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Peanut Brain
Conniving mousefolk female, member of Mousefolk male, leader of the cheese pilfering
Breekuza. operations from the manors store room to be
Appearance: sold on the black market.
Bright blue fur (from wild mage stuff that she Appearance:
cant seem to get rid of), thin, but clean and Probably light grey fur.
sleek.
Voice:
Voice: Kinda like a little goblin, but more mafia-ish.
High pitched (I mean HIGH) cockny voice,
likes to say Yea! in agreement to lots of Personality:
things. Smart, cheeky, but quick to backpeddle when
in trouble.
Personality:
She means well but doesnt think things What They Know:
through. Shes used to deferring to Brain, but He should technically be unconscious the
with him unwell/comatose from the chefs use entire time, unless hes healed at some point
of poisoned cheese, shes free to make bad during the adventure. If he does become
choices. She isnt fond of Pinky, but keeps conscious, he would know a lot about the
him around as an easy person to push over Breekuza but will try very hard to not share
when she runs. any information on them unless he is
threatened, or worse yet his family is
threatened. (he has three little mice kids
Pinky named Bree, little Cheddah, and Gouda (I
think, might have the last name wrong)).
Bruteish type, mousefolk dude, not very
bright.
Appearance: The Big Cheese
White fur, a bit fluffy and miskept, a tad bit Leader of the Breekuza, an organized crime
round. group of mousefolk that holds Waterdeep as
Voice: their base.
Kinda a big dumb guy voice, maybe a little
Appearance: Orinorae Rachvaeri
Dark grey fur save for one scar that streaks
Visiting Female Dragonborn diplomat.
across his face through one eye.
Appearance:
Voice: Copper Dragonborn, dressed in fine green
The most mafia boss voice you can muster.
velvet robes, has firey eyes.
Full on godfather, force extra air over vocal
cords to get some squeak to it. Voice:
Her voice is smooth and steady, carrying an
Personality: innate sense of calm.
Mostly just wants to steal and sell fine goods,
and by goods he means cheese. Cheese is his Personality:
lifeblood, and those who threaten that Genuinely a kind soul, but requires a certain
existence get curdled. level of compentency and civility from her
peers or underlings. Shes a tad racist. Follows
What They Know: decorum precisely to a fault. When this is not
He runs the Breekuza so he knows everything
followed, she has a temper that can be forced
about them. If the PCs manage to meet him,
out but only be a select few, such as her
they might be at risk of death or slavery pretty
estranged daughter.
quick. The big Cheese isnt above selling his
enemies for profit. Its less clean up than What They Know:
murder and no one will miss these fools, She is completely unaware of the murder. She
right? had a scheduled meeting with the Count
regarding presenting some sentient creature
trafficking prevention laws to the government
Onaan of Waterdeep, of which he was a member. She
Barkeep in Waterdeep tavern The Coppers was already on the way when he fell ill and
Bar and Inn, human male. then died, and did not know until she arrived,
so shes kind of just there. She is aware that
Appearance: the instigators of some of the disappearances
Balding on top, with a ruddy face and curious is due to organized crime, possible connected
eyes. to the lower races as she will describe them,
and if pressed she may recall the name of the
Voice:
organization as being the Breekuza.
Russian, why not.
Personality:
Gossip. Abacus Sweetwater
What They Know: The Head Chef of the Count
The initial hook to get the adventures Appearance:
interested. May direct them to the countess Old male halfling.
since she is looking for anyone to help her. It
seems the city has turned its back on her due
to unsavory news coverage of the death of the Voice:
beloved Count. Think Bilbo Baggins; excitable but oldish and
oddish.
Personality: speak, not out.
Cross when accused of things, cant hear Personality:
incredibly well. Angry but on a leash.
What They Know:
He left town to go to his daughters wedding What They Know:
towns away just before the count fell ill. He Punchin and hurtin and curdlin. And
was supposed to be gone for 1 week, so he probably a little bit about the Breekuza, but
will return to the town in a few days. He mostly the murdery side of it, not the trade
doesnt know how the count fell ill, and trusts and black market side.
his apprentice completely. He also cant see
incredibly well due to his age. He bases his
cooking off of taste, so if he hadnt been gone,
its likely he would have tasted the poison on
the food and died first, which was Peanuts
intention all along.
Addelaid Sweetwater
The Munster
Right hand of The Big Cheese, hulking
mousefolk who is a force to be reconed with.
Appearance:
Big. Furry. Angry.
Voice:
Big brute. Jersey. Breathy, deep. Pull air in to
The Munster The Big Cheese
Armor Class: 15 Armor Class: 12
Hit Points: 130 Hit Points: 110
Speed: 25 ft, size small Speed: 25 ft, size small
Proficiency: +2, Passive Perception 12 Proficiency:
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 17 15 8 11 11 8 10 12 16 14 14
(+3) (+3) (+2) (-1) (+0) (+0) (-1) (+0) (+1) (+3) (+2) (+2)
Skills: Intimidation +2, Athletics +5, Skills: History +5, Persuasion +4,
Perception +2 Deception +4, Investigation +5, Perception +4
Challenge Rating: 5 Challenge Rating: 4
Keen Senses. You have proficiency in the Keen Senses. You have proficiency in the
Perception skill. Perception skill.
Nimble Dodge. When you are the target of an Nimble Dodge. When you are the target of an
opportunity attack, you may use your reaction opportunity attack, you may use your reaction
to impose disadvantage on that attack a to impose disadvantage on that attack a
number of times per short rest equal to your number of times per short rest equal to your
Dexterity modifier (minimum of 1). Dexterity modifier (minimum of 1).
Quick Reflexes. When you are hit by an Quick Reflexes. When you are hit by an
attack but before rolling for damage, you can attack but before rolling for damage, you can
perform a Dexterity (Acrobatics) saving throw perform a Dexterity (Acrobatics) saving throw
in which the DC is the enemies attack roll. On in which the DC is the enemies attack roll. On
a failed save, nothing happens. On a a failed save, nothing happens. On a
successful save, the attack is avoided. You successful save, the attack is avoided. You
may use this feature a number of times per may use this feature a number of times per
short rest equal to your Dexterity modifier short rest equal to your Dexterity modifier
(minimum of 1). (minimum of 1).
Squirm. You can move through tiny sized Squirm. You can move through tiny sized
spaces as if you were tiny size. spaces as if you were tiny size.
Actions: Actions:
Multiattack. The Munster makes four melee Multiattack. The Big Cheese makes 2 melee
attacks from due wielding crossbows. attacks from due wielding crossbows.
Greataxe. Melee Weapon Attack +5 to hit, 9 Light Crossbow. Ranged Weapon Attack +5
(1d12 +3) slashing damage. to hit, range 80/320, one target. Hit: 7 (1d8 +3
Javelin. Melee Weapon Attack +5 to hit, range ) piercing damage.
30/120. Hit: 6 (1d6 +3)
Has two emergency Blink spell that he can
cast on an action.
Peanut
Armor Class: 13 Timeline of Events
Hit Points: 30
Speed: 25 ft, size small Day 0:
Proficiency: +3 Head Chef Abacus realizes that the
disappearances of food stores from the manor
STR DEX CON INT WIS CHA cellar were because of rodents. He didnt
12 16 13 11 8 15 know what kind, he just thought they were
(+1) (+3) (+1) (+0) (-1) (+2) rather large rats, so he put out poison with
some enticing goods on lower shelves.
Skills: Acrobatics +5, Performance +4,
Deception +4, Intimidation +5, Perception +2, Day 2:
Nature +3 Brain, while conducting a recon mission into
Challenge Rating: 2 the cellar to see what goods from a brand new
shipment was worth taking, tasted some odd
Keen Senses. You have proficiency in the Feta cheese, and fell ill as soon as he returned
Perception skill. to report to his team, which consisted of
Nimble Dodge. When you are the target of an Peanut and Pinky. They take him to The Big
opportunity attack, you may use your reaction Cheese, who has him looked after in the mean
to impose disadvantage on that attack three time. The Big Cheese instructs Peanut to look
times per short rest. into what could have hurt Brain and the goods,
Quick Reflexes. When you are hit by an while his best clerics start to try to heal Brain.
attack but before rolling for damage, you can Day 3:
perform a Dexterity (Acrobatics) saving throw Peanut and Pinky return to the manor and
in which the DC is the enemies attack roll. On Peanut very carefully discovers that the goods
a failed save, nothing happens. On a and cheese had been poisoned with rat poison.
successful save, the attack is avoided. You In anger and revenge, she transmutates the
may use this feature a 3 times per short rest. poison to look like one of the chefs favorite
Squirm. You can move through tiny sized spices he would be likely to eat and swapped
spaces as if you were tiny size. it out in the hopes that he too would
accidentally eat some and fall ill.
Actions: Day 4:
Spells: The chef goes on vacation, leaving his
Cantrips: Acid Splash, Minor Illusion, apprentice in charge of the cooking while he is
Prestidigitation, Mage Hand, Shocking Grasp away to see his daughters wedding. He plans
1st Level (4 slots): Thunderwave, Expiditious to be gone for approximately 1 week.
Retreat, Mage Armor, Sleep
2nd Level (3 slots): Invisibility Day 5:
3rd Level (3 slots): Misty Step The apprentice accidentally uses the poison in
Acid Splash: DC12, 2d6 acid damage food he cooked for the Count. Unlike his
master, he learned largely to cook based on
measurement and not taste, and while
nervously following a confusing recipe, he
failed to notice anything wrong with his
ingredients. When he finishes cooking the employer, the Count.
dish, he tastes it but doesnt notice anything
wrong, and serves the whole meal to the Day 12:
Count. Within one hour, the count and the The Breekuza send condolences to the head
apprentice are feeling ill, but the count is chef in the form of dying flowers. There is a
much sicker. He passes out before midnight note that reads It didnt have to be this way.
and does not wake again. The apprentice, A strange emblem is on the note, it kind of
fearing something is wrong with his cooking, looks like a piece of cheese. (This last tidbit
hides his illness and manages to recover for isnt necessary if the group knows of the
the most part, since his exposure was so Breekuzas involvement at that point). The
minimal. party will not find out about this unless they
find the flowers or drag the info out of the
Day 6: chef.
The count still has not regained consciousness.
The familys doctor is called but it seems Day 16:
there is nothing he can do. A cleric is called Brain regains consciousness, assuming the
but her healing seems to be too little too late. party hasnt killed him, the healers, or the Big
The Counts family and cohorts are beginning Cheese.
to grow suspicious of his illness, and look to
cast blame on some foul play of his wifes
doing. Estate Locations
Day 7:
To the great sadness of Waterdeep, the Count
dies early that afternoon. An investigation into
Stables
his disliked wife is begun.
Day 8:
Countess Dawson begins looking for outsiders Dock
who can help her, as the citys gossip and
news has turned most of the inhabitants
against her. This is where the party will come
into it. They will arrive midday in a tavern on
the outskirts of town, hear about the murder Grounds Keepers Home
from the tavern keeper, and be approached by
a beautiful half-elf woman who is wearing a
hood and veil. She will reveal her identity to
them and beg them for help, pleading her Entrance Gate
innocence and offering them 100 gp each if
they find out who killed her husband.
Day 10:
Orinorae arrives in town and tries to speak to Caralon Manor
the count, only to find him dead.
Day 11:
The chef returns from his vacation to find out
about the death of his long time friend and
how much she loves him. The final entry is
Inside the Manor recent, tearstained, and incredibly sad. The
light has gone out of my life.
Ground Floor
Basement
Entrance Hall
Servant Halls
South Parlor The halls act as access tunnels around the
manor, to allow servants to move about the
house without having to wander on the main
North Parlor floor where guests may see them.
Servant Living Quarters
Study The living quarters clean and tidy, not
crowded and have some high windows for a
little bit of natural light.
Dining Hall
Cellar
The cellar is cool and dark. Stores of food:
Prep Room
exquisite wines, chunks of curing meats,
exotic cheeses, smoked and salted fish, grain.
Kitchen All this is stored on shelves. The PCs may
notice that most of the food is on high shelves,
and a ladder sits to the side, strapped to the
Back Stairway wall with a chain. A closer investigation may
reveal an empty cask, which is a secret door
into a tiny tunnel leading into the ground. The
tunnel will lead to a location beyond the
Second Floor estates walls quite close to Waterdeep proper
next to a storm drain that empties into the sea.
Upper Stairlanding