coins from the
(see appendix B of Waterdeep: Dragon Heist), carefully treasure vault and send them flying off to hunt the items
manages his master’s estate from the building’s offices. Six down! When a coin is animated, the dragon embossed
bank staff and six security guards serve under Aurinax. on its surface crawls out of the coin and flies off under
The bank is only accessible to the public by Aurinax’s command.
appointment. Bank staffers work during daylight hours An animated dragon coin (see appendix A) can always
with the security guards working in shifts throughout the sense the direction of the nearest piece of vault-related
day and night so that four of them are present at any time. writing. Within Waterdeep it takes 1d3 hours to reach its
destination. For every 100 miles outside of the city that
The Spell of Forgetfulness the writings are located add 4 hours to this total. When
Except for Aurinax and the creature currently attuned to the coin locates the writing, it attempts to steal it without
the Stone of Golorr, everyone who sets eyes on the bank being spotted or burn it to cinders with its breath weapon.
is subjected to the effects of its enchantment: a powerful If an animated dragon coin doesn’t return, Aurinax sends
spell of forgetfulness. When such creatures move out of a swarm of animated dragon coins (see appendix A) to
sight of the building, they immediately forget everything destroy the writings and murder anybody guarding them.
about it: its location, importance, layout, and defenses. Should this fail, the dragon gets an animated coin to lead
They actively avoid thinking about the gaps in their him to the target so he can deal with the problem himself.
memory and are dismissive of others who attempt to
query these blanks. If they return to the bank, they regain
all memories of it. Outside of the bank only a remove
Vault Contacts
curse spell or similar magic can restore their memories. Each day the same twelve city residents are tricked
Creatures subjected to these effects can learn about the into working in the Vault of Dragons as coin-counters,
bank from other sources, but such knowledge is lost again accountants, serving staff, and security guards. When
by leaving the area of the bank. If a character is affected they leave the premises, they forget all about their day
by the spell of forgetfulness, the onus is on the player and presume they’ve just done a normal shift in their
to roleplay their character’s memory loss. Award them “real” jobs.
inspiration if they play this well! The adventurers can use the Stone of Golorr to track
down these workers and interrogate them. However, the
Brainwashed Bank Workers only way to pry their memories from them is to question
The bank workers are all affected by the spell of them in sight of the bank, use a remove curse spell, or
forgetfulness. Each morning, carriages collect them attune them to Stone of Golorr.
from their homes to deliver them to what they presume Any bank worker who fails to arrive for their shift raises
are their real jobs. Deposited outside the bank, they the dragon’s suspicions and may cause problems for
remember their actual duties. On leaving the premises, the heist. Aurinax has no loyalty to any of his workers
they forget everything they’ve learned and return home and doesn’t hesitate to replace them if they present
thinking they’ve had a normal day at work elsewhere. complications to his duties.
Business Contacts
Aurinax exploits the spell of forgetfulness to gain an Gaining Vault Contacts
edge in his business dealings. Posing as the elderly gold When an adventurer attunes to the Stone of Golorr, they
dwarf banker Barok Clanghammer, his standard ruse learn the names and addresses of three vault contacts.
is to lure potential business partners to the bank for an Roll three times of the Vault Contacts table to determine
introductory meeting. While surprised to learn of the these individuals. All contacts know the following
bank’s existence, most are curious enough to attend. information:
Knowing his clients are sure to forget everything as soon • The Vault of Dragons is a private bank and investment
as they leave the premises, Aurinax uses these meetings firm owned by one of the masked lords of Waterdeep.
to strike the most advantageous business deals possible.
• A dwarf banker named Barok Clanghammer manages
Once he’s sure of a bargain, he arranges a second meeting
the premises. None of the workers are aware of
on neutral ground to strike an accord that remains lodged
Aurinax’s true form.
in his partners’ memories.
• Each contact can describe the layout of the security
zones to which they are assigned.
20
Chapter 4 | Above Ground Vault
of House Lanngolyn who lives alone in an opulent Sea lycanthropes. She’s extremely wary around strangers
Ward apartment. He’s currently taking a sabbatical and booby-trapped her North Ward apartment with
following a decade of loyal service so after each day of poison dart traps (see “Traps” in chapter 5, “Adventure
work he convinces himself that his visits to the bank Environments,” of the Dungeon Master’s Guide). Rowan
are relaxing trips around the city. Ombert can reveal the can reveal the following information:
following information: • As each new guard arrives for their shift, Clanghammer
• On Clanghammer’s orders Hardingdale arranges tells them the password needed to unlock the door at
meetings with business clients to discuss investments. the main entrance.
These clients are often invited to the bank and • Clanghammer rarely leaves his office at night.
entertained in the meeting room. • There’s a drainpipe at the rear of the building that can
• Hardingdale carries two keys: his desk key and the key be used to gain access to the roof.
to the counting house. When he leaves the premises, he • If Jarlaxle’s agent is on site, a flamboyant tiefling
locks the counting house key inside his desk drawer. recently rented property opposite the bank. Rowan
• The meeting room has a lingering stench of burned suspects that she’s spying on the building.
flesh so Hardingdale opens a window each morning to
air it out. Sergeant Grim Tallstag, Guard
Bank zones: Public bank, private offices
Rosy Meadowcup, Cook Sergeant Tallstag (LN male Chondathan human veteran)
Bank zones: Public bank, private offices, maintenance was a career soldier with the Waterdeep Guard who has
area since retired into private security. Haughty and officious,
Cheery Rosy (NG female lightfoot halfling commoner) the old sergeant now lives in the Sea Ward with his
owns a bakery in the Southern Ward. She keeps an household of browbeaten servants. Tallstag can reveal the
enchanted cow in her back yard, and in her spare time following information:
she experiments with making magic cookies using its • The guards don’t patrol the basement.
milk. Her most recent batch causes the effects of a Wild • The treasure vault is warded against spells. The only
Magic Surge when consumed (see the “Sorcerer” in way to get inside is to go through the door in the
chapter 3, “Classes,” in the Player’s Handbook). Rosy can counting house.
reveal the following information:
• There are six guards in total, but they work in shifts so
• There is a small goods elevator that ascends from the that only four are on duty at a time.
kitchen to Clanghammer’s office on the second floor.
• During the day Rosy’s assistant Stark delivers meals to Stark Turnskull, Cook’s Assistant
the clerk at the front desk, the banker’s office, and the Bank zones: Public bank, private offices, maintenance
coin-counters in the counting room. area
• A small creature such as a halfling or gnome could Stark (NG male half-orc thug) is a monstrously large
squeeze through the waste pipes to enter the toilet block half-orc with a heart of gold. This gentle giant has adopted
from the sewers. twelve orphan children, whom he raises in a Dock Ward
attic apartment alongside a crotchety but kind-hearted
Rowan Silverbrook, Guard cat affected by the awaken spell named Silas Red. Silas
Bank zones: Public bank, private offices can speak and understand Common. The gold from the
Following a violent altercation with a werewolf, Rowan Vault of Dragons could transform the children’s’ lives so
(CN female Chondathan human veteran) is marked
for death by the People of the Black Blood, a league of
22
Chapter 4 | Above Ground Vault
Raiding the Vault Surveillance
Any character who takes this action must be attuned
The characters can launch their heist during the day to the Stone of Golorr when the action is performed,
or night. Daytime heists work well for deception and otherwise the spell of forgetfulness wipes all memory of
disguise, whereas night heists are better for stealth. the bank from their mind when they leave the area!
Your characters may even plan a heist that extends over
both time periods. For example, smuggling themselves Surveillance: Wisdom (Perception) Check
inside the premises during the day and raiding the vault DC Observation
at night. The locations detailed below note day and night
10 The bank’s guards don’t patrol outside the
difference where appropriate, as well as any modifications
premises at all.
caused by your chosen season.
12 Workers arrive and leave by carriage. A dwarf
meets them outside and escorts them inside.
Heist Lowdown: Vault of Dragons
The Vault of Dragons is a private bank in Waterdeep’s Sea 14 There is a manhole leading into the sewers on the
Ward. This gothic, three-story stronghold is built from street outside the bank.
marble bricks decorated with fearsome dragon statues. A 16 A drainpipe ascends to the roof at the rear of the
windowless treasure vault occupies the core of the building. building.
Dimensions. Each square on the map represents 5
feet. Ceilings are 25 feet high in corridors and rooms. 18 One of the upstairs windows is often left open.
All surfaces are made from worked marble carved with 20+ The dwarf infrequently meets well-dressed visitors
images of dragons.
outside the bank and escorts them inside.
Doors and Windows. Doors are made from reinforced
duskwood and are locked unless specified otherwise.
The security guards carry keys, as does Aurinax (area V8). Gathering Information
Picking a standard door lock requires a successful DC Information about the bank is limited due to the spell of
15 Dexterity check made with thieves’ tools. The security forgetfulness, but a character could still get lucky.
guards do not know the combination to the lock on the
treasure vault. Windows are locked unless specified Gathering Information: Charisma
otherwise, requiring a successful DC 14 Dexterity check (Persuasion) Check
made with thieves’ tools to pick. On the first floor windows
are set 18 feet above street level. DC Information
Lighting. Wall-mounted lanterns shed bright light 18 Many of the city’s merchant houses are reputed
throughout the interior of the bank. These flames are to have dealings with a private investment bank
magical in nature and can’t be extinguished unless their named the Vault of Dragons. Occasionally they
lantern housings are smashed. send envoys to discuss business on the premises.
Security. The Vault of Dragons has four zones: the
public bank, the private offices, the maintenance area, and 20+ Lord Nevember is reputed to have left his
the vault. Four veteran security guards patrol the public business interests in the care of a gold dragon
bank and private offices with four nimblewrights (see factotum named Aurinax, who often masquerades
Waterdeep: Dragon Heist) stationed throughout the vault. as a dwarf banker named Barok Clanghammer.
The maintenance area is unpatrolled. The entire building
is enchanted with a spell of forgetfulness that makes
onlookers forget about the bank the moment they move
away from it (see “Spell of Forgetfulness”). Vault Locations
In addition to these security features, trained sorcery The following descriptions correspond to locations
crows (see appendix A) are kept inside wall-mounted cages marked on the Vault of Dragons map (see appendix B).
outside every door shown on the map. If these creatures
sense the presence of spells, they start squawking loudly to
alert the guards.
Magical Protections
If intruders are detected, the security guards call out to Powerful enchantments cast over the Vault of Dragons
sound the alarm. When the alarm is tripped, the magic shield it and its inhabitants from detection by divination
dragon statues carved into the walls throughout the bank magic. Any spells cast to learn the bank’s location or
start roaring and bark out the location of the intrusion. discern anything about its inhabitants fizzle out as they
Sounds and Smells. During the day the occupied areas of are cast. The nimblewrights inside the bank can’t be
the bank echo with the industrious hubbub of bank clerks, detected by the nimblewright detector while they remain
scribes, and coin-counters going about their business. The inside the vault.
vault itself is mostly silent, save for the crackling hiss of In addition, no spell other than wish can be used to
lantern flames.
enter or leave the treasure vault at area V14. Astral
projection, teleport, plane shift, word of recall, and similar
spells and effects fail as do effects that banish another
Preparation actions creature to a different plane of existence.
Prior to the heist each character can perform one of the
preparation actions listed on the “Heist Preparations”
Exterior Areas
handout in appendix C. Any actions specific to this These areas aren’t guarded. The bank stands on a busy
location are described. street corner that falls under the jurisdiction of the City
Watch.
24
Chapter 4 | Above Ground Vault
across the North. If presented to Laeral Silverhand or Vault
her enemies, these files would topple at least a third of
Waterdeep’s masked lords and ensure Dagult never rules Nimblewrights patrol the vault as shown on the map.
openly again in the north. They can be sold for 5,000 gp Only Aurinax and his coin-counters are allowed inside the
to the right buyer. vault. The nimblewrights attack anyone else they discover
Aurinax’s Keys. Aurinax carries the key to the treasure inside.
vault (area V14) on a keychain around his neck and the V13. Vault Entrance
keys for the counting house (area V9) and main entrance The double doors leading into the vault are wide enough
(area V1) in a belt pouch. for a horse and cart to pass through. Each giant door is
V9. Counting House crafted from solid steel. The doors are kept shut at all
This austere chamber is used to count gold passing into hours and opened via a combination lock.
and out of the vault. Two commoner coin-counters work Combination Lock. Each of the four dials on this lock
in here during daylight hours: Mouse and Wynn Sydlewise bears a sequence of arcane symbols. To unlock and open
(see “Vault Contacts”). Neither particularly likes the other, the door the dials must be turned so that the correct
and they tend to work in silence. sequence of symbols is facing outwards across the dials’
Fortified Door. The door leading into the counting surfaces. Aurinax changes the combination every day.
house has a superior lock. A character who succeeds on Whenever he interacts with the lock, he angles his body
a DC 20 Dexterity check with thieves’ tools picks the lock. so that nobody else can see what he’s doing. Only the
Mouse and Wynn both carry keys to this door, which they sorcery crow on the perch nearby can see him properly.
return to Aurinax at the end of each shift. V14. Treasure Vault
Speaking Tube. Whenever the coin counters need to This vast stone vault is heaped with 500,000 gp. Large
access the vault, they summon “Master Clanghammer” stone pillars support the roof and low-burning lanterns
via the speaking tube to his office (area V8). cast flickering light across the floor. Four nimblewrights
Optional: Manshoon’s Agent. Kosev Marsk (LE male patrol the vault.
Damaran human mage) hides inside a portrait on the
wall in here. Kosev fraudulently mailed this painting to
the bank as a gift from House Lanngolyn, knowing that Leaving the Vault
Aurinax would be obliged to hang it up to please his When the characters leave the vault, they face the forces
client. At night Kosev crawls out of the painting and tries of their chosen main villain as described in chapter 4,
to break into the treasure vault at area V14. “Dragon Season,” of Waterdeep: Dragon Heist.
V10. Kitchen
During daylight hours this small but well-appointed kitchen
is tended by commoner halfling cook Rosy Meadowclip
and her half-orc thug assistant Stark Turnskull (see “Vault
Contacts”). Rosy and Stark prepare food for the workers
and take the dishes to their desks. Fine cuisine for Aurinax
is delivered to his office via the dumb waiter.
Dumb Waiter. A small goods elevator runs between the
kitchen and Aurinax’s office on the floor above. A Small or
smaller creature could ride the elevator as long as another
creature stays behind to turn the wall-mounted crank.
Maintenance Area
This area is off-limits to the public, and the alarm is
raised if any trespassers are spotted here. No guards
patrol this area.
V11. Storeroom
Piles of storage boxes, spare writing supplies, lanterns,
oil, firewood, and unwanted gifts from clients are filed
away inside this chamber. Anyone trying to hide in here
can make their check with advantage.
V12. Furnace
The bank is heated by underfloor iron flues that flow from
this large furnace. Cook’s assistant Stark Turnskull (see
area V10) is responsible for keeping the furnace fueled
with firewood.
Optional: Cassalanter Agent. Evil succubus Bled
Tsavilika lurks in the furnace chamber. The fiend plans
to seduce Stark Turnskull and use him to gain access to
the counting house (area V9). Once inside, she intends
to torture the coin-counters for information about the
vault. Bled retreats to the ethereal plane if she needs to
escape detection.
25
Appendix A: Monster & NPC Statistics
This appendix details monster and NPC stats that do not
appear in the Monster Manual or Waterdeep: Dragon Heist.
26
Appendix A | Monsters & NPCs
Sorcery Crow Swarm of Animated Dragon
Small beast, unaligned
Coins
Armor Class 13 Medium swarm of Tiny constructs, neutral
Hit Points 1 (1d4-1)
Speed 10 ft., fly 50 ft. Armor Class 15 (natural armor)
Hit Points 68 (8d8 +32)
STR DEX CON INT WIS CHA Speed 5 ft., fly 30 ft.
2 (−4) 16 (+3) 8 (-1) 8 (−1) 14 (+2) 5 (−3)
STR DEX CON INT WIS CHA
Skills Perception +4 10 (+0) 15 (+2) 18 (+4) 9 (-1) 12 (+1) 5 (−3)
Senses darkvision 60 ft., passive Perception 14
Languages understands Common but can’t speak Skills Stealth +4, Perception +3
Challenge 0 (10 XP) Damage Resistances piercing, bludgeoning, and slashing from
nonmagical weapons that aren’t adamantine
Damage Immunities necrotic, poison
Spellsight. The crow can spot the presence of spells within its Condition Immunities charmed, deafened, frightened, paralyzed,
range of vision, even if such spells are normally invisible. When petrified, poisoned
it spots spells, it crows loudly. Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but
Actions can’t speak.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Challenge 3 (25 XP)
Hit: 1 piercing damage.
Reactions Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
Wild Demise. If a weapon or spell attack reduces the crow to 0 enough for a single gold coin. The swarm can’t regain hit points
hit points, the attacker is subjected to the effects of a wild surge or gain temporary hit points.
(see the “Sorcerer” class in the Player’s Handbook).
Shapechanger. The swarm can use its action to polymorph
into true form of a pile of 500 Waterdhavian dragon coins or
polymorph back into its animated dragon swarm form. Its
statistics are the same in each form. Any equipment it is wearing
or carrying isn’t transformed. It reverts to its true form if it dies.
Actions
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the
swarm has half of its hit points or fewer.
Fire Breath. The swarm exhales fire in a 15 ft. cone. Each
creature in that area must make a DC 13 Dexterity saving throw,
taking 14 (4d6) fire damage on a failed save, and half as much
damage on a successful one.
W2
W1
Mendevar Street
Whim Street
H3
28
T4a
God Catcher Inn T4b
T4
T2 T3
T5
T1
God Catcher's
Right Hand
H3c H3d
H3a
H4
H3b
H2c
H2a H2e
H2d
H2b
H1a
H1b
H1c
29
S5
Malcal's
S4 Safe House
S1
S2
S3
S8
S7
A B
S7
C S5 D S7
S6
S4 E F S7
S3 S2
S7
S1 S7
S9
Vault of Dragons
(Below Ground)
30
Vault of Dragons (1st Floor)
Vault of Dragons
(Basement)
31
Appendix C: Player Handouts
My lord Neverember,
I write with grave news. I succeeded in recovering the Stone of Golorr,
but thus far my efforts to escape the city with it have met with
naught but failure. Alas, my cover has been blown. My only hope now
is to hand the stone over to a group of worthy adventurers and pay
them to smuggle it outside of Waterdeep.
The road to this decision has not been easy. As we hoped, Xanathar
blamed Manshoon for the stone’ s theft, but the war between them did
not diminish either party’ s interest in the Vault of Dragons. Escaping
them has proven impossible: Xanathar has eyes everywhere and the
Black Network controls many of the clandestine routes out of the city.
Even worse, I have learned firsthand that your old enemy Jarlaxle
Baenre is abroad, and his Bregan D’ A erthe mercenaries are hunting for
your hidden treasury. To evade them, I sought the protection of the
Cassalanter noble family – whom I know have served you well in the
past – but they betrayed me and tortured me in their dungeons for
days. I escaped, but I fear that the Cassalanters are working for a
darker power: perhaps one not of this world.
Regrettably, the stone briefly passed out of my hands during the days
that the Cassalanter’ s held me. It’ s possible one or more of our
enemies has used it to locate the Vault of Dragons and may now be
seeking a way to steal your treasure cache. Time is not on our side.
I wish you luck.
Your faithful servant,
Dalakhar.
Dalakhar's Letter
32
Appendix C | Player Handouts
Heist Preparations
To simulate heist preparations, each character can take one preparation action from the following list prior to the heist.
Characters can confer freely before choosing their actions.
Surveillance
A character who spends an hour or two watching the target location can make a Wisdom (Perception) check. The result of
this check determines the amount of information gleaned (per a table the DM has).
Create Disguises
Any character with a disguise kit can create a disguise. For each disguise created, the character must make a Charisma
(Deception or disguise kit) check using the disguise kit. The check result is the DC required to see past the disguise with
a Wisdom (Insight) check. If a character is proficient in both Deception and disguise kits, they can make the check with
advantage.
Forge Identification
Any character with a forgery kit can make counterfeit guild credentials, private invitations, or letters of recommendation to
aid the plan. For each item created, the character must make an Intelligence (Deception or forgery kit) check. The check
result is the DC required to identify the forgery with a Wisdom (Perception) check. If a character is proficient in both
Deception and forgery kits, they can make the check with advantage.
Gather Information
A character who spends an hour or so schmoozing around the local taverns can make a DC 10 Charisma (Persuasion) check.
The result of this check determines the amount of information gleaned (per a table the DM has).
Recruit Hirelings
Any plan that requires lookouts or distraction could benefit from hired help. With a successful DC 10 Charisma (Persuasion)
check, a character can spend some spare change (2d4 sp) to hire three urchin commoners. The player controls these
characters for the duration of the heist.