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Adventure Summary Getting close to the manor, you can see it is in horrible
disrepair. The roof is missing several shingles and the wooden
This adventure is meant to take place in Chapter 2 of
Waterdeep: Dragon Heist in place of (or alongside) the Lif walkway leading up to the manor steps groan under the
encounter. This adventure is easily modified to accomodate slightest weight as if pleading for release. The house moans as
any haunted house scenario outside of the published module. the wind whips itself through the cracks of boarded up
The adventures are promised by Volo that he will give them windows and the balconies surrounding the house sag like a
a tour of the grounds of their new estate, but is conspicuously soggy hat pulled down over the head of the ancient manor. You
absent when the adventurers arrive to meet him. It's late
evening and a storm is brewing in the sky and no one is on the swear for a moment you saw it again, movement between
streets. The characters look up to catch a flicker of a form in a boarded up windows, somewhere up above. You can't shake
window and a strange glow coming from one of the topmost the feeling that someone is watching as you approach.
towers. Little do they realize that some local urchins (Nat,
Jenks and Squiddly [W:DH p.63]) have wormed their way If players decide to walk around the manor, they find no easy
into the manor, looking to have an adventure and play some means of ingress. The windows have all been boarded up for
pranks on the newest inhabitants. In a cruel twist of fate, the years, and the balconies are in poor condition.
ghosts of the dead orphans killed here have come back to life, However, a character that can fly, may head up to one of the
seeking vengeance on the intruders. several balconies situated on the second and third floors.
Setting the Scene Listed below are the several modes of entry.
Your players have recently met with Volo where he signed Front Door - Leads to 1st Floor Tavern (Locked - DC 10)
over the documents to Trollskull Manor (or, if not playing Side Stairs - Lead to 2nd Floor (Locked - DC 15)
Waterdeep: Dragon Heist, just substitute Volo and Trollskull Front Balcony - Leads to 2nd Floor (Warped - DC 18)
Manor with any other NPC and suitable locale.) Back Balcony - Leads to 2nd Floor (Locked - DC 10)
Read this to your players as they approach the meeting Side Balcony - Leads to 2nd Floor- (Warped - DC 15)
sight in front of the manor. Any locked doors can be opened with Volo's key to the
manor which he may or may not have already given to the
You make your way down Trollskull Alley well into eveningtime. party.
The last rays of sunlight disappeared behind looming rooftops
hours ago and the only light is the flickering of soft streetlamps
1st Floor Tavern
that cast long shadows all around. There isn't a soul on street Upon entering read:
as you stand beneath the lamp closest to the manor and wait
for your contact to arrive. Dark clouds block out the stars and The inside of the tavern smells musty and feels slightly damp,
rumble with the warnings of a coming storm as tiny raindrops like the inside of a beer keg. The wooden floors are bloated and
begin to plop one by one upon your cheek. You look up at the warped from seasons of soaking spilt liquor. Cobwebs drape
dark and foreboding manor, now yours, that seems to sway themselves over tables and stools, undulating every time a
slightly at the top as the wind picks up. Looking up you see a small draft blows through the room. You hear the pitter-patter
ghostly light flicker from the highest window, or did you of small feet and giggling somewhere toward the back.
imagine it? Raindrops are falling faster now as the wind begins
to howl. Your contact will definitely be late. Lif (W:DH p.31) is here, although keeping himself invisible.
He randomly uses his Telekenetic Thrust ability to toss
The street is well-lit from street lamps. Their candles are players and objects around the room.
enchanted with a continual flame spell. There is no one on the In the middle of the floor, in a 10' radius, is a spilled bag of
street as it has begun to storm. marbles. Any character who moves over the must make a DC
The players have little choice but to enter the house to seek 13 Dexterity saving throw or fall prone. Characters with a
shelter from the storm, or return to their previous lodging. If passive Perception of 15 or higher notice the bag and have
so, have a player spot a paper bird fluttering toward them, advantage on Dexterity saving throws to avoid falling prone.
dodging raindrops and arrive seconds later. The message is
from Volo, informing them that he is running late and to have
them wait for him inside the manor.
The party can return down to the 2nd floor where Volo is
soaking wet and waiting. He is deeply apologetic for being so
late and when the party recounts what happened here he is
extremely upset he missed out on such an excellent chapter
for his book.
He is late because he brought a friend to help inspect the
premises and offer advice. Renaer Neverember isn't the least
bit surprised that the party can't seem to stay out of trouble.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
destroyed.
Light Life Drain. Melee Spell Attack: +3 to hit, reach 5 The collaborative efforts of redditors on
ft., one creature. Hit: 3 (1d6) necrotic damage. The /r/WaterdeepDragonHeist were a huge inspiration.