193137-Group Patrons For Waterdeep SAMPLE

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The document provides information about different factions, groups, and organizations in Waterdeep that could serve as patrons for adventuring parties, offering missions and rewards in exchange for services. It also provides sample missions from the Xanathar Guild.

City factions like the Emerald Enclave and Harpers, villain groups like the Xanathar Guild and Zhentarim, noble houses, and other organizations are described as potential patrons with different motivations and goals.

The Xanathar Guild missions presented range from providing security at an event to investigating a theft and finding the culprits. The missions offer rewards in gold or magic items depending on success. Intimidation or violence may also be required to enforce the Guild's interests.

Group Patrons

L E
for Waterdeep
' S
M P A R
A
S AT NL H Y
N S O
A
X YE
E
Chapter 1 | Chapter Name 1
Contents
Patron Randomizer. . . . . . . . . . . . . . . . . . . . . . 3 Chapter 5: Patrons in Dragon Heist. . . . . . 72 Appendix A: Friends and Foes . . . . . . . . . . 99
Amcathra Conglomerate . . . . . . . . . . . . . . . . . 73 Archsorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Arcturia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Arcturia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Using This Book . . . . . . . . . . . . . . . . . . . . . . . . . 4
Aundra Blackcloak . . . . . . . . . . . . . . . . . . . . . . 75 Coastal Warrior. . . . . . . . . . . . . . . . . . . . . . . . 100
Chapter 1: City Factions as Patrons. . . . . . . . 6 Bregan D’aerthe. . . . . . . . . . . . . . . . . . . . . . . . . 77 Diviner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Emerald Enclave . . . . . . . . . . . . . . . . . . . . . . . . . 6 Cassalanter Banking Services . . . . . . . . . . . . 77 High Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Force Grey. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Church of Lathander. . . . . . . . . . . . . . . . . . . . . 79 Murgo Bumblestout. . . . . . . . . . . . . . . . . . . . .101
Harpers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 City Watch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Oberon Amcathra . . . . . . . . . . . . . . . . . . . . . . 102
Lords’ Alliance. . . . . . . . . . . . . . . . . . . . . . . . . . 15 Cult of Asmodeus. . . . . . . . . . . . . . . . . . . . . . . . 82 Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Order of the Gauntlet . . . . . . . . . . . . . . . . . . . . 18 Emerald Enclave. . . . . . . . . . . . . . . . . . . . . . . . 83 Prophet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Zhentarim (Doom Raider branch) . . . . . . . . . 21 Force Grey. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Shadow Assassin. . . . . . . . . . . . . . . . . . . . . . . 104
Chapter 2: Villains as Patrons . . . . . . . . . . . 25 Harpers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Transmuter. . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Bregan D’aerthe. . . . . . . . . . . . . . . . . . . . . . . . . 25 House Auvryndar. . . . . . . . . . . . . . . . . . . . . . . . 85
Appendix B: Renown. . . . . . . . . . . . . . . . . . . 105
Cult of Asmodeus. . . . . . . . . . . . . . . . . . . . . . . . 27 Phylund Monstrosities, Inc.. . . . . . . . . . . . . . 86
Gaining Renown . . . . . . . . . . . . . . . . . . . . . . . 105
Xanathar Guild. . . . . . . . . . . . . . . . . . . . . . . . . . 30 Lords’ Alliance. . . . . . . . . . . . . . . . . . . . . . . . . 88
Losing Renown . . . . . . . . . . . . . . . . . . . . . . . . 105
Zhentarim (Manshoon branch). . . . . . . . . . . . 33 Order of the Gauntlet . . . . . . . . . . . . . . . . . . . 88
Protectors of the Song. . . . . . . . . . . . . . . . . . 89
Chapter 3: Noble Houses as Patrons. . . . . 36 Thar Qualnaar, the Saltwater City. . . . . . . . . 91
Amcathra Conglomerate . . . . . . . . . . . . . . . . . 36 Volothamp “Volo” Geddarm. . . . . . . . . . . . . . . 92
House Auvryndar. . . . . . . . . . . . . . . . . . . . . . . . 39 Waterdeep Wazoo. . . . . . . . . . . . . . . . . . . . . . . 93
Cassalanter Banking Services . . . . . . . . . . . . 42 Xanathar Guild. . . . . . . . . . . . . . . . . . . . . . . . . . 95
Phylund Monstrosities, Inc.. . . . . . . . . . . . . . . 45 Zhentarim (Doom Raider branch) . . . . . . . . 96
Chapter 4: Other Group Patrons. . . . . . . . . 49 Zhentarim (Manshoon branch). . . . . . . . . . . . 97
Arcturia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Aundra Blackcloak . . . . . . . . . . . . . . . . . . . . . . 52
Church of Lathander. . . . . . . . . . . . . . . . . . . . . 54
City Watch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Protectors of the Song . . . . . . . . . . . . . . . . . . 60
Thar Qualnaar, the Saltwater City . . . . . . . . . 63

d
Volothamp Geddarm. . . . . . . . . . . . . . . . . . . . 66
Waterdeep Wazoo . . . . . . . . . . . . . . . . . . . . . . 69

i s t o i f i e
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w t h .
o s

C
S h t u
t h is. a b ou
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e s e ey
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n t no w h a t
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do n ' k n o
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T a na t a p i c
X C
the

2 Table of Contents
I, Elminster Aumar, have recently
found this bloodied and sodden en-
velope lying on the ground. It ap-
pears to show a detailed summary of
what one would do to use the Xana-
thar Guild as an employer in some
sort of storytelling game.

How odd.

Upon consulting my scrying mirror


for more information on the origin
of this mysterious document, it gave
me the following message:

Like this sample*? Then check out the full product


in Group Patrons for Waterdeep, now available on the
DMs Guild website! 22 patrons and counting!

This is nothing if not cryptic. I know


not of what it speaks. What is a
"website"? What is a "DM," why is
there a guild of them, and why do
they know so much of such a pow-
erful, dangerous organization? I hope
to investigate these matters fur-
ther before the "DMs" do irreparable
damage to themselves or the city.

*Blood, stencils, and handwritten notes not included


in full product. Table of Contents 3
Credits Using This Book
This book builds on the Group Patron framework originally
Creative Director
presented in Eberron: Rising from the Last War and Tasha’s
Andrew Welker
Cauldron of Everything by describing over twenty specific,
canonical group patrons from the Waterdeep, Skullport,
Editor
and Undermountain area. Group patrons are influential
Rebecca Barber
people or organizations that may assemble, regularly hire,
or otherwise sponsor your adventuring party. Group patrons
Design Team
often play an important role in a campaign’s story.
Hal Howard, Cassandra MacDonald, J. A. Valeur, Andrew
You can readily use this book with any Waterdeep, Skull-
Welker, Matthew Whitby, Landon Zea
port, or Undermountain adventure, whether it be an official
Wizards of the Coast product, a homebrew campaign, or
Illustrator
somewhere inbetween. It is consistent with the canon of 5th
Andrew Welker
edition Dungeons and Dragons, and draws further inspira-
tion from earlier editions, video games, and other sources.
Layout
Chapter 5 of this book contains further information on
Andrew Welker
how to use each patron as a player faction in Waterdeep:
Dragon Heist, including alternative plot books and adven-
ture beginnings. This makes Dragon Heist the ultimate
replayable adventure.

Recommended Resources
This book builds on many other excellent products and ref-
erences such products frequently. To fully utilize this book,
we strongly recommend you have access to Waterdeep:
Dragon Heist. Readers may also find the following useful:
• Dungeon Master’s Guide, by Wizards of the Coast (for
renown rules and downtime activities)
• Sword Coast Adventurer’s Guide, by Wizards of the Coast
(for lore and backgrounds)
• Tasha’s Crucible of Everything Else Volume 1, by QL
Games, now available on the DMs Guild (for downtime
crime)
• Waterdeep: Dungeon of the Mad Mage, by Wizards of the
Coast (for lore and stat blocks)
• Xanathar’s Guide to Everything, by Wizards of the Coast
(for downtime activities)
This product is fully compatible with the following popular
Waterdeep-area products:
• Blue Alley, by Alan Patrick and M. T. Black
• Dragon Heist: Forgotten Tales, by Will Doyle, James Hae-
ck, and James Introcaso
• Options for Trollskull Manor, by Janek Sielicki
• Rats of Waterdeep, by Will Doyle and Lysa Penrose
• Residents of Trollskull Alley, by Donna and Hal Howard
• Skullport: Shadow of Waterdeep, by Cassandra MacDon-
ald
• Unseen Waterdeep, by James Introcaso
• Volo’s Guide to Getting Murdered, by Matthew Whitby
• Waterdeep: City Encounters, by the Guild Adepts
• Waterdeep: Dragon Heist, by Wizards of the Coast
• Waterdeep: Dragon Heist Complete DM’s Bundle, by
Eventyr Games
• Waterdeep: Dungeon of the Mad Mage, by Wizards of the
Coast
• Waterdeep: Kitten Rescue, by Michelle Churchill
• And more!

4 Credits
What’s Inside Alternatives to Renown
Chapters 1-4 contain information for each group patron. If you are not tracking renown, you can use a classic rule
Chapter 5 contains information for using each patron as a of thumb: the dungeon master simply goes with what feels
player faction in Waterdeep: Dragon Heist. Read chapter 5 right and would be fun for your group.
at your own risk; it contains spoilers intended for the DM’s If you are not tracking renown but want to numerically
eyes only! Consult the following for more information on approximate a character’s renown with a given patron, you
how to read chapters 1-4. can do so by multiplying the number of levels a character
Patron Description. This section describes the patron has gained while serving that patron by an Approximate
and its history, interests, enemies, and allies. Renown Multiplier, found in the Approximate Renown table.
Perks. This section describes benefits your party may For example, if a level 14 character has gained 4 levels while
have because of your patronage. serving Patron A and 10 levels while serving Patron B, it
Contacts. This section lists characters your party may would have approximately 8 renown with Patron A and 20
frequently interact with, depending on your renown with renown with Patron B. If a level 20 character has gained
the patron. 19 levels serving Patron A and 1 level serving Patron B, it
Important Locations. This section lists locations in and would have approximately 57 renown with Patron A and 3
around Waterdeep, Skullport, and Undermountain that renown with Patron B.
your patron may ask you to visit in their service. The number of levels gained serving a patron represents
Roles. This section describes various responsibilities how much you’ve earned a patron’s trust. The Approximate
your patron may need filling and character backgrounds Renown Multiplier represents how useful your skillset is to
associated with each one. a patron.
Suggested Downtime Activities. You can gain renown
with your patron by participating in downtime activities Approximate Renown
relevant to their interests and agendas.
Character Level Approximate Renown Multiplier

Using Renown 1-4 x1


5-10 x1.25
This product includes perks and side quests only available
to characters who are trusted by a given patron. You can 11-16 x2
use the optional renown rules in chapter 1 of the Dungeon 17-20 x3
Master’s Guide to track a character’s influence with any
patron. These rules have also been reprinted in Appendix B
of this book for your convenience. Downtime and Renown
In addition to the methods for gaining renown described
Ranks in chapter 1 of the Dungeon Master’s Guide, you can also
The Dungeon Master’s Guide and Waterdeep: Dragon earn renown by completing downtime activities associated
Heist give ranks, which are special titles, for characters with your patron. Chapters 1-4 of this book suggest suitable
with a certain degree of renown with some patrons. Not all downtime activities for each patron. Unless otherwise not-
patrons offer formal ranks. Example ranks and their corre- ed, you gain 1 renown with a patron for every 30 days you
sponding renown threshold are listed in the Patron Ranks spend doing suggested downtime activities in their service.
table. A day of a downtime activity requires 8 hours of activity.

Patron Ranks
Patron 1 Renown 3 Renown 10 Renown 25 Renown 50 Renown
Bregan D’aerthe Orbb Kyorlinorbb Khal’abbil Mallasargtlin (lieu- Ilareth
(private) (corporal) (sergeant) tenant) (captain)
Church of Lathander Awakened Dawnbringer Dawngreeter Dawnlord High Dawnlord

City Watch Constable Armar Civilar Senior Civilar Ward Civilar


Cult of Asmodeus Goat Sheep Tail Blood Right Hand
Emerald Enclave Springwarden Summerstrider Autumnreaver Winterstalker Master of the Wild
Force Grey Gray Hand Initiate Junior Gray Hand Senior Grey Hand Force Grey Initiate Defender of Waterdeep
Harpers Watcher Harpshadow Brightcandle Wise Owl High Harper
Lord’s Alliance Cloak Redknife Stingblade Warduke Lioncrown
Order of the Gauntlet Chevall Marcheon Whitehawk Vindicator Righteous Hand
Xanathar Guild Eyestalker Agent of the Eye Eye Ray Guild Boss Hand of the Eye
Zhentarim Fang Wolf Viper Ardragon Dread Lord

Introduction 5
That’s a terrible waste of potential, and so the cult often
Roles sends people out to see who might be interested in joining
Asmodeus can offer impressive power to those who are them in their devil worshipping. Approach potential prose-
willing to pay the price. Many come to him to gain the upper lytes without revealing your personal identity, and ensure
hand—but beware, greater power comes at increasingly they know to keep the invitation a secret if they want to live.
steep prices. Those seeking wealth, fame, longevity, a partic- Imp Training. Imps are fiendish little critters, and they
ular prize, or any number of things may find themselves need to be trained so as to carry information accurately, not
bound to the archdevil’s service. give themselves away, and otherwise complete assigned
Some avoid selling their souls outright, sometimes for tasks. Doing so enables you to understand devils better
impressive amounts of time, and think that they have and interact with them more successfully in the future. Imp
outsmarted the fiends. Devils are quite adept at entangling training is hard work; leaders will note you for your willing-
people in their snares, however, or else guide them down a ness, peers will thank you for taking care of it, and those
path that takes them to hell without ever requiring the soul below you will look to you as an example of devoted sacri-
as a bargaining chip. fice. Loreloth leads the largest imp-training program, in the
The Cult of Asmodeus Roles table suggests positions you God Catcher, but others do exist.
might fill in the cult and the backgrounds frequently associ- Indoctrination (X). New recruits must be carefully taught
ated with each role. the tenets of the cult and encouraged to work with ambi-
tion. These gatherings are usually held in the old windmill
Cult of Asmodeus Roles to keep private locations and sacred artifacts away from
Roles Backgrounds prying eyes. The more people you help to bring in, the more
Effectuator Criminal, Knight of the Order*, people know and respect you personally within the cult.
Soldier, Mercenary Veteran*, Urban Worship (D). While contracts dictate the transactions be-
Bounty Hunter* tween devils and mortals, those who prove to be profitable
Interrogator Charlatan, City Watch*, Criminal,
servants are likely to be extended more favorable contracts.
Noble, Soldier, Urban Bounty
Offering treasure, professing loyalty, removing obstacles,
Hunter*
and perpetuating the devils’ purposes are just a few exam-
ples. Lord and Lady Cassalanter hold worship services
Muscle City Watch*, Mercenary Veteran*,
where instruction is given once every tenday in the temple
Outlander, Soldier
to Asmodeus.
Proselytizer Acolyte, Charlatan, Courtier*, Far

Soothsayer
Traveler*, Sage
Acolyte, Cloistered Scholar*, Sage,
Xanathar Guild
To properly use the Xanathar Guild as a group patron, you’ll
Far Traveler*
need access to Waterdeep: Dragon Heist, by Wizards of the
Recent Convert Any Coast. It may also be useful to have access to Waterdeep:
Dungeon of the Mad Mage, by Wizards of the Coast, and
*Found in the Sword Coast Adventurer’s Guide.
Skullport: Shadow of Waterdeep, by Cassandra MacDon-
ald.
Suggested Downtime Activities
You can gain renown with your patron by participating in The most powerful crime syndicate in Waterdeep, the
certain downtime activities, such as the following. Some Xanathar Guild controls more of the city’s operations than
activities direct readers to other sources for more informa- the noble houses would like to admit. Their network is
tion, using the following key: primarily spies and bravos, though they also have mages,
D = chapter 6 of the Dungeon Master’s Guide engineers, and even some nobles on the payroll. On the
P = chapter 8 of the Player’s Handbook surface, in Waterdeep, they don’t engage in anything so
T = chapter 4 of Tasha’s Crucible of Everything Else Vol- grandiose as protection racketeering, instead, focusing on
ume 1, available on the DMs Guild running gambling houses and vice dens in the Field Ward
X = chapter 2 of Xanathar’s Guide to Everything and Dock Ward.
These operations are made profitable by the conservative
Assassination. The cult would never survive in the open, use of blackmail, bribes, and threats, as well as espionage
and so the cult is always listening for who might be spread- from within the system, giving a veneer of civility to the
ing rumors, and adding them to the ever-expanding hit list. guild’s operation. Beneath Waterdeep though, in the sub-
Many of the targets will never even have attempts made terranean town of Skullport, all bets are off. The Xanathar
against them, as the list is constantly being reorganized as Guild rules with an iron fist there and brooks no insolence.
suspicions are confirmed or dismissed. Speak to a cultist They demand taxes from all businesses, protection money
with 30 renown or more if you don’t know who is next on from all residents, and respect from anyone who crosses
the hit list. their path. Those who cannot meet their demands are
Hunting. Waterdeep is full of all kinds of people. Plenty of killed, imprisoned, or enslaved and sold.
them would join the cult, but aren’t aware that it exists. As it At the head of their organization is Xanathar itself, a
stands, they might lack support, might get themselves hurt mysterious and enigmatic gang boss who oversees the
or killed, or worse, may be working for enemies of the cult. operations. All manner of mythology and rumors surround

30 Chapter 2 | Dragon Heist Villains as Patrons


this figure, who has ruled the faction for centuries. Some
believe them to be an especially-ambitious elf, while others
suspect an immortal mage such as a lich. In truth, Xanathar
is a beholder, and there have been numerous Xanathars
over the years. Each time one dies, another usurps the
position and claims the previous Xanathar’s empire. The
only thing that remains consistent is Xanathar’s immortal
paranoia. Knowing the fate of its predecessor, each Xana-
thar becomes more cautious than the last, seeing betrayal
at every bend and death on every doorstep.
Loyalty and Subservience. Every member of the Xana-
thar Guild pays tribute to Xanathar, the mysterious and
enigmatic ruler of the Guild. Few have ever met Xanathar,
and fewer are aware of its true nature, as it uses many
layers of trickery to mislead even its own subordinates.
Nonetheless, to defy its direct orders is to court death.
Those who fail in their duties, double-deal with the enemy,
or disrespect the hierarchy of the organization are often
permanently relegated to inglorious duties, or never seen
again.
Allies? The Xanathar Guild is highly insular and large
enough to stand mostly alone. As an organization, it makes
few allies. Temporary alliances do form from time to time,
but even those who share a motive with the enigmatic Guild
know better than to shake hands on lasting alliances with
them. Still, the Guild occasionally makes fleeting alliances
with other criminal organizations. These alliances almost
always end with the smaller organization being subsumed
or destroyed, as Xanathar’s paranoia gets the better of it.
The City Watch. At the most basic level, law enforcement
limits the Guild’s operations in Waterdeep. Their frequent
patrols, investigations, and raids mitigate the Guild’s ability
to enact its will on the surface. That said, the Watch, noble
as they are, are not incorrigible, and the Guild often uses
bribes, extortion, and threats to keep individual watchmen
silent, or even loyal, in some cases. They prefer not to kill
members of the Watch where it can be avoided—blood in
the streets draws the attention of far more dangerous orga-
nizations.
Force Grey. The aforementioned “far more dangerous or-
ganization”, Force Grey operates at the behest of the Black-
staff. When their agents, known as Grey Hands, turn their
ire on the Guild, many operations must go to the ground, House Auvryndar. Prior to the Guild’s hostile takeover of
disappear, or risk being shut down. The Xanathar Guild Skullport, the drow of House Auvryndar had alliances with
is constantly aiming to plant spies within Force Grey, but House Tanor’thal, one of the town’s previous rulers. Since
intense scrutiny in the vetting process has foiled each and then, House Auvryndar has sought to control the port again.
every one of their efforts. Though the Grey Hands would The Guild is only peripherally aware of these schemes, but
like to move on Skullport and eradicate the corruption at nonetheless remains skeptical of drow in Skullport, and
its seed, such a mission is far too dangerous to consider, plans to use the Legion of Azrok, implanted with intellect
meaning these two organizations remain at something of a devourers, as a bulwark against House Auvryndar.
stalemate. Harpers. Given the Xanathar Guild’s propensity for
The Zhentarim. Though the Zhentarim and the Xanathar cruelty, it’s little surprise that they would draw the ire of the
Guild could potentially see their way to an alliance under Harpers. And given the Harpers’ propensity for secrecy, it’s
other circumstances, the capricious and unstable nature no surprise that they have also had a great deal of success
of the Xanathar forbids this. As such, they often compete in infiltrating the Guild. There are multiple Harper spies liv-
for turf, and Xanathar remains paranoid of Black Network ing in Skullport, and the Xanathar’s trusted chief engineer,
spies within its Guild. This fear is founded, as the Zhen- Thorvin Twinbeard, sells Guild secrets to the Harpers. Thus
tarim has made some headway in their infiltrations, but far, the Guild has had little success in discovering the spies,
Xanathar is just as likely to disintegrate one of its own as it but Xanathar’s paranoia continues to grow.
is to successfully root out the source of its corruption.

Chapter 2 | Dragon Heist Villains as Patrons 31


underlings, and intimidating those who would stand up to
Perks the Guild’s might. Though hardly cheery or understanding,
With the Xanathar Guild as your patron, you gain the fol- Noska doesn’t let personal feelings get in the way of Guild
lowing perks. business, and can be relied upon to pass messages along
Assignments. The Guild may assign you tasks such when necessary.
as security for its businesses, disappearing troublesome Captain Karim Teff. A merchant captain who brings
whistleblowers, or digging up blackmail on officials. If you goods from Baldur’s Gate and the Moonshae Isles, Captain
complete these missions well, you can earn good coin from Karim (N female Calishite swashbuckler) keeps her Guild
your superior, and in cases where a mission earns coin and membership a secret even to most of her crew as she smug-
advances the goals of the organization (such as a heist), gles goods for the Guild. Cheerful and exuberant, Karim
they allow you to keep up to 75% of the loot. often brings news of the Guild’s dealings elsewhere in the
Contraband. Poisons, narcotics, and drinks from far-off Sword Coast when she comes. Unbeknownst to her, her
lands can all be within your reach, thanks to the Guild’s first mate Mateo Lund has had his brain replaced with an
network of smugglers and distributors. You get no discount intellect devourer—a spy of her master. Should she step out
on these products, but so long as you’re in a place where the of line or show signs of disloyalty, she is surely next in line.
Guild is operating, you know who to ask. Quietude. The proprietor of the Guts and Garters in
Fences. Members of the Guild can readily sell stolen Skullport, Quietude (NE male tiefling bandit) runs the
goods for you. They’ll give you a fair price, and make sure business, guarding the secret passage in the cellar leading
the goods are moved anonymously. Expect to pay a cut of to the Xanathar hideout. As his namesake suggests, he does
the profits in dues to Xanathar, though—the guild looks his job and keeps to himself—he may listen to your troubles,
poorly upon those who don’t cut their shadowy master in. but don’t expect him to respond verbosely. For Guildmem-
Guild-Owned Businesses. The Xanathar Guild operates bers in Skullport, however, most news goes through him.
numerous businesses throughout Waterdeep and other cit- Those looking to get updates on various goings-on within
ies, primarily as fronts for money laundering, fencing, and the faction almost always come to Quietude first.
smuggling. Nonetheless, when you shop at these “legitimate Suki Vai. A crafty newcomer to the Guild who’s quickly
businesses”, you know what to tell the shopkeeper to get a proven her worth, Suki (LE female Illuskan mage) co-ordi-
10% discount on all goods and services as a member of the nates many of the Guild’s espionage operations between the
Guild. surface and Skullport. Those who wish to contact her leave
Proficiencies. Each member of your party gains profi- a brass coin (a taol, in Waterdhavian parlance) in a specific
ciency in Thieves’ Cant and learns specific codes and sym- mailbox in the Dock Ward, then check back after midnight,
bols known only by the Xanathar Guild for arranging drops, when the coin will have been replaced by a note with a time
indicating safehouses, and communicating surreptitiously. and place to meet. She keeps track of this mailbox by way
Safehouses. Members of the Guild can find safehouses to of a modified alarm spell she recasts once a week, which
lay low wherever the Xanathar’s operations are established. informs her telepathically if a brass coin is deposited there.
Invisible in the eyes of the law, these safehouses are perfect Myrtha Maveer. The innkeeper at the Deepwater Tuna,
for the scoundrel in danger of being caught. Of course, if Myrtha Maveer (LE female Tethyrian commoner) is an over-
you’re sloppy, and lead the Watch to a safehouse, or you worked, underpaid Guildmember who is, by all accounts,
exploit the charity of your comrades while providing little looking for a way out of the business. However, she doesn’t
yourself, you may find your reputation suffering. confide this in anyone, keeping a friendly demeanor when
dealing with other operatives. She runs The Deepwater
Contacts Tuna, a vice den masquerading as a dive bar.
With the Xanathar Guild as your patron, you may interact
with any of the following personalities: Important Locations
Ahmaergo, the Horned Dwarf. The Xanathar’s sene- The Xanathar Guild has special locations all over (and
schal, the shield dwarf Ahmaergo (LE male mountain dwarf under) Waterdeep. With it as your patron, expect to visit
champion) gets his title from the horned helmet he wears, places such as:
which gives him a silhouette like that of a minotaur. Once The Guts and Garters. A quiet three-story inn in Skull-
a member of the Iron Ring, a now-scattered slaver orga- port tended by Quietude, the Guts and Garters hides an un-
nization, Ahmaergo is now unflinchingly loyal to his new expected secret. A tunnel in its cellar hidden behind a false
master—Xanathar. Though outwardly civil, he strikes fear stack of crates leads to the Xanathar Guild hideout, where
into the hearts of his underlings, who much prefer not to Xanathar itself resides. Few non-Xanathar locals will rest
risk getting him involved in situations. Nonetheless, if one here, as those in the know would rather avoid confrontation
needs the ear of Xanathar, Ahmaergo is the closest anyone with the Guild.
can expect to get. Xanathar Hideout. This ancient Netherese dungeon
Noska Ur’Gray. An enforcer within the guild, Noska (LE complex underneath Skullport has been claimed by Xana-
male duergar thug) is a shield dwarf whose left hand and thar as a fortified hideout. A secret staircase within spirals
forearm have been replaced with a heavy crossbow mount- up to the sewers of Waterdeep, where it connects up to
ed to the stump. He mediates disputes, and sees to the the Castle Ward—the Guild uses this to move between
day-to-day functioning of the Guild, overseeing troublesome Skullport and Waterdeep. The Xanathar’s highest-ranking

32 Chapter 2 | Dragon Heist Villains as Patrons


underlings, such as Ahmaergo, live here as well.
Skull Island. This fortress on the Sargauth River abut- Suggested Downtime Activities
ting Skullport is held by the Xanathar Guild, and the bulk You can gain renown with your patron by participating in
of their forces live here. It is tremendously well-fortified, certain downtime activities, such as the following. Some
and at its south side is a 140-foot tall stone column carved activities direct readers to other sources for more informa-
out into a tower, where Sundeth, the half-ogre master of the tion, using the following key:
island, lives. D = chapter 6 of the Dungeon Master’s Guide
Suki’s Safehouse. Suki Vai owns a two-story farmhouse P = chapter 8 of the Player’s Handbook
in the Field Ward of Waterdeep. The lower story is old T = chapter 4 of Tasha’s Crucible of Everything Else Vol-
brick-and-mortar construction, while the upper half is made ume 1, available on the DMs Guild
of newer wood. Here, Suki lives with, at any given time, X = chapter 2 of Xanathar’s Guide to Everything
as many as a dozen other guild members. She allows this
building to be used as a safehouse, but her room is off-lim- Carousing (D, X). The Guild is always looking to add
its, and she brooks no insolence from her guests—those more contacts to its network, and as such, those who can
who show her disrespect are thrown out on their ear. get into upper-class circles and make some new friends can
The Deepwater Tuna. This unassuming bar in the Dock rapidly gain respect within the organization.
Ward sells mediocre food and drink at a fitting price. It’s not Crime (T, X). The Xanathar Guild is involved with a wide
a popular or well-loved establishment by any means, and variety of criminal enterprises, and especially active mem-
Myrtha Maveer, the innkeep, doesn’t seem that interested in bers of these enterprises can even expect to see their status
improving its reputation as a dive bar. What really brings in within the Guild grow.
the customers, however, is what goes on upstairs. The bar Gambling (X). The Guild runs a number of gambling
is a front for a vice den run out of the old rooms upstairs, houses throughout Waterdeep and Skullport. Either by
which are no longer rented out. running some of these activities, or playing at them, you can
do some gambling in your downtime.
Roles Pit Fighting (X). Though the Watch has cracked down
The Xanathar Guild, despite its reputation for mistreating on underground fighting pits, you know where to go for a
its underlings, still draws a fair number of new recruits fre- proper brawl outside the Field of Triumph.
quently. They frequently recruit from those who are beaten
down or broken, and seek a family and purpose, or simply Zhentarim (Manshoon
from those who want money and aren’t picky on ethics.
The Xanathar Guild Roles table suggests positions you branch)
might fill in the Guild and the backgrounds frequently asso- To properly use the Zhentarim (Manshoon branch) as a
ciated with each role. group patron, you’ll need access to Waterdeep: Dragon
Heist, by Wizards of the Coast.
Xanathar Guild Roles
Roles Backgrounds The Zhentarim, also known as the Black Network, is a
Enforcer City Watch*, Criminal, Mercenary Veteran*, Out- faction dedicated to achieving absolute rule through what-
lander, Sailor, Soldier, Urchin ever means necessary. Waterdeep has not one, but two
Spy Charlatan, City Watch*, Criminal, Entertainer, competing Zhentarim branches. By joining Manshoon’s
Urban Bounty Hunter*, Urchin Zhentarim, your group is choosing a side in what may prove
to be a devastating turf war. With Manshoon as your group’s
Assassin Criminal, Outlander, Soldier, Urban Bounty Hunt-
patron, you are saying that mere gold fails to satisfy when
er*, Urchin
compared to outright control over all of Waterdeep. Most
Contraband Dealer Charlatan, Criminal, Far Traveler*, Entertainer, members also seek individual power and are willing to do
Guild Artisan, Sailor whatever it takes to actualize those aspirations.
Guild Mage Acolyte, Charlatan, Cloistered Scholar, Criminal, This power-hunger lends itself to carrying out missions
Hermit, Sage to collect information for blackmail or to outright display
Promising Upstart Any strength to subjugate the weak. The Zhentarim continue to
work from the shadows, knowing that the City Watch and
*Found in the Sword Coast Adventurer’s Guide. the Watchful Order of Magists and Protectors remain con-
siderable obstacles. That is until the Zhents can bolster the
ranks of these law enforcement agencies. Their efforts have
been slow but successful, leading to a number of nobles,
guildmasters, and Watch captains bribed or threatened into
“Manshoon has a vision for this city, a true vision that puts submission.
the Black Network in charge. What’s not to love?” Joining this branch of the Zhentarim isn’t any more
-Urstul Floxin challenging than their counterpart, and realistically most
entry-level members barely even know they’re working for
Manshoon until their tenacity sees them promoted. Still, if

Chapter 2 | Dragon Heist Villains as Patrons 33


days. In this version, the party does not rescue Floon or Re-
Chapter 5: Patrons naer. This plot hook describes some other reason Dalakhar
would come to your party or patron for help with the Stone.

in Dragon Heist Skip all of chapter 1. The party may have access to Troll-
skull Manor because of the A Home of Our Own plot hook,
or another reason of your choice. The fireball scene and
Player factions can play an important role in Waterdeep:
Dragon Heist. This chapter explains how to use each patron investigation of chapter 3 may need to be adjusted to fit this
in this book as a player faction for that adventure. Howev- plot hook, depending on the patron.
er, proceed with caution as this chapter contains spoilers
for Waterdeep: Dragon Heist. If you are a player, leave this Recruiting
section for the DM’s eyes only. If you catch the interest of a potential patron, they may
reach out to you to request your service or membership.
Plot Hooks Some patrons may even attempt to steal your loyalty from
In the original adventure, you begin your adventure when another! This section describes how patrons may communi-
Volo asks your party for help after seeing you hold your own cate with prospective recruits. It corresponds to the “Joining
in a bar fight. This chapter provides four new alternative Factions” section in chapter 2 of Waterdeep: Dragon Heist
plot hooks tied to each patron. (p. 34-40).
Help Wanted. In this version, Volo still comes to your par-
ty for help to look for his missing friend Floon Blagmaar. It Sample Missions
assumes you did not get in the bar fight at the start of chap- Characters who belong to factions in Dragon Heist are
ter 1, and that Volo either approached your party because granted missions upon gaining a level, from 2nd through
of your patron, or approached your patron, who asked or 5th level. This section provides examples of such missions
assigned you to help him. for each patron. It corresponds to the “Joining Factions”
Skip the sections Tavern Brawl and Troll and Friends section in chapter 2 of Waterdeep: Dragon Heist (p. 34-40).
from chapter 1 of Dragon Heist. The party still receives the
same information from the Meeting Volo section but may Faction Reinforcements
receive it in a different format, such as a note, a meeting The main villain or villains of your adventure wait outside
with their patron instead of Volo, or some other medium. the Vault of Dragons to apprehend the party as they leave.
Where’s Renaer? In this version, Volo does not ask you or If the characters have kept their group patron informed
your patron for help finding Floon Blagmaar. For some rea- of their progress, you can have reinforcements arrive to
son related to your patron, your party is asked, assigned, or help combat the villains or introduce a new element to the
takes the initiative to search for the missing Renaer Never- situation. This section describes such reinforcements and
ember. Skip the sections Tavern Brawl, Troll and Friends, corresponds with the “Faction Reinforcements” section in
and Meeting Volo. The party can learn through their patron chapter 4 of Waterdeep: Dragon Heist (p.97-98).
or other resources that Renaer was last seen at the Skew-
ered Dragon in the Dock Ward. Getting to the Lair
Originally, Xoblob and the Skewered Dragon patrons re-
member a few details about Floon and Volo. They now also The Xanathar’s secret lair is well-hidden, but group patrons
remember similar details about Renaer. are well-informed. This section describes how a group
If the party rescues Floon, Volo may reward you with patron can help a party find the lair. It corresponds with
Trollskull Manor out of gratitude, even though he may not the “Getting to the Lair” section in chapter 5 of Waterdeep:
have sent you on the quest in the first place. If not, Renaer Dragon Heist (p.101).
may give them the deed as a thank you, or you can use the
A Home of Our Own plot hook below, or they may receive it
from another source of your choice.
A Home of Our Own. In this version, you have access to
Trollskull Manor because of some reason related to your pa-
tron, not because of a reward from Volo or Renaer. This can
be used with the Where’s Renaer and Dalakhar plot hooks,
or with a custom plot hook.
Skip the A Good Deed section from the end of chapter 1.
The party receives the deed through this alternative method
instead.
Dalakhar. Originally, Dalakhar comes to the party with
the Stone of Golorr because they famously had just rescued
the kidnapped son of his employer, so surely they would
be trustworthy to hold on to the powerful artifact for a few

72 Chapter 5 | Patrons in Dragon Heist


ascertain the identity of the fabled Xanathar–would easily
be the feature of the year. Gaxly suggest the characters seek
out Noska Ur’gray at The Hanged Man in the Dock Ward,
and either sign up for the tournament, or stealthily follow
him as he returns to the Xanathar’s Lair.

Xanathar Guild
Plot Hooks
Help Wanted. One of the Xanathar contacts has heard
word that a friend of Volo’s has gone missing. Word on the
street is, the disappearance might be tied to the Zhents.
Sticking it to the Black Network and scoring a favor with
Volo at once sounds like a good deal right about now, just
don’t let him know who you work for.
Where’s Renaer? Renaer Neverember has been taken
by the Zhentarim, and apparently has some very important
intel that Xanathar would prefer didn’t make it into their
hands. Get him out of there before he spills it!
A Home of Our Own. Trollskull Manor was an old Xana-
thar gambling den way back in the day that got busted up by
the Watch. Since then, however, it’s become city property,
and no one’s wanted it. The Guild has managed to reacquire
it at a bargain and wants to see it restored to its former
glory.
Dalakhar. A few Xanathar Guild operatives have been get-
ting close with Renaer Neverember in hopes of winning the
favour of folks in high places without revealing their nature.
As a result, word has got to Dalakhar about the party being
friends of the Neverember family, giving him some faith that
they may be able to secure the Stone of Golorr temporarily.

Recruiting
The Guild’s recruiting strategy is often described as “di-
rect.” They consider all of Waterdeep and Skullport their
turf, and small-time criminals caught poaching are dragged
in by the Guild. If the offender seems to have some guts, the
Guild may consider taking them in. The consequences of
refusal are often implied. Other times, the Xanathar guild
recruits higher-class individuals by slowly making deals
with them under the guise of legitimate business, until be-
what they do while writing about – or at least informing fore they know it, the mark is taken in with the wealth and
Gaxly of–their experiences and earn some extra gold while prosperity of working with organized crime.
doing it?
Faction Reinforcements
Faction Reinforcements The Xanathar Guild can send a pack of 4 thugs, led by Nar’l
Gaxly isn’t a fighter himself, but he knows where they can Xibrindas and his grell attendant, to the party’s aid so long
be hired. If the characters are in need of aid as they come as they remain in Xanathar’s good graces. Nar’l, however,
out of the Vault of Dragons, Gaxly sends Melyna Crestmoon is a Bregan D’aerthe spy, and will betray his comrades in a
(CG female half-elf scout) alongside three hired hu- moment of vulnerability if he sees a chance to secure great-
man veterans. Melyna Crestmoon fights bravely and fear- er wealth for his faction.
lessly, but the mercenaries flee when reduced to half hit
points or less. Getting to the Lair
Unsurprisingly, it is very easy for members of the Xanathar
Getting to the Lair Guild to get to the Xanathar Guild lair. For the most part,
In a chance meeting with some sordid sources in a Dock- any member of the Guild can ask another member for an
side Tavern, Gaxly heard a rumor that the Xanathar’s escort to the passageway. Members in bad standing may
Guild is organizing a gladiatorial tournament. An inside find themselves being apprehended for “disciplinary action”
scoop from the Xanathar’s Lair–that would perhaps even when they arrive.
Chapter 5 | Patrons in Dragon Heist 95
A Home of Our Own. As payment for successfully assist-
Zhentarim (Doom Raid- ing the Zhentarim, Davil Starsong provides the party with
the deed to Trollskull Manor. It was collected from someone
er branch) who was indebted to Istrid Horn’s illegal lending business.
He suggests it could be renovated to a profitable business, a
Zhentarim safehouse, or a combination of the two.
Plot Hooks Dalakhar. The Stone of Golorr would be at risk in the
Help Wanted. Davil Starsong wants the Zhentarim to hands of most people, but delivering it to a group experi-
continue and make allies out of Waterdeep most influential, enced in delving into lich lairs would be safer than nothing.
what better way to befriend Volo than to help return his Dalakhar seeks out the adventuring party in hopes they
dear friend safe? He asks that the party ensure that they are can deliver the stone straight to the Doom Raiders without
explicit in saying they represent the Doom Raiders. directly interacting with the Zhentarim himself.
Where’s Renaer? The Doom Raiders caught wind of
Manshoon’s plan to kidnap Renaer, while not knowing his Recruiting
true intentions, standing idle simply isn’t an option. Davil
Zhentarim (Doom Raider branch) recruitment is described
Starsong points out a warehouse in Candle Lane claimed
in Waterdeep: Dragon Heist.
by Manshoon’s Zhentarim, suspecting that Renaer would be
held there.

Xanathar Guild Missions


Party Level Mission Brief Mission Requirements and Reward
2nd “We’re having a little celebration, at a house in Players can be stationed either inside watching the crowd, or at the doors checking
Two Flasks Alley. We suspect Zhents might try invites. New arrivals are asked “How many eyes does Xanathar have?” The correct
and crash it, so we want some security on hand. answer is “As many as there are stars in the sky”. The celebration is a party of gam-
A couple people to stand by at the door and bling, drinking, and carousing, and includes a Zhentarim prisoner having their head
inside, that’s all.” shaved while the crowd cheers and mocks him. During the party, a pair of Zhentarim
spies will try to get in and spring their comrade once the Guildsmen are sufficiently
drunk. They may try this by faking an invitation at the door, or just by sneaking in.
However, they will try to lift the manacle key off of a Xanathar veteran in the crowd,
undo the Zhentarim prisoner’s bindings, and escape into the night. Reward: If this
is prevented and the night goes off smoothly, the party receives 10gp each for their
trouble.
3rd “Monica, the blacksmith at the Silver Stirrup in When they arrive, Monica insists she can have the money soon, and offers 30gp as
the Field Ward, owes 200 dragons to the Guild, a show of good faith. She promises she’ll have more, and even offers to fix up the
which she’s been lax about paying back. Give her party’s gear, if they’ll just let her have a little more time to cover the debt. Reward: If
a chance to pay up, but if she doesn’t, send her the party finds a way to square her debt, or sends a “message” about being late on
a message. Break something. Glass or bones, payments to the Guild, they receive 25gp each.
doesn’t matter. No killing.”

4th “A couple of small-time burglars robbed South- How exactly they go about investigating is up to them. Southwest Jewellers is run by
west Jewellers in the Southern Ward, and got an elderly Illuskan man named Rudi. He’s reluctant to talk about what happened to
away clean. Thus far, they haven’t paid a cut to anyone who doesn’t appear to be part of city services. He was robbed in the night,
the Guild. Investigate the theft, find the culprits, the burglars picked the lock and let themselves in. He awoke and heard someone
and show them that no criminal in Waterdeep downstairs, and came down to see three people, all wearing white masks. They stole
operates without paying dues to the Xanathar quite a few high-value pieces, including a gold-and-emerald amulet worth 500gp.
Guild.” He recognized the voice of an old apprentice of his, a moon elf named Linnea, who
used to frequent the Yawning Portal. The three burglars are two spies, and Linnea,
a veteran. They will be trying to fence their goods, which is one method by which to
find them, but players can also ask around at the Yawning Portal to find out more
about Linnea. Reward: Characters who successfully drag Linnea and her two allies
back to the Guild earn a cut of the proceeds, in the form of 100gp each worth of
various stolen jewellery.
5th “Meddling adventurers are holding one of ours Ott Steeltoes is being held prisoner in the basement of the house, trapped in iron
hostage in a house at the Field Ward. Pay them a bands of bilarro and guarded by a veteran, a mage, a priest, a druid, and a gladiator.
visit, get our ally back, and make an example of Whether they sneak in, talk their way in, or kill their way in, all that matters is that
the troublesome fools.” Ott Steeltoes is returned. If desperate, the adventurers might put Ott to the blade
and try to negotiate with him as a hostage. Reward: If the adventurers return Ott
Steeltoes, they receive 100gp each, and the iron bands of Bilarro used to restrain
him.

96 Chapter 5 | Patrons in Dragon Heist

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