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Have your players roll a DC 10 Wisdom saving throw.

Shadowfell Despair Type


On a failure their character is affected by the
d6 Type and Flaw
Shadowfell Despair. Roll a d6 to determine the type
1-3 Apathy. The character gains the following
of Despair, as shown on the table to the right, then a flaw: “I don’t believe I can make a difference
d8 on the matching table below to determine the to anyone or anything.”
effect. 4-5 Dread. The character gains the following
flaw: “I am convinced that this place is going
Despair effects stack. After finishing a long rest, a
to kill me.”
character can make a DC 15 Wisdom saving throw to 6 Madness. The character gains the following
end all Despair effects. Calm Emotions or a magical flaw: “I can’t tell what’s real anymore.”
effect that removes curses can end the Despair early.
Encourage players to roleplay the ‘mood’ given
below as much as their new flaw.

Apathy Table
d8 Mood Effect
1 Unconcerned You have disadvantage on Dexterity Saving Throws
2 Sluggish You have a -5 ft penalty to all movement
3 Lethargic You have disadvantage on Constitution Saving Throws
4 Hopeless You have disadvantage on Wisdom and Intelligence Saving Throws
5 Fatalistic You have disadvantage on death saving throws
6 Drowsy You cannot use your reaction to make an opportunity attack
7 Distracted You have disadvantage on initiative rolls
8 Clumsy Whenever you roll a natural 1 on a d20, you fall prone

Dread Table
d8 Mood Effect
1 Trembling You have a -1 penalty to all attack rolls
2 Jittery You cannot take the Disengage action
3 Anxious You have a -1 penalty to your AC
4 Paranoid Whenever you roll hit dice to recover HP, you recover half of the amount rolled
5 Mistrustful You cannot move through an ally’s space
6 Scared Stiff During the first round of combat, you are restrained
7 Frail You are vulnerable to piercing, slashing, and bludgeoning damage
8 Craven You have disadvantage on all attack rolls for one round after you suffer an attack

Madness Table
d8 Mood Effect
1 Squeamish You have disadvantage on attack rolls against targets with less than maximum HP
2 Reckless Enemies have advantage on melee attack rolls against you
3 Quarrelsome Enemies within 30 ft. of you have advantage on attack rolls against your allies
4 Jealous You cannot take the Help action or target allies with nondamaging spells or abilities
5 Haunted You have disadvantage on saving throws against being Charmed or Frightened
6 Forgetful You have disadvantage on all ability checks
7 Delusional You have a -1 penalty to your AC
8 Frantic You cannot gain advantage on any attack rolls
Tissina (tiefling cult fanatic) welcome guests in
the front door and take their coats or bags to
Use the maps and descriptions noted on room C7.
WD:DH 118-130 with the following changes:
Villa – 2nd Floor
Guest House A band, including a bard follower of Hlal, plays
The guest house has been cleaned and is being in the ballroom while noble guests dance and
used to host the lower-class partiers. There is a eat. A cult fanatic chef leads the kitchen staff.
single cook taking care of the food, and a single
guard making sure no one goes upstairs. There are enough guests here that there are no
Everyone else is a commoner. guards tasked with watching the stairs to the
third floor. The Cassalanter children spend most
Coach House of their time in the ballroom.
A single guard is patrolling the coach house to
make sure no one goes inside. Villa – 3rd Floor
For most of the night this floor is entirely
Grounds empty. At some point Jarlaxle will make his way
Three bonfires have been lit between the main to this floor and poke his nose around. The
and guest houses, and many people are outside Cassalanter children will be sent to their
looking at the stars or mingling. A single guard bedroom during the course of the night as well.
patrols the grounds, making sure no one Their governess, instead of retiring to the sitting
wanders too far from the bonfires. Everyone room, returns downstairs to the party.
else is either a commoner or noble.
Temple to Asmodeus
In the western corner of the map, the Xanthar’s Three cultists stay in the temple even during
guild thieves have thrown a rope ladder over the party, praying to Asmodeus. They will fight
the side of the wall. This ladder can be used to intruders, attempting to imprison them to be
enter/exit the party without being noticed by sacrificed, and head up into the party to warn
guards. The guard watching the bonfires does Ammalia Cassalanter when given the chance.
not wander close enough to notice this rope
ladder, unless something draws his attention.

Villa – 1st floor and Basement Each player has a carry capacity of 30 lbs.,
Depending on the time, Esvele Rosznar (Black which represents various hidden pockets. If this
Viper) may be sneaking through the first floor limit is reached, they can’t hide anything else on
to the basement. their person without being noticed. Similarly, as
they get close to their limit, they are more likely
Four guards patrol the first floor, making sure to be noticed by guards.
guests don’t get too nosy. There is a bard in the
front room playing on the harpsichord, a few All items listed in the Treasure section will be
commoner chefs in the kitchen, and many given a weight value as well as a gold value.
noble guests. You can use the tracking sheets in the Appendix
Two of the Cassalanter house servants, Willifort to help your players manage their haul.
(doppelganger disguised as a tiefling) and

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Optional: Sack
As an option, you can allow your players to
You can track suspicion however you want in
bring along a single collective sack, which they
your game. A chart, modeled after the
can use to store treasure during the party. This
Exhaustion chart on page 291 of the Player’s
sack has a carry capacity of 30 lbs.
Handbook, is suggested below.
If the thieves attempt to bring this sack through
the front door, it is confiscated and left in room
Suspicion
C7, where it can be picked up later. Level Effect
1 Disadvantage on Charisma-based
If the guards spot the characters carrying this checks against guards or members of
sack, it is confiscated. If any items inside can be the household.
identified as stolen, the thieves are kicked out 2 Disadvantage on any check made
of the house. while in sight of a guard or member of
the household.
3 A guard is assigned to watch the
Make sure to follow these rules when creating players at all times.
4 The players are stopped and searched
characters for this one shot. If guards discover
by the guards, who confiscate any
weapons on your players, the weapons are
weapons. If they determine that any of
confiscated and returned when your players the items the characters carry are
leave the party. stolen, those are confiscated and the
suspicion level automatically increases.
Weapons
Otherwise it automatically decreases.
Thieves walking in the front door can sneak in
5 The players are all kicked out of the
the following: (melee) Club, Dagger, Handaxe, party, without any confiscated items
Light Hammer, Flail, Rapier, Shortsword, War returned.
Pick; (ranged) Darts, Sling, Blowgun. 6 Players are arrested by the City Watch,
who were waiting nearby.
Thieves sneaking over the wall in the courtyard
also have the option to bring in: (melee) Javelin,
Mace, Sickle, Spear, Battleaxe, Longsword, Because this is a one shot, your players may
Scimitar, Whip; (ranged) Hand Crossbow. decrease their group suspicion level by:
succeeding on Charisma-based checks, using
Items such as quarterstaffs, wands, or
relevant spells or abilities, or waiting. The
spellcasting focuses don’t attract suspicion.
guards forget specific guests after a while, so
Armor whenever you think is appropriate, roll a d4 and
Players who are proficient can only wear Light remove that number of levels of Suspicion.
armor, or Hide armor (Medium).

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Spring Vengeance is a one-shot supplement to hosting a parade in town to celebrate, and most
Waterdeep: Dragon Heist, which takes a group of the carnies and sailors are not on the ships.
of 5th level characters through a mission aboard Your players will sneak through the docks and
the Sea Maiden’s Faire. The purpose of this board the ships in disguise. Once the session
adventure is to introduce players to villains and ends, night falls and the parade returns to the
NPCs they might not otherwise meet while ships, discovering any trespassers who remain.
playing the original adventure. Xanathar is
The game lasts as long as you want it to; don’t
absent in Spring Vengeance.
worry about making sure in-game time passes
There are three plot hooks, seen on pages 6-8. realistically. There’s a list of events on page 12
These set up backstories, so all the players are which you can use to keep things moving, or
working for the Harpers, the Cassalanters, or ignore as you see fit.
Manshoon. In each backstory, the players are
The game is best played with the Waterdeep:
getting revenge against Jarlaxle for how he’s
Dragon Heist core adventure book on hand.
wronged the players’ employer. There are
Certain statblocks, map details, and other
multiple suggested ways to enact this revenge.
information from that book will be referenced
The game takes place on Fey Day, which occurs by page number as WDH ##. Before running
on Ches 19, or Spring Equinox (see Waterdeep: Spring Vengeance, read the Maestro’s Fall
Dragon Heist p184). The Sea Maiden’s Faire is chapter in WDH 131-146.

Honfleur, by Johan Barthold Jongkind


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Spring Vengeance works well with 5th level PCs. Drow PCs
Choose, or have your players choose, which
faction they will be working for, and allow them If you have a player who wishes to play a drow
to build their characters with that in mind. character, feel free to allow it. Make sure your
player understands they won’t be ‘visibly’ drow
the whole game, and that NPCs might respond
Each player character starts with a carnie to them differently because of their race.
disguise, acquired for them by their faction. Examples of this include:
Assume the disguises look convincing.
• Drow NPCs will assume a visibly drow PC is a
Each faction has access to a small ship docked in member of the Bregan D’earthe (regardless of
Waterdeep Harbor (the Harpers and the apparent gender)
Cassalanters own their own pleasure boats; the
Zhentarim were given one by a client to pay a • Drow sailors will try to stop visibly drow PCs
debt). The ship is located further down the from boarding the ship openly, instead
docks, and does not come with a driver. suggesting they cover up first, or sneak up the
side of the ship.
Your players also have a few non-lethal
knockout weapons available to them. They can • Drow sailors who believe a PC to be drow will
divide these however they seem fit: not suggest they leave the ship without first
covering up, or sneaking down into the water.
Wire Garrote (1 per party)
Simple Melee Weapon. Finesse, two-handed. • Non-drow NPCs in the Dock Ward may
One medium or smaller target, against whom assume a drow PC is up to no good, or express
the player has advantage on the attack. Hit: 1d4 fear of and be especially accommodating
bludgeoning damage, and the target is grappled towards a drow PC.
and choking (see PHB 183, errata). Until the
grapple ends, the target can’t breathe, and
every attack against the target has advantage. If
the garrote is removed from a choking,
unconscious target, the target stabilizes at 0 hit
points.

Sleep Darts (20 per party)


Simple Ranged Weapon. Finesse, thrown
(20/60). One target. Hit: 1d4 piercing damage,
and target must succeed a DC13 Constitution
saving throw or fall unconscious for one hour.
The target wakes up if it takes damage, or if
anyone uses an action to shake it awake.

Sleep Spell Scroll (3 per party)


A common spell scroll containing the first level
spell, Sleep (see DMG 200).

Garrote by cchauvet on Flickr


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Unless you decide otherwise, Xanathar is
physically absent from Summer Slaughter. It
wants Manshoon dead, of course, but not
enough to risk its own life making that happen.
Instead, Xanathar has sent out some of its best
agents to secure its rivals demise.

As a Beholder the Xanathar is genderless, and is


referred to as ‘it’. However, many members of
Xanathar’s Thieves Guild don’t know the true
identity of their leader. Those who know of
Xanathar’s true identity keep up the ruse by
referring to it as ‘he’ with underlings and
outsiders.

Xanathar is paranoid and craves power. It has


long wished to see the Zhentarim fall, and
believes killing this new Manshoon will further
its goal. Once Manshoon is dead, Xanathar fully
intends to continue undermining the Zhentarim, Unless you decide otherwise, Jarlaxle is
until it runs all potential rivals out of the city. physically absent from Summer Slaughter. He
doesn’t care whether Manshoon lives or dies,
If you decide to bring Xanathar along on your
but is rather more interested in how he can
adventure, it activates its ring of invisibility to
profit from this situation.
remain hidden during the travel and the wait,
preferring only to attack and become visible Jarlaxle has multiple angles today. Firstly, by
again after entering the Kolat Towers. helping Xanathar and the Doom Raiders work
together, he establishes himself as an ally in
Xanathar’s Agents
case he needs to call on a favor later. Secondly,
Attending the slaughter today are several dozen the Doom Raiders are much easier to work with
agents of Xanathar – but none of its lieutenants than Manshoon, and having them as allies
(as listed on WDH 100). Wishing to keep its
allows Jarlaxle to make use of the Zhentarim for
most trusted underlings safe, the Xanathar has
the first time.
sent an assortment of other humanoids instead,
primarily humans, dwarves, and halflings, who Jarlaxle also has spies everywhere, and he
all work as thieves and assassins for Xanathar. knows that Manshoon is blackmailing certain
There are also a few members of the city watch members of the Waterdeep elite. He doesn’t
whose brains have been replaced with intellect know if these are members of the Masked Lords
devourers, as well as a few ogres who’ve been of Waterdeep, but he has his suspicions. If the
disguised in elaborate, full-body costumes. players can steal Manshoon’s information,
Jarlaxle plans to take over as the blackmailer.

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About 200 years ago Manshoon founded the The Doom Raiders are ex-adventurers who led
Zhentarim as an organization of evil mages and the Waterdeep faction of the Zhentarim until
sellswords working under his banner. 100 years Manshoon’s clone showed up. They’re known
later he was killed by a subordinate, releasing to be brutally effective but fair-minded. The
dozens of clones, all convinced they were the more bloodthirsty and power-hungry Zhents
real Manshoon. sided with Manshoon during the split, leaving
only a small handful loyal to the Doom Raiders;
Many of the clones slaughtered each other, and
the players are part of that group. You can read
over the next 100 years most of the others were
more about the Doom Raiders on WDH 198.
tracked down by heroes and disposed of. A few
clones still exist, however. The Manshoon who Davil Starsong
appeared in Waterdeep is one of them. He The face of the operation, and an elf bard. He is
spent years hiding out in the Undermountain, charismatic and charming but not self-centered,
biding his time. skilled at putting others at ease. If he joins the
party he takes a backseat leadership role, and
When he emerged, this Manshoon quickly
focuses on buffing/debuffing during combat.
reasserted control over the local Zhentarim,
who’ve changed a lot over the years. Manshoon Istrid Horn
has grand plans to take over Waterdeep, and Bookkeeper of the operation, and a dwarf
the patience to eventually pull it off. Turning cleric. She loves collecting gold and sending her
the fangless mercenary Zhents back into the evil enforcers out to make clients pay. If she joins
and power-hungry organization he meant for the party she tries to direct tactics, and focuses
them to be is part of that plan. on buffing/debuffing during combat.
You can find Manshoon’s stat block on WDH Skeemo Weirdbottle
209. This adventure recommends making these Head mage of the operation, and a gnome
changes: wizard. He specializes in potions, and secretly
joined Manshoon’s Zhentarim, with plans to sell
• Remove the 1st level spell mage armor
out his old friends. If he joins the party he
• Add the 2nd level spell alter self
attempts to sabotage the players and tries to
• Replace Bigby’s hand with teleportation
subtly alert Manshoon’s agents.
circle
• Replace simulacrum with teleport Tashlyn Yafeera
The arms dealer of the operation, and a human
fighter. She’s infiltrated the city guard and
oversees Zhentarim combat training, too. If she
joins the party she’s itching for combat, and
makes the players’ survival a primary goal.

Ziraj the Hunter


Top assassin of the operation, and a half-orc
paladin. He’s quiet, stoic, and fiercely loyal to
his old friends, going to great lengths to protect
them. If he joins the party he sticks to the back,
acting only when necessary.

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