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# Trollskull Tavern Your eyes immediately fall upon the largest building in the alley. It sticks out among the rest, partly because its three-story stature makes it loom over the other structures, but mostly because of its state of dilapidation. It’s of an old, elegant build, from a different era than the functional buildings that surround it. The exterior of the building is weathered but still intact. Overgrown vines cover much of the walls and all of the windows are shattered and boarded up. Upon entering you notice many floorboards are either missing or rotted through. What remains of the tables and chairs of the forgotten tavern is damaged beyond repair. A large elegant wooden bar sits directly ahead on the far side of the main room with a large picture hanging behind it. The picture depicts two halflings (one male and one female) both with a bright smile of excitement. Behind them is a half-elf male with a quite different expression. His is one of anger and disgust. ## Haunting of Trollskull Tavern A DC 12 History check will reveal that there is lore surrounding this old Tavern. This lore includes that an old barkeep died in a horrible robbery and has since haunted the place. This led to the eventual downfall and closing of a long loved Tavern. ### Lif's Mischiefs * Footsteps in attic * Missing items found in basement * Furniture moved * Knife flies across room * "Closing time" on wall * Cold breeze ### Appeasing Lif * Rid attic of giant bats * Rid basement of swarms of rats * Replace furniture * Repair missing/old floor boards * Repair windows If the party decides to appease Lif they may use him as a bartender for the tavern. \columnbreak ## Meeting the Neighbors ### Talisolvanar "Tally" Fellbranch Tally is a calm reserved carpenter half-elf. He offers his services if needed for furniture at a price of course.
A small wooden sign above this shop's main door is bare except for alarge, bent nail sticking out of it. The front room contains displays of ornate wooden furniture, as well as a selection of bows and crossbows. The wall behind the counter is lined with rows of finely carved wooden canes, quarterstaffs, and shields.
### Embric and Avi A loving couple that thinks that Tally doesn't approve of their relationship. If the party resolves this issue then they may receive a discount on services from both shops.
This indoor forge is housed in a two story stone structure that has a black ash residue coating it. As you enter you are greeted by a couple (Embric, a male fire genasi, and Avi, a male water genasi.) The main room is filled with shining armor and weapons of all types. The flicker of the forge glints off the metal that fills the room.
### Fala Lefaliir Fala is a non-binary outgoing wood elf with long braided hair.
You approach a small wooden house with smoke billowing out a stone fireplace in the rear of the building. Plants of all kinds grow around the house in various pots and barrels creating a very jungle-like feel for this modest cottage. A smell wafts out from inside that is somewhere between a lovely floral perfume and an acrid smell of burnt chemicals. The inside of the house is spotted with even more plants. Multitudes of shelves all lined with different size and shape glass vials all filled with unique colors of unknown liquids.
### Rakshasa Rakshasa uses disguise self anytime with customers and looks slightly different everytime, but resembles a normal human male wearing a long trench coat that goes by the name Vincent. \pagebreak ## Joining Factions ### Bregan D'Aerthe If one or more characters are drow,Jarlaxle Baenre has his lieutenants, three drow gunslingers, shadow these potential new recruits while keeping a safe distance. Fel'rekt Lafeen and Krebbyg Masq'il'yr watch the characters at night, and Soluun Xibrindas watches them during the day (doing his best to stay out of the sunlight). See appendix B for details on these lieutenants. Characters who have a passive Wisdom (Perception) score of 18 or higher see fleeting glimpses of the drow spies over a period of several days and can, with a successful DC 15 Wisdom (l nsight} check, ascertain that these s pies are paying particular attention to the activities of the drow party members. #### Jarlaxle Baenre If the party reports the drow to the City Watch, Jarlaxle ends the surveillance a nd breaks off a ll contact with the characters for the time being. On the other hand, if the characters try to confront the drow spies, they avoid contact but leave behind a black eye patch as a calling card. The next day, Jarlaxle Baenre (see appendix B) shows up at the party's headquarters, using his hat of disguise to appear as a haberdasher named J.B. Nevercott. In this guise, he asks to s peak privately with drow characters who he thinks might make suitable Bregan D'aerthe recruits. Only drow are given serious consideration, but Jarlaxle doesn't care if they're male or female. As a test, he offers them their first mission. Jarlaxle is a consummate actor who never lets down his guard. Even if the characters discern his true identity, he never admits to being anything other than what he pretends to be. ### Emerald Enclave The Emerald Enclave takes an interest in characters who seek to preserve the balance within Waterdeep (particularly clerics of nature, druids, and rangers). Any such character is visited by a white cat that s peaks the following message in a melodious male voice:
"Interested in joining the Emerald Enclave? Come meet I us at Phaulkonmere in the Southern Ward."
The cat is an ordinary animal upon which an animal messenger spell was cast. He dashes away after delivering its invitation. #### Melannor Fellbranch The characters' main contact in the Emerald Enclave is Melannor Fellbranch, the friendly but humorless grounds keeper of Phaulkonmere, a compound locatedone block south of Kolat Towers (see chapter 8). Phaulkonmere is owned by the Tarm and Phaulkon noble families. Melannor delivers missions by way of animal messenger spells and is partial to using cats and pigeons as couriers. He quickly assigns new members their first mission. \columnbreak Melannor is a half-elf druid, with these changes: * Melannor is chaotic good. * He bas these racial traits: He has advantage on saving throws against being charmed, and magic can't put him to sleep. * He has darkvision out to a range of 60 feet. * He speaks Common and Elvish. #### Jeryth Phaulkon When the characters arrive at Phaulkonmere for the first time, Melannor introduces them to the lady of the estate: a noblewoman-turned-demigod and Chosen of Mielikki named Jeryth Phaulkon. Jeryth, the only member of her family who currently resides at Phaulkonmere, manifests as a disembodied female voice that can be heard by anyone in the villa gardens. She offers membership in the enclave and bestows on each new member a charm of restoration (see "Supernatural Gifts" in chapter 7 of the Dungeon Master's Guide). Jeryth also offers Phaulkonmere as a safe haven for enclave members and their friends. In her disembodied state, Jeryth can't be harmed. If the need arises, Jeryth can cast any spell on the druid spell list. She uses her spells in defense of her estate and its beautiful gardens. A member of the Emerald Enclave can petition Jeryth to cast a spell, which she is happy to do if that character's renown in the enclave equals or exceeds the spell's level. ### Force Grey The Blackstaff, Vajra Safahr (see appendix B), is friends with Renaer Neverember, and word of his rescue quickly reaches her ears. She uses a sending spell to deliver the following short message to one of the characters:
"I am Vajra Safahr, the Blackstaff. Come to Blackstaff Tower in the Castle Ward at once. Bring your friends."
Despite her insistent tone, Vajra doesn't take offense if the character refuses her invitation. A day later, she casts another sending spell and reaches out to a different party member. If she is refused a second time, she doesn't contact the party again until the characters gain a level. #### Vajra Safahr Blackstaff Tower is a fortress and a wizard training academy all in one. From here, Vajra Safahr watches over the city and asserts herself as Blackstaff. Sending spells are her preferred way of communicating with her operatives. Vajra offers the characters membership in the Gray Hands, a private security force under her command. She doles out missions designed to tax the characters' resources and test their loyally to Waterdeep. Characters who complete these missions won't gain enough renown to join Force Grey yet, but they will gain something valuable: the Blackstaff's patronage. Vajra continues to take an interest in their adventuring careers, helping out when she can. \pagebreak ### The Harpers The Harpers approach good-aligned characters who show promise as spies. One such character receives the following message, written on a paper bird (see appendix A):
"Renaer tells us you are a good bet. He bought you tickets to the opera tonight at the Lightsinger Theater in the Sea Ward. If you are interested, meet Mirt at intermission. Private Box C. Formal attire is required for admittance."
Enclosed are tickets for the entire party to The Fall ofTiamat, an opera sung in Giant describing the evil dragon queen's defeat at the Well of Dragons. #### Mirt If any of the characters join the Harpers, Mirt (see appendix B) becomes their main Harper contact throughout the adventure. Lightsinger Theater is a high-end establishment located in the Castle Ward. If the characters meet Mirt in bis private box during the opera's intermission, he describes the Harpers and offers membership to eligible characters. Characters who accept receive a silver pin of a harp within a crescent moon, along with their first mission (see the Harpers Missions table). Mirt also tells them that if they ever need to speak with him directly, they are welcome to visit his manor in the Sea Ward. If the characters do visit Mirt's manor, there's a 50 percent chance that Mirt isn't home and no one answers the door. ### Lords' Alliance Characters who place the security of the city and the realm ahead of their own interests are invited to join this faction. Potential recruits must be residents of Waterdeep. #### Jalester Silvermane The characters' primary contact is Jalester Silvermane (see appendix B), a field agent who reports to Open Lord Laeral Silverhand. Jalester spends much of his time in the Yawning Portal and other taverns that adventurers are known to frequent. Jalester offers membership in the Lords' AJ!iance to those who qualify. Members are expected to complete whatever missions are assigned to them in a timely, professional manner. Refusing to accept or complete a mission can result in suspension or dismissal. An alliance member who is suspended receives no a lliance missions until the suspension ends, while dismissal from the alliance means a loss of membership and the loss of all renown in the faction. \columnbreak ### Order of the Gauntlet The Order of the Gauntlet looks for members who seek to fight evil in all its forms. Adventurers who worship Helm, Torm, or Tyr are especially sought after. #### Savra Belabranta If the party includes one or more likely recruits, Savra Belabranta (NG female Tethyrian human knight) visits the characters' residence and invites them to the Halls of Justice, the temple of Tyr (localed west of the Market in the Castle Ward), where they can be sworn into the order. The swearing-in ceremony involves the recitation of an oath to find and destroy evil in all its forms. The oath is spoken while every candidate wears a silver gauntlet (a symbol of the order). After the ceremony, Savra gives new recruits their first mission. The Belabrantas are a Waterdavian noble family that raises griffons for the Griffon Cavalry. Savra is trying to regain her honor by serving Tyr, thus atoning for the evil acts she committed as a member of an evil elemental cult called the Howling Hatred. Savra's sins are irrelevant to this adventure, but you can learn more about her past in Princes of the Apocalypse. Whenever she has a mission for the characters, she communicates the missive to them herself. ### The Zhentarim The Doom Raiders try to contact evil-aligned or morally ambiguous characters. A flying snake with a parchment tied about its body visits one character in the dead of night. The message reads:
"Want to be part of something big? Speak to Davi! Star- I song at the Yawning Portal."
If the characters seek out Davil, Yagra Stonefist (see "Familiar Faces," page 20) greets them and leads interested parties to a table in the center of the Yawning Portal's taproom, where her boss waits with drink in band. #### Davil Starsong Davil Starsong (see appendix B) is the characters' primary contact in the Black Network, at least initially. Over drinks, he shares the following information: * Davil is a retired adventurer. He and his adventuring companions joined the Zhentarim a few years back. They help people in need. (More specifically, they provide loans, mercenaries, and other services.) * Another Black Network gang has recently infiltrated the city and tried to take over the Xanathar Guild. They failed, setting off a war in the streets. Davil and his colleagues want to end the violence and restore the peace. Davil offers membership in the faction to interested characters, then assigns them their first mission (see the Zhentarim Missions table). Subsequent mission briefings a re written on scrolls and delivered by flying snakes. \pagebreak #### Tashlyn Yafera After the characters complete two missions for Davil, he is arrested by the City Watch and held in Castle Waterdeep while he waits to be questioned by the Lords of Waterdeep about the Black Network's operations in the city. The characters continue to receive missions, but they come from Tasnlyn Yafeera (see appendix B). Characters first become aware of this change when they receive their next mission briefing, since it's written in a different hand. If the characters want to speak with Tashlyn direclly, Yagra can arrange a meeting in the City of the Dead or some other quiet place. By the time the characters see her, Tashlyn has learned the following information: * The rumored leader of the renegade Zhent faction is Urstul Floxin, a known Black Network assassin. * A warrant has been issued for Urstul's arrest, but his current whereabouts are unknown. Even magical scrying has failed to reveal his location. * The botched kidnapping of Renaer Neverember won't sit well with Urstul. He might try again. (Tashlyn doesn't actually believe this, but she knows that Renaer has ties to the Harpers and might share information of interest with the characters.) Weeks after his arrest, Davil is released from custody once the Lords of Waterdeep are satisfied that neither he nor his associates are responsible for the recent violence.