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# The Waterdeep Ripper James Worthford, a noble by birth in his early 20's, has decided that the reason that Waterdeep is having such issues and why unicorns are no longer around is because of the moral decay of the area. He started prior to the rebellion by slashing up one prostitute but since the rebellion and the number of guards busy with stamping out slavery, he has begun to mutilate and murder them. His parents were hung from the city walls for their involvement in slavery leaving him with their large estate to do with as he pleases. He has begun converting the basement space into a cemetery, necromancy study, and dungeon.
## Important People #### James Worthford James is a human standing 5'9" tall with long red hair and deepset blue eyes. His build is slight yet he is not as weak as he may seem. He speaks with great confidenice around people in an effor to hide his secrets and his crippling self-doubt, cracking frequently due to these mental issues. He is particularly skilled in sword play as well as in the use of daggers. Planning is clearly not his strongpoint as he has left clues and made several mistakes in his attacks. A set of green nobles clothes with a cape are his most frequently used clothes though he does not wear these when he hunts. His hunting clothes are a dark cloak with a hood, and unadorned deep brown leather armor. He is a worshipper of Mielikki, goddess of autumn, druids, dryads, forests, forest creatures, and rangers though not a true believer. He has clung to what little he knows about her and twisted it into his own ideals. | Date | Event | |:-----|:-------------| |1st of Tarsakh | James Mutilates Jezebeth | |6th of Tarsakh | The Baroness seizes control of Waterdeep | |2nd of Mirtul | First murder, Juanna "Fire" Fireside | |15th of Mirtul | Second Murder, Pinrose Portman | |20th of Mirtul | Third Murder, Henrietta Calloway | #### Mom Margaretta Mom Margaretta (a.k.a. Marge) runs one of the busiest brothels in the Dock Ward, named **Marge's Menagerie**. Marge is a good den mother and is very protective of her girls. When Jezebeth was mutilated, she decided to take her on as her apprentice to eventually run the establishment. Being protective of her employees, Marge will only allow her girls to be spoken to if they are willing and at present, they are all too upset and afraid after the mutiliation and murder to do so except Jezebeth. #### Jezebeth Embre Jezebeth was attacked on an outcall which Marge has stopped allowing since. The call was to a small but nice house in the Castle Ward belonging to the Zemore noble family near the Council of Mage's tower. She was attacked before she had a chance to get a good look at the man only knowing his height, approximate build, and his clothes. He didn't say anything so she does not know his voice. While she was on the ground and he was running away, she did notice that he seemed to move swiftly, with grace, and that a bit of light colored hair had fallen out of his hood though it was dark so she wasn't able to tell the exact color. #### Juanna "Fire" Fireside A beautiful brunette, she could have been the crown jewel of Marge's Menagerie had it not been for her drinking and drug problems. Despite this, she was well liked among the girls and they are quite concerned at her disappearance. She was lured away from the brothel despite Marge's recent rule against out calls by promise for a large amount of money. She was also attacked in the Castle Ward though in an alley instead of a home. \page Since no body has surfaced, she is believed to be missing at present. Marge caught wind of her plan to go to the out call and had one of the stable boys follow her. He saw her go down an alley but did not see her come back out. He didn't follow her in because he was told to stay out of sight. \pagebreakNum #### Pinrose Portman When Marge stopped her girls from doing outcalls, James was forced to move to other brothels and groups. Pinrose was a street girl, no brothel to call home though she does have a group she works with called **The Brightened Girls**. Despite the name, the group also include Blaise Gregor. She was murdered behind the Worthford Home because James had become impatient with waiting for a new victim. Unlike Juanna, Pinrose's attacker was seen immediately after her death and her body was not taken and the city guard now knows that someone is killing women. #### Blaise Gregor Blaise is a gigalo who works with Pinrose at The Brightened Girls and witnessed her death. The city guard has questioned him in regards to what he saw but they aren't doing much with their attention being focused so heavily on slavery. He recounts that the attacker was of average human height, had long red hair that was pulled into a braid, and that he was attacking Pinrose with an extremely shiney dagger, possibly made of silver. He can bring the characters to the exact location of the attack. #### Henrietta "Peach" Calloway From a very upscale brothel in the Castle Ward called **The Silver Lining**, Henrietta was their top earner. She was assaulted in her home after leaving the establishment in the early hours before dawn. The city guard saw a man fleeing the home and injured him with a crossbow bolt, however; he still managed to disappear down an alleyway. They believe he used a sewer entrance in the alleyway to escape. #### Brent Moonvale Brent is the owner of The Silver Lining and a shrewd business man. While not outright mean to his employees, he is strict about the rules he has for his business. He will not allow anyone to speak to his girls about the murder and states that if he finds out anyone has, the girl will be fired immediately. Being a mover and shaker in high society, he has many eyes and ears throughout Waterdeep. #### Durta Hachaar While not directly related to any of the these events, Durta can be approached for knowledge about the parchment found in the alleyway. He identifies it as having come from a specific **percamenarius** in the Trades Ward named Joanna Brendle due to a very faint magical watermark bearing her initials. Also, Durta is in the process of closing up shop to join his brother in Neverwinter, feeling it will be safer and better for business. #### Joanna Leston A percamenarius (parchment maker) from a long line, she is the only surviving child of her father and therefore, the owner of the shop, **Leston's Hide**. She is a fierce looking gnome in her mid 30's with a noticeable gut and rough hardned skin. She wears her hair short and her clothes are constantly filthy. She has a husband though she has not taken his name due to the history of the shop. She can, for the right price, tell the characters precisely who she sold the parchment to but that right price is pretty high (50 gp). She sold the parchment to a man named Thallius Copperbane who does shopping for many of the nobles, or at least used to. She believes that he may be dead but gives them directions to his house and explains he can also often be found at the **Leaky Lizard Tavern** in the North Ward. #### Thallius Copperbane Due to the recent noble purge, Thallius can be found at the Leaky Lizard Tavern drowning his sorrows. He is an elf of adult age though as with most elfs, it is hard to tell excatly how old. He wears nice clothes though the are now soiled with dirt, beer, and food with his deepening depression. He is quite certain that he acquired the parchment for the Worthfords, however; he is *very* drunk and informs that they are most assureadly dead and their corpses hanging from the city walls. He is aware of James being their son but assumes he is also dead. He offers his assitance in tracking down the killer, looking for something to grab hold of as a meaning to his life. He has an investigation bonus of +6 and knows most of the nobles and their family histories. If told he isn't needed, he will be found dead the next day from alcohol poisoning. \pagebreakNum # Locations ## The Zemore House This nice single story home has three bedrooms, a kitchen, a dining room, and a pantry. The back of the house faces west and is directly across from the Council of Mage's tower. The owners of the home were visiting family in Baldur's Gate at the time of the attack and have not yet returned due to fear of the Baroness.
#### 1. Foyer
A large ornamental carpet measuring approximately fifteen by twenty-five feet covers much of the floor of this foyer. Most of the floor is covered in a thin layer of dust though the carpet appears to be dust free. Foot prints can be seen coming in and out of the front door and around the carpet and leading into the double doors to the west.
**Beneath the Rug:**
Lookng underneath the rug, the floor is splattered with dark brown stains. It appears that someone attempted to clean the stains but they waited too long and were unsuccessful.
**Footprints:** On a successful DC 12 Intelligence (Investigation) check, it can be determined that there are two sets of footprints, one set are those of [Jezebeth](#the-waterdeep-ripper-important-people-jezebeth-embre) and the other set are of a man of average height. **City Guards:** If the characters do not close the door behind them when entering the house, a pair of city guards will approach the house to investigate. They are hoping to find that the Zemores had returned from Baldur's Gate to arrest them on slavery charges. While they are suspicious of the characters, bringing in someone for breaking into the home of nobles suspective of slavery just isn't worth it to them. They will try to get a bribe out of them, however. They can tell the characters about [Pinrose's](#the-waterdeep-ripper-important-people-pinrose-portman) attack and tell them to speak with [Blaise](#the-waterdeep-ripper-important-people-blaise-gregor) if they explain the characters explain why they are there. #### 2. Dining Room
While the furniture in this room appears to be fairly standard for a dining room, the table and chairs have all been haphazardly shoved against the wall and something removed from where they originally stood at the center of the room. Footprints in the fine dust on the floor can clearly be seen moving about the room in a frantic manner.
**Contents:** The room does not contain much, just a dining table that seats 8 and chairs to match. A small liquor cabinet stands empty against he back wall. #### 3. Master Bedroom
This enormous bedroom contains several furnishings including two armoires, a dressing table, a writing desk, two nightstands and a huge four post canopy bed. As with most of the rest of the home, there is a thin layer of dust on every horizontal surface. The bed is covered with a light purple duvet and has what appears to be thin linen drapery hanging from the canopy. Each nightstand has a single unused candle in a brass candle holder. Parchment sits unused in the cubbies of the writing desk and pen and ink sit on the top. The armoires are shut tight and appear to require a key to unlock. Lastly, the dressing table is completely clear of items except for a sixteen inch oval mirror attached to the back.
**Bed:** Hidden under the mattress of the bed is a simple dagger. **Armoires:** The armoires are locked and require a DC 13 Dexterity (Lockpicking) check to open. Inside one are two wool jackets, a pair of tweed trousers, and a pair of fine black leather boots. The other contains a single blue dress and a silver necklace with a red gem pendant (worth 1 gp). **Desk:** The desk has a pen and ink, some nice parchment (worth 1sp in total), and a rolled up letter. The letter is as follows:
Dear Llorya,
Our years together have been many And our love has been grand Our future together shall be more And our love can only grow
Yours Eternally, Ailas
\pagebreakNum #### 4. Bedroom
A fairly large bedroom opens before you. A bed sits against the north wall with a nightstand on one side containing a single candle and a piece of paper. An armoire is set against the east wall near the only door. Dust layers on everything in the room. A slight smell of flowers can be detected on the stale air.
**Nightstand:** The paper on the nightstand contains a child's drawing of a house, a tree, and a flower. **Armoire:** Contains several sets of children's clothing and a small bowl of wilted flower petals. #### 5. Servants Quarters
The furniture here isn't quite as nice as the rest of the home but is definitely better than most common folks could afford. Two beds are placed on opposite sides of the room, one on the west wall and the other on the east. Each has a small trunk at the foot and a nightstand by the side. On the north wall, on either side of the window is a small dresser.
**Trunks:** The east trunk contains several child's drawings, an extra blanket for the bed, and 15 sp. The west trunk has two child's drawings, a hammer, a chisel, and 10 sp. **Armoires:** Each of the armoires contains two sets of servants clothes, two pairs of simple shoes, and three candles. The west armoire also contains a few carpenter's tools. #### 6. Kitchen
Utensils and cookery surround a cooking fireplace that is black from years of use but otherwise clean excluding the fine coat of dust that covers this entire house. In the center of the room is a food preparation table with two cutting boards, and a chef's knife. A cabinet stands against the south wall containing flatware and several drawers likely containing silverware.
#### 7. Pantry
It appears that prior to leaving their home, this family cleaned out the pantry. Only a few grains are left on the floor and all of the shelves are empty.
\columnbreak ## The Castle Ward Alleyway
Located between two noble homes and only a block down from the house of the previous attack, this alley way is about 8 feet across and is open at both ends. There is a blood stain on the cobblestones of the alley and quite a bit of refuse surrounding trash cans.
Among some of the refuse in the alleyway can be found a pouch containing a jewel encrusted gold ring (worth 15 gp) , 20 gp, and a note containing [James'](#the-waterdeep-ripper-important-people-james-worthford) unsigned manifesto on very nice parchment. Information about the parchment can be gained from Durta. > ##### James' Letter > For too long, the filth that fills our streets, taverns, inns, and brothels has existed. It is time to rid the world of the immoral disease and make way for Mielikki's grace. Once again, forests will rule the cities and the now lost fantastical beasts will live in peace! \pagebreakNum
The Castle Ward Sewer
By this point, James has gotten wind of the characters tracking him and has hired some muscle from Xanathar to dispatch of them. These mercenaries will follow the characters into the sewers.
\pagebreakNum #### The Alleyway Above the Sewer
The alleyway is no more dirty than the streets around you, however; the smell of the sewer is very apparent as the large metal cover appears to be slightly ajar.
#### 1. Large Hub
You descend down the latter from the streets above onto a slick wet stone walkway over the sludge running swiftly beneath. The smell is bad but not as bad as you might have expected. The walls of the sewer rise up into curved arches approximately eight feet above the floor. Pathways line the walls with fluids running between and in places underneath.
The sludge and muck on the stone pathways can be inspected to get a trail on James. There are more than one set of footprints because sewer workers do occasionally come down to do maintenance. Also, there are a couple of areas on one corner wall where James had to brace himself as he made his way through. Area 11 is where he eventually came out of the sewer so trails will all lead there via areas 1, 5, 8, and 9. #### 2. Dead Giant Rat
The sewer continues forward for a short distance before coming to a cross path. The west path is closed off by heavy iron bars. The north and south paths both include walkways. On the north pathway as it turns around the corner is the headless corpse of a giant rat.
There is a sewer infused shambling mound wandering in the sewers that ate the head of the giant rat. It is residing in the waters of area 3 because the water flow there is usually a bit slower. #### 3. The Shambling Mound
The water in this fairly large area is a bit stiller than other areas of the sewers. Paths line the east, south, and west walls. There are two exits from the room, one to the south and one to the east. Although the exit to the east is barred, the bars look like they have been damaged enough to let a medium sized creature to squeeze through though they would have to be in the water to do so as there is no walkway. Something shiny appears to be partially buried in the muck near the east exit.
The shambling mound will attack if a creature moves far enough from the south entrance to allow it to cut off an escape via the walkway. If this does not happen, it will begin stalking the creature looking for an opening. **Treasure:** The shiny thing in the muck is in fact some items dropped by someone who managed to escape the shambling mound via the damaged bars. This includes 6 gp, a metal scroll case, and a small gold ring (1 gp). \columnbreak > ##### Sewer Infused Shambling Mound > The stats of the Sewer Infused Shambling Mound are the same as found in on page 270 of the Monster Manual with the following exception. The Engulf feature also gives the affected creature the *poison* condition if they fail the Constitution saving throw. #### 4. Unused Path
The filth is piled extra high on this walkway except for a smear leading into the water that looks like a small humanoid that was dragged down.
If the shambling mound from area 3 is following a creature that comes here, it will use this location to attack. #### 5. Midynion
The ceiling of this area is taller than in other locations, reaching nearly fifteen feet. The cavernous room extends farther than you can see through the haze and fumes rising from the fluids below. As you enter the area you hear a loud splash from the far end, too far for you to see.
The shambling mound will not go into this area under any circumstances because an adult black dragon named Midynion has become trapped here due to its size. Due to its trapped nature, it tends to eat any living thing that makes its way here though it will sometimes try to strike a deal. A deal was made with James to return with a *potion of shrinking* so that the dragon can escape in exchange for James' life. The dragon is still willing to make a deal but it will take some convincing since she is hungry. As the characters get to a location where the dragon can cut off their escape, it will launch itself at them from the water and try to pin the group down for talk before attacking. She assumes James will not return and can exchange information about him, including a necklace with his family crest on it that he gave to her as collateral. She was told his names is Brand but believes he was lying. She can, however give a good description of him to the characters. **Environment:** As described in area 6 below, the columns supporting the ceiling here are in a bit of disrepair and occasionally, large stones will fall randomly during a pitched battle. #### 6. Midynion's Lair
The waters in the middle of this large area are still compared to the outer edges and the smell is even worse. Three large columns support the ceiling above but they aren't in the best of repair making the whole area feel very precarious. The sewer waters run out in several directions though all are barred. The walkways are littered with bones of varying creatures including giant rats, humanoids, kobolds, and more.
\pagebreakNum **Treasure:** Due to being unable to leave the sewers, Midynion's horde is fairly small. Hidden beneath the filthy muck inside of an old metal box she has 150 gp, 121 sp, 1052 cp, 15 gold rings, and an assortment of corroded weapons. #### 7. Putrid Cache
It becomes fairly clear why the smell in this chamber are so bad, backed against the metal bars meant to block off this area of sewer and blocking the flow of sewage is a bile of putrid and rotting organic flesh of humanoids, giant rats, and giant toads.
#### 8. The Fissure
The floor of the walkway heading to the east path is deeply cracked.
The entire eastern 25 feet of this area are considered difficult terrain. #### 9. Ruined Tunnel
A long tunnel moves north and south with the south end being blocked by a collapsed ceiling. One set of double doors and a single door are on the east wall. The north end of the tunnel is open.
**Double Doors:** The double doors are hopelessly blocked. They are locked and something on the other side prevents them from opening. **Single Door:** This door is also locked with an easy to pick lock. #### 10. Supply Closet
This are appears to be a supply closet for those tasked with taking care of the sewers. It contains mops, brooms, hammers, and other assorted tools.
#### 11. Men at Work
As you walk, you hear what sounds like voices coming from ahead.
Making a DC 8 Perception (Wisdom) check will allow for hearing the conversation.
**Lupov**: It's amazing when you think of it. All the magic we can possibly ever use for free. Enough magic, if we wanted to draw on it, to melt all of the Sword Coast into nothing, and still never miss the magic that was used. All the magic we could ever use, forever and ever and ever. **Bert**: Not forever. **Lupov**: Oh, hell, just about forever. Till the sun runs down, Bert. **Bert**: That's not forever. **Lupov**: Alright, until all of the gods are long gone, is that good enough? **Bert**: Still not forever, Lupov. **Lupov**: Magic is completely limitless and we'll never run out of it, Bert. Nevermind how we define forever. **Bert**: Eventually we'll run out of magic. Haven't you heard of Athas? **Lupov**: I all know about Athas. **Bert**: The hell you do. **Lupov**: I know as much as you! **Bert**: So you know that magic will eventually destroy everything and run out altogether. **Lupov**: Sure, but who said it wouldn't? **Bert**: You just did. **Lupov**: Maybe it can be reversed. Maybe more magic can be made. **Bert**: How? How would that happen? I bet you 5 copper that can't be done. Just go ask Durtah and he'll tell you.
These men are sewer workers taking their break while shoring up this area as best they can. If questioned, they can describe James having run through her recently and explain that he went up to the street using the entrance in the center of the chamber. #### In the Streets
You arrive from the sewers into another alley though still in the castle district. Unlike the other alley, this one has a bit more traffic and quite a number of nicely dressed people give you strange looks as you emerge from below. A group of guards takes notice and begins to approach you.
The trail goes cold here and the guards will mostly just try to shuffle the characters away from the nice folk. \pagebreakNum ## The Leaky Lizard Tavern
What was once a fine establishment has lost a bit of it's luster over the years and with the recent hard times. The floors and tables aren't quite clean but not necessarily dirty. The glasses are chipped but still hold liquid. The barkeep is deep in discussion with a local about the situation in town and what should be done to fix it. There are a number of patrons scattered about at tables and the bar and the place smells bad for it.
[Thallius Copperbane](#the-waterdeep-ripper-important-people-thallius-copperbane) can be found at a table drinking by himself. His nice clothes are soiled and worn and he smells like stale beer. Everyone at the tavern knows him and can point him out because he hardly ever leaves. ## The Worthford Estate
Need Map of Worthford Estates