803425-Wild Hunt Waterdeep
803425-Wild Hunt Waterdeep
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Jay Rincher and published under the Community Content Agreement for Dungeon Masters Guild.
1
TABLE OF CONTENTS
Credits ............................................................... 1
Table of Contents ............................................. 2
Introduction ...................................................... 3
Adventure Structure ........................................ 3
Travel & Time ................................................ 3
Exhaustion ...................................................... 3
The Sewers ..................................................... 3
Evading Your Hunters ................................... 4
Wild Hunt Boons ........................................... 4
Malarite Loot.................................................. 4
Ward Encounters ............................................ 4
Malar’s influence ........................................... 4
Story overview ................................................... 5
Adventure background .................................... 5
Mirrorskin Hunt ............................................. 6
Many Blades, Many Paths ............................. 6
Cat & Mouse .................................................. 6
Blood in the Water ......................................... 6
Snakeskin ....................................................... 6
Running the Adventure ...................................... 7
Hunt faction quests......................................... 8
Concluding faction quests .............................. 9
Concluding the adventure ............................ 10
Designer’s notes ............................................... 10
Appendix A – Malar Statblocks .................... 12
Appendix B – Ward Encounter Tables ........ 16
Appendix C – Encounter Reference ............. 21
Appendix D – Maps........................................ 22
One-Page Enchiridion.................................... 26
2
INTRODUCTION (regardless of skill used). It is the Dungeon
Master’s prerogative on how (or if) to
reveal a Ward’s favored skill to the party.
Welcome to Waterdeep, Crown of the
North, where a grueling tale of urban
survival is about to begin. Our story opens EXHAUSTION
with a gathering of highly indebted
Players should make a DC 13 CON save
adventurers in Waterdeep’s City of the
against exhaustion midway through the
Dead. The current holders of those debts –
hunt unless they are able to find a safe
a clan of Malar worshippers - have a
place to take a short rest. The Dungeon
challenge for them: survive until sunrise
Master can determine what “safe” means
and walk away debt free, or pay back what
or they can simply allow a DC 14 Survival
is owed in blood and fear.
check to locate one.
WILD HUNT: WATERDEEP IS A DUNGEONS &
DRAGONS ONE-SHOT ADVENTURE DESIGNED THE SEWERS
FOR 4-6 CHARACTERS OF THE 3RD LEVEL. THE
ADVENTURE SHOULD TAKE 3-4 HOURS TO
The sewers of Waterdeep are easily
COMPLETE.
accessible from most of its wards. Locating
manholes is only difficult (DC 12
ADVENTURE
Investigation) in the Castle and Sea Wards
– and that is only if the characters haven’t
STRUCTURE already entered the sewers in that Ward.
You can quickly move from Ward to Ward
via the sewers.
Wild Hunt: Waterdeep is an urban survival
crawl. To handle the players being hunted
through the city in a cinematic, high-level
manner, movement through and between
wards is treated as covering chunks of the RELEVANT TERMINOLOGY
city and portions of the hunt timer. Malar: God of the Hunt,The Beastlord, the black-blooded one.
Only receives prayers from those participating in the hunt.
Traveling from one ward to another Prey: Those being hunted in a Wild Hunt.
directly adjacent burns up one hour of hunt Pack leader: A Mirrorskin Huntmistress or master.
time. Example: Traveling from Trades ward
to Castle ward.
3
EVADING YOUR HUNTERS have them roll once on the Malarite Loot
When entering a ward for the first time a Table in Appendix A.
member of the party must succeed on a
Difficulty Check against the ward’s DC. At
WARD ENCOUNTERS
the Dungeon Master’s discretion any skill
can be used as long as the player(s) narrate Tables for generating random encounters
how the skill applies to hiding, evading in the wards of Waterdeep can be found at
capture or outsmarting the Malarites the end of this document in Appendix A.
within that ward. PCs must have
proficiency in a skill in order to use it for Dungeon Masters should determine what,
the skill test or bolster a teammate’s roll. if any, treasure or common items could be
made available from these encounters.
For every random encounter the party has Favored
Ward DC Skill Pack Territory
in a ward, add 1 to a DC Pool. When the
Sea 13 Arcana Snake
party travels to a new ward, add the DC Pool
North 13 Acrobatics Tiger
to the ward’s DC.
Castle 13 Performance Shark
Trades 13 Animal Tiger
If the party fails a test to evade their Handling
Hunters, initiate a combat encounter with Dock 13 Stealth Shark
1d6 Malar Hunters + 1 Malar Acolyte. Roll Southern 13 Intimidation Rat
1d20, on a roll of 1-5, include that pack’s Sewer 13 Survival Rat
Huntmaster or Huntmistress. Note: Shark
will never join an attack on the party while
they are defending Gunther. Add an extra
HUNTER ENCOUNTER TACTICS
Hunter. Every evasion test doesn’t have to lead to an immediate combat
encounter. You could shift the party to a street or alley map with
If the party succeeds on their check to various traps the Malar Hunters have set up to kill or slow them
evade the Malarites, roll on the Ward’s down.
Another option is to have Hunters focused not on immediately
encounter table (See Appendix B). killing the party, but disarming them (especially of any weapons
they’ve claimed from fallen Malar). You could run the Hunters as
The party automatically initiates an trying to capture a party member to use as bait to lure the rest of
encounter with the Malarites when they the players into a more developed trap or ambush.
You also could run them to target the party’s spellcaster or most
return to a ward they have already
skill proficient member.
explored. This does not include the sewers.
4
Players also have disadvantage on any in the wilderness with a guarded boundary,
Animal Handling or rolls to interact with but as times have changed Malar has
creatures (besides intimidation) outside of instructed his followers to change with
combat. them. Recognizing urban centers like
Waterdeep as their own ecosystems, Malar
has given his blessing for Wild Hunts to be
STORY OVERVIEW conducted within the confines of the city -
he has even provided a blessing that
Wild Hunt: Waterdeep is an urban survival prevents any participant, Hunter or Prey,
crawl set in Waterdeep. The adventure’s from leaving the city until the conclusion of
plot can be summarized as follows: a hunt.
the city. No gates out of the city, 5 Stole the Score from a Heist
ADVENTURE
do?
BACKGROUND
Failed Business Venture. You poured it all
into your dream. It didn’t work out. What
was it?
The Wild Hunt, also known as a High Hunt, Stole the Score from a Heist. You ripped off
is a ceremonial hunt worshipers of Malar some very powerful and violent people.
conduct four times a year - one for each Why can’t you pay back the money?
season. The hunts traditionally take place
5
Fighting for a Friend. You don’t owe Rat and Tiger essentially have the same
anyone anything. You are fighting so a offer: “Kill my rival, claim their ceremonial
friend doesn’t have to. Why? mask or weapon as proof, and my faction will
allow you safe passage for the remainder of
MIRRORSKIN HUNT the hunt.” If players think that’s too good to
The Mirrorskin Hunt is a sect of Malarites be true, well, it might be. Tiger will have no
that have been operating within Waterdeep trouble keeping true to her word if the
for forty years. They are divided into four players uphold theirs, but Rat is inclined to
packs: Snake, Tiger, Shark & Rat. Each clan eliminate anyone who could incriminate
is commanded by a Huntmaster or him – especially if they refuse his offer to
Huntmistress addressed by their become a Wererat.
ceremonial title (Snake, Tiger, Shark or Rat).
6
of his prey. He believes (correctly) that yet. We are here to celebrate the Wild Hunt and honor our god,
forces opposed to Malar have long Malar the Beastlord.”
suppressed knowledge of the magical “It is through the hunt that we unlock the true self that lies
properties of sentient flesh. dormant within. It is by his commandment and for his pleasure
that we have brought his holiest of rites, the Wild Hunt, to this
Snake will offer any character who slays a jungle of commerce and cobblestones. And to you, the pitied
and hounded, we bring the gift of revelation and salvation.
pack leader a place within the Mirrorskin
Hunt at the conclusion of the Wild Hunt. Tonight, you are our prey. Survive until the sun rises and all
that you owe is wiped from the ledger. Fall during the night
and consider your debt paid with blood. The only rule is that
RUNNING THE ADVENTURE you may not exit the city.”
As the blindfolds are removed from your eyes and ropes cut
from your hands, you realize you can only be in one place: The
City of the Dead, where citizens of Waterdeep are laid to rest in The Dungeon Master should make it clear
enchanted mausoleums.
that the players have two paths they can
You are surrounded by more than a dozen figures wearing
wooden masks depicting snakes, tigers, sharks or rats. Four of take – north or south. It is their choice if
them wear ornate masks of polished stone. They carry they’d like to hide in the North Ward or
chalices. The Rat, Tiger and Shark bow to the Snake as he steps attempt to move elsewhere. The hunters
forward.
are giving them a head start.
“All of you are here,” he begins. “to celebrate life.” The masked
figures cheer and clap as he speaks. “Even you” he says,
gesturing in your direction “although you might not know it
7
The Dungeon Master should make sure to
HOUSE FIRE
explain to the players how the mechanics As the players approach the home of their contact – or simply
for traversing the City’s wards – and the move through a residential neighborhood – they feel a rush of
penalties for failing their skill checks – air and heat and must all make DC 12 Dexterity (Acrobatics)
saves to avoid being hurt as the building bursts into flames (1d6
function. In brief: Fail? Malar Encounter.
bludgeoning damage if failed).
Pass? Random Ward Encounter. Roll a 20? They can hear their contact (or a bystander) crying out for
Something good happens. help from the second story of the building. There’s no test for
rushing in but they will find their way blocked by a heavy
wooden door. DC 15 Strength (Athletics) check to break it down
“WHAT IF WE JUST GET OURSELVES ARRESTED ?” – where they will find Huntmistress Tiger with a blade to their
Every group of playtesters considered the option. Here’s a few friend/bystander’s neck. She’ll let the NPC go as soon as she
suggestions on how to respond: has the players’ attention and request a meeting on a nearby
rooftop. If the players meet her, she will offer safe passage
Option A: Revolving door. As the PCs sit in a cell they hear a through her territory in exchange for eliminating Rat.
whistled rendition of the bloodsong. A masked city guard Tiger will have 2 trusted Hunters and 2 Acolytes with her at
approaches them and ushers them out of their cell, urging them to the rooftop meeting.
get back out there before “they burn this place down.”
8
minimum of two Hunters and two Acolytes. the blood of Malar’s faithful. You are all owed
If he is injured, he will offer to bite and more than a simple erasure of ledgers. Ask and
transform a player but it will be a ruse. He it shall be yours.”
will fight to the death.
Hunting Gunther: Shark will let the party If the party accepts Rat’s deal and provides
know that Gunther was last spotted in the Tiger’s mask or weapons he offers them a
Dock Ward. The Dungeon Master should boon: “There’s so little standing in my way
roll on the Ward’s encounter table and the from becoming Malar’s voice here in
party should find Gunther amidst the rolled Waterdeep. With your help everything could be
encounter. mine…ours. Allow me to give you my power.
Gunther is a Half-Elf Thug. Convincing Take the bite - you’ve all proven yourselves
Gunther it’s in his best interest to stick worthy.”
with the players requires a DC 12 Charisma
(Persuasion) check or the use of a charm Any party member who refuses his offer is
effect. considered a liability. Rat orders his
Any character who strikes up a friendly Hunters (1d10 + 2 Acolytes) to destroy
conversation with Gunther will learn that them. Any characters who accept the offer
he has been dating another dock worker are expected to turn on their allies who did
named Monica Leadkeep for the last six not. Refusing to do so will result in them
months. Gunther borrowed against his own being treated as hostiles.
wages (and then some) in order to afford an
engagement ring and down payment on a
home. He plans to propose if he survives his If the party accepts Shark’s deal and
night in the Wild Hunt. Gunther is not Gunther survives until sunrise, she will
aware that Monica is Huntmistress Shark approach them privately (away from
or that she worships Malar. Gunther) and thank them for their
assistance. Like Tiger, she will let them
know they can ask for a boon as a reward
CONCLUDING FACTION QUESTS for surviving the hunt.
All quests given by Malarites formally A DC 18 Charisma (Persuasion) test can be
conclude at dawn despite it being possible used to convince Monica to relinquish her
to wrap them up long before that. mask and ceremonial weapons, and to
If the players kill Rat or Tiger, word will abandon Malar and his hunts.
spread through the packs quickly. Both If Gunther does not survive, Shark will not
parties will keep their word about safe stop pursing the party until she has
passage – their hunters will no longer avenged him. Even sunrise won’t stop her
trouble the players if they travel through – and Malar won’t mind at all. He will allow
that pack’s territory. Followers of the slain the Wild Hunt to continue indefinitely –
leader will attempt one final revenge attack until either Shark or the party members are
in the minutes before dawn (1d4+5 dead. Neither Shark nor the party members
hunters) but will pull off as soon as the sun will be able to leave Waterdeep and Malar’s
comes over the horizon. Huntmaster Snake malignant influence will continue to
will attack the players with a particular zeal increase aggression and corrupt the very
if Tiger is killed. fabric of the city.
When provided with Rat’s mask or
ceremonial weapons, Tiger will thank the
party and give them a useful piece of
information.
9
CONCLUDING THE ADVENTURE
At dawn Huntmaster Snake will inform all
remaining characters that they have
survived the Wild Hunt. They will be lauded
for their cunning and bravery and assured
they can never be hunted by any Malarites
again. The characters are free to proceed
with their lives, no longer shackled by debt.
Any character who dealt the killing blow
to a pack leader will be offered a place in
the Mirrorskin Hunt by Huntmaster Snake.
If another character disagrees – perhaps
they dealt the bulk of the damage and don’t
want to see someone else take the credit –
Snake will gladly instigate a duel. The fallen
leader’s packs are disbanded and absorbed
into the surviving packs. The exception to
this is any character who A) accepted the
Wererat bite and B) slew Rat in combat.
They will be made the new Huntmistress or
master of the Rats.
If the players are aware that they can ask
for a boon, they may do so and the
Mirrorskin Hunt will grant it within reason.
The Hunt could not, for example, make any
character a Masked or Open Lord of
Waterdeep, that simply isn’t within their
power. But they would be more than able to
provide the party with property, wealth and
even magic items – all at the Dungeon
Master’s discretion.
10
DESIGNER’S NOTES the party can interact with (or recruit)
them. I think it would be interesting to run
There were many ideas drafted for this them as a shadow party and determine
adventure that didn’t make it into its final their success, loot pick ups, etc. on some
version. Below is what ended up on the sort of random table. Playtesters suggested
cutting room floor: that the players be encouraged to fill out
additional character sheets and those
Malar Pack Abilities: Give Hunters and characters take the role of the extra prey.
Acolytes of each Malar pack special abilities This also gives you a nice opportunity to let
corresponding to their leader’s – Pack a player just pick up another sheet if their
Tactics (Rat), Blood Frenzy (Shark), Pounce character dies.
(Tiger), Assassinate (Snake).
The Moonsphere: The Moonsphere is one of
Pack Leader Animal Companions: I liked the the coolest features of Waterdeep. An area
idea of each pack leader having a battle that gives everyone in it flying speed under
beast –a Blood Hawk for Tiger, A Giant Rat a full moon? I bet you could stage an
for Rat, a War Boar for Shark - which is amazing battle between the party and
when I started to feel like I lost the plot a Malarites there.
bit. It just didn’t feel right without really
beefing up the creature’s statblocks. Malar Encounter Frequency: Some types of
random encounters (like combat or
Wild Wildlife: In my playtests there were arguments) should draw attention to the
various encounters with wild creatures party’s location.
such as Rat Swarms, Giant Crabs and
Mastiffs – I wanted to play with the idea Let the Feywild Merchant sell the party a gun:
that Malar’s influence was having a strong 200 GP, let him be willing to negotiate. And
impact on Waterdeep’s animal life. Replace throw in 1d20 bullets.
any encounters on the Ward tables with
creatures of your choice. Hardcore Mode: One of the strongest pieces
of feedback I received from playtesters was
Live by the Sword: In the same vein, I toyed that the adventure could be a bit deadlier. It
with the concept of replacing a non- is a one-shot after all, no need to be
combat encounter on a Ward’s encounter precious with the characters.
table for every combat encounter the PCs Playing with the lingering injuries rules
engaged in that didn’t involve the from the DMG as well as some rules for
Malarites. Basically, the more fights they food and water consumption could really
start, the more fights they get the chance to increase the “survival” part of the crawl.
have.
It's all a suggestion: If you don’t like
Talkin’ Theology: Every group involved in something about any of the following
the playtests wondered why, both in and statblocks or encounter tables, change it.
out of character, Malar pack leaders Hate rolling on the DMG tables? Use your
wouldn’t incur their god’s wrath for favorite ones. Replace every single magic
brokering deals with the party that seemed item mentioned with one you prefer.
to circumvent their duty in this religious Everything here should be a jumping off
ritual. You should consider an answer as point for what helps you and your table
you check out their statblocks. have fun for a few hours.
11
APPENDIX A – MALAR MALAR ACOLYTE
Medium. Human. Lawful Evil.
Skills Athletics, Survival, Nature +4 Spellcasting. The acolyte is a 3rd-level spellcaster. Its spellcasting
Senses Passive Perception 12 ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
Languages Common The acolyte has following the spells prepared:
Challenge 1/2 (200 XP)
Cantrips (at will): resistance, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, inflict wounds, sanctuary
ACTIONS 2nd level (3 slots): enhance ability, hold person, spiritual weapon
Multiattack. The hunter makes two melee attacks.
Hunter’s Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one ACTIONS
target. Hit: 6 (1d6 + 4) slashing damage. Ranged Weapon Attack: Multiattack. The hunter makes two melee attacks.
+4 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 4) piercing
Hunter’s Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
damage. Breaks on a natural 1 if not wielded by Malar’s faithful.
target. Hit: 6 (1d6 + 4) slashing damage. Ranged Weapon Attack:
+4 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 4) piercing
Hunting Blowgun. Ranged Weapon Attack: +2 to hit, range damage. Breaks on a natural 1 if not wielded by Malar’s faithful.
50/100 ft., one target. Hit: 1 (1) bludgeoning damage.
Shadeberry: Target is blinded for one hour, or until an action is
spent neutralizing Shadeberry dust with a 1 liter of fresh water. Hunting Blowgun. Ranged Weapon Attack: +2 to hit, range 50/100
Badberry: Target is poisoned until an antidote, healing spell or ft., one target. Hit: 1 (1) bludgeoning damage.
potion is consumed. Shadeberry: Target is blinded for one hour, or until an action is
Howlberry: Target is frightened of the nearest hostile foe and spent neutralizing Shadeberry dust with a 1 liter of fresh water.
anything that may resemble it for one hour, or until an action is Badberry: Target is poisoned until an antidote, healing spell or
spent neutralizing Howlberry dust with a 1 liter of sea water. potion is consumed.
Starberry: Target emits a faint multicolor glow for one hour, or Howlberry: Target is frightened of the nearest hostile foe and
until skin, hair armor and clothing are treated with fresh wood anything that may resemble it for one hour, or until an action is
ash. spent neutralizing Howlberry dust with a 1 liter of sea water.
Starberry: Target emits a faint multicolor glow for one hour, or
until skin, hair armor and clothing are treated with fresh wood ash.
NEW ITEMS
1d6 Malar Treasure
1 Hunter’s Map Goodberry Wineskin: Wineskin enchanted
2 Goodberry Wineskin to ferment goodberries into wine. Each
portion heals 5 HP. Contains two portions.
3 Hunter’s Dagger +1 To make wine: Place ten goodberries into
4 Good Pickle Jar Wineskin with 1 pint of fresh water. Wine is
5 Hunting Blowgun +1 ready in 24 hours.
13
Flay joined the Butcher’s Guild and
HUNTMASTER SNAKE became a successful meat merchant and
Flay Broadhorn. The youngest son of the importer. He would soon take control of the
Broadhorn noble family. Flay’s family family fortune after his siblings suffered a
forbade him continuing his magical studies series of unfortunate hunting accidents. He
after several household pets went missing. met some like-minded among Waterdeep’s
Shunned by his family, Flay began to guilds and founded the Mirrorskin Hunt.
spend time with the household’s cook. This That was forty years ago.
cook introduced Flay to the worship of Operating in secret, the Mirrorskin spent
Malar as they went on hunts in the decades conducting their seasonal hunts in
wilderness, and soon Flay became fervent the wilderness. About 5 years ago Flay
in his desire to become a full-fledged received a vision from Malar to bring the
Malarite. Wild Hunts to Waterdeep.
Dark Devotion. Huntmaster Snake has advantage on saving Parry. Huntmaster Snake adds 3 to its AC against one melee
throws against being charmed or frightened. attack that would hit it. To do so, the Snake must see the
attacker and be wielding a melee weapon.
Malar's Boon. Malar has blessed Huntmaster Snake with
access to certain powers that are only accessible to him
during a Wild Hunt.
14
HUNTMASTER RAT HUNTMISTRESS SHARK
Vladimir Indilay. Raised by Huntmaster Monica Leadkeep. Recruited due to her
Snake after the death of his father. Vladimir size and strength. Quickly rose to the ranks
worked his whole life to be worthy of of Huntmistress. Takes no joy in killing but
hunting for Malar. He sought to increase sees the Hunt as a path to a better life.
his strength by becoming a lycanthrope like
his father, but he was tricked into
becoming a Wererat by Tiger. HUNTMISTRESS SHARK
Medium. Human. Chaotic Neutral..
HUNTMASTER RAT
Medium. Human. Chaotic Evil. Armor Class 14 (Leather armor)
Hit Points 35 (4d8+4)
Armor Class 14 (Leather armor) Speed 30 ft.
Hit Points 35 (4d8+4)
Speed 60 ft., climb 30 ft. (hybrid form only) STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1) Skills Athletics +4, Perception +2, Stealth +2, Survival +6
Damage Resistance Bludgeoning
Skills Acrobatics +4, Perception +3, Stealth +4, Survival +5 Senses Passive Perception 12
Damage Vulnerabilities Fire Languages Common
Damage Immunities bludgeoning, piercing, and slashing from Challenge 2 (450 XP)
nonmagical attacks that aren't silvered
Senses darkvision 60 ft. (rat form only), passive Perception 134
Languages Common, Dwarvish Blood Frenzy. Huntmistress Shark has advantage on
Challenge 2 (450 XP) melee attack rolls against any creature that doesn't have
all its hit points.
Shapechanger. Huntmaster Rat can use its action to Brute. A melee weapon deals one extra die of its damage
polymorph into a rat-humanoid hybrid or into a when Shark hits with it (included in the attack).
giant rat, or back into his true form, which is
humanoid. His statics other than size, are the same Unflappable. Shark has advantage on saving throws
between rat-humanoid and giant rat form. Any against being charmed, frightened, stunned, or put to
equipment he is wearing or carrying isn't sleep.
transformed. He reverts to his true form if he dies.
ACTIONS
15
APPENDIX B – WARD
NORTH WARD ENCOUNTER TABLE
1d8 Encounter
ENCOUNTER TABLES
1 Birdfeeder
2 City Watch
3 Black Dog Alley
4 Waterdeep Wazoo Office
5 Trollskull Ghost
6 Broadhorn Villa
7 Passed out Alchemist
8 Insomniac
1d8 Encounter
1 Crying Hunter
2 Arrogant Guards
3 Bard College Students
4 Thayan Dignitaries
5 Dopplegangers
6 Baker’s Guild Runners SOUTHERN WARD ENCOUNTER TABLE
7 The Market
8 Hooded Mage 1d8 Encounter
1 Graffiti Skeletons
2 Street Preacher
3 Pig Pen
4 Terrified Prey
DOCK WARD ENCOUNTER T ABLE 5 Rooftop Spectators
1d8 Encounter 6 Mysterious Stranger
1 Three Dagger Alley 7 Malar Mask
2 Eunuch’s 8 Haven
3 Ice Factory
4 Flaming Ogre Comedy Club & Tavern
5 Poacher Shipment
6 Thugs
7 Drunken Sailors
8 Crooked City Guards
16
Might be aggressive if PCs have killed
Sea Ward Spiders.
Blue Alley. A blue tiled alley maintained by City Watch. Looking for a cat burglar, will
a mysterious mad wizard. Filled with traps. attempt to interrogate party. 1d6.
Bust out your favorite 3-5 room dungeon or
3-6 traps or tricks from DMG pages 297-8. Black Dog Alley. Ghost of the Black Dog
Appears. DC 12 Animal Handling or Arcana
Surviving Blue Alley takes 90 minutes of check to dispel. Otherwise, bark will alert a
hunt time. pair of Malar Hunters.
Treasure Seekers. Teens having a laugh, Waterdeep Wazoo Office. Candles are
attempting to dig up the cobbles on Kulzar burning in a second story office. A
alley in search of a fabled treasure. Roll a journalist – Jessica Juniper - is hard at
1d20. If even, the coast is clear, if odd a pair work trying to meet a deadline.
of Guards show up.
Trollskull Ghost. Ghost of a Waterdhavian
who died in a Fireball attack on Trollskull
Circle of Skulls. Cursed mages, appear as 9
alley. Has witnessed a few of the Wild
Flameskulls. Known to shoot fireballs.
Hunts that have come through the ward.
Good loot if defeated.
Broadhorn Villa. With a Successful DC12
Shank Alley. A fish market frequented by
Stealth check, the PCs will notice Tiger, 1
young urchins who use slings to hunt
Malar Acolyte and 3 hunters, all exiting the
seagulls and other birds who gather there.
Villa.
1d6 Urchins.
Passed out Alchemist. Partied a bit too
Wounded Acolyte & Prey. A dying Malar hard. DC 12 sleight of hand check to relieve
Acolyte near the body of a dead prey from her of 20 coppers and a vial of Clear Water.
the start of the hunt. He wants an
honorable death. Carrying 50 GP and a Tan
Bag of Tricks (DMG 154) CLEAR WATER
Adventuring Gear (Potion) Uncommon
Druid of Wyllowood. Wylla. Out from the
Underdark to root out the Worshipers of Can be applied to any non-magical surface as
Malar long opposed by her teacher. Stats as an action. Renders five feet of that surface
Druid (MM 346). Will oppose any use of completely transparent from the side to which
fatal violence by the PCs, does not wish to it was applied.
empower Malar further. Will aggressively
turn on them if they don’t heed her Insomniac. Owner of a haunted Villa.
warnings but will not kill them. Cannot sleep because of the Ghost, wanders
the Ward alternatively drinking, praying
Giant Spiders. 1d4. Trained security and cursing his family’s fate. If the party
creatures. Will attack for 3 turns. Owner accompanies him to his villa, they will be
will pop out of house and call them in. attacked by a group of Malarites. The Ghost
17
(MM 147) of the house will protect them (“I perception is targeted by a pickpocket. DC
know what it’s like to be hunted.”) until she 14 Perception check to notice the
is reduced to 0 HP – will reappear the pickpocket.
following dusk.
Hooded Mage. A hooded mage bumps into
any spellcaster in the party and slips a spell
Castle Ward (1st or 2nd level) scroll of the Dungeon
Master’s choosing into their pocket.
Crying Malar Hunter. The characters notice
sobbing coming from around a bend. There
is a Malar hunter crouched over the body of Trades Ward
a commoner that bears a superficial
resemblance to a PC. If approached he will
Duelists. 2 Mages and their Seconds are
express remorse for his mistake “I thought
preparing to duel in the Court of the White
it was one of you…” Will attack the first
Bull. Any spells made in this area trigger a
character that seems to have their guard
roll on a Wild Magic Effects table. Will
down.
attract the attention of 1d6 City Watchmen.
Arrogant Guards. A quartet of recently
Bloodsplattered Prey. Another prey of the
graduated cadets, all the extra children of
hunt, covered in gore and standing over the
minor noble families. Eager to prove
corpses of two Malar Hunters. DC 18
themselves.
Persuasion to recruit. Give character sheet
to the players.
Bard College First Years. Busking. Not
untalented but prone to rudeness at
The Plinth. The destroyed all faith’s
passerbys who don’t “give a donation.”
temple. A DC 12 Religion check reveals
Willing to cast Viscious Mockery. Stats as a
several offerings left to Malar. All PCs gain
Commoner (DMG).
advantage on their tests against spells cast
by any Malar Acolytes.
Thayan Dignitaries. Tall, hairless, with
tattooed heads. Looking to let loose and
Feywild Merchant. Merchant from the
have a good time. Carrying more coin than
feywild (Gnome, Chaotic Good, old, bushy
caution. Love to make wagers. Stats as
silver hair) selling 1d20 items of the
Nobles (MM 348). Chaotic Neutral.
Dungeon Master’s choosing for semi-
Accompanied by a very poorly disguised
reasonable prices. Able to get the party out
Zombie (MM 316) butler.
of the city – for a price. 3d20 years will pass
while they wait out the hunt in the Feywild.
Dopplegangers. A trio polymorphed into
the forms of Waterdeep Natives they have
If no more than 40 years have passed when
abducted and replaced. On their way to the
they return, an older, more dangerous
illicit exchange in the Ice Factory. One
Huntmistress Tiger will be waiting for
member of the trio looks like someone a
them with 1d8 Hunters and 2 Acolytes. If
party member knows.
more than 40 years have passed, she will be
waiting alongside her granddaughter,
Bakers Guild Runners. Thieves (1d4) who Huntmistress Tiger the Second, but will not
ensure Bakers’ Guild shipments arrive fight. Tiger can be replaced with Rat or
safely. Shifty and aggressive, but always Shark at the Dungeon Master’s pleasure.
looking to make extra coin.
Expensive Hireling. An old Dragonborn
The Market. You blend into the crowds. Veteran (MM 403) drinking and playing
Party member with the lowest passive cards in Virgin’s Square. Claims to be for
18
hire but only at 100 GP a day. Willing to
gamble for his services. Flaming Ogre Comedy Club & Tavern.
Great chicken tenders, strong drinks, so-so
Hand that Sings. An animated spell that performers. A successlful DC 10
haunts Brindful alley, a human sized investigation check reveals four Malar
severed hand with a mouth. Attracted to Hunters unmasking and cloaking
magic, especially magic items. Aggressive. themselves in an alley before entering the
Hums and sings Malar’s blood song. DC 16 club. 4 copper cover charge at the door.
Arcana check to banish.
Poacher Shipment: Poachers unloading a
Quill Alley. An alley of rickety buildings shipment of exotic creatures (1d12, choose
lined with exterior staircases. Known from the Monster Manual) lose track of
playground for children and thieves. DC 11 their goods. Creatures are aggressive and
Stealth test to evade or surprise an agitated.
incoming Malar patrol (2 Acolytes, 1
Hunter). Thugs. A member of the party owes their
boss money. 1d8.
Riautur’s Harpy. 2 Malar Hunters attempt
to douse the party with foul smelling Drunken Sailors. First shore leave in
viscera (DC 12 Acrobatics check to evade) months. 1d6.
while a Malar Acolyte unpetrifies the stone
Harpy (MM 181) atop the weapon shop. The Crooked City Guards. Happy to shake you
Harpy will attack any characters covered in down. 1d4.
viscera. Southern Ward
19
Terrified Prey. A pair of terrified “prey.” Sewer Squall. A gust of wind blows down a
Ask to join up with party. A successful DC 13 sewer pipe and blast up a geyser of sewer
History or Investigation check to ascertain water. DC 12 Dexterity save to avoid. Test
that these two were not present at the start against sewer sickness if struck.
of the hunt. Two (unmasked) Malar
Acolytes. Giant Crab. A Giant Crab (MM 324)
aggressively guarding the entrance to a
Rooftop spectators. A few urchins and old narrow pipe. Will summon 1d8 more Giant
drunks watching from the rooftops. If Crabs if threatened. There is treasure…if
questioned by the players they will say they you can get to it (Treasure Table A, DMG
are waiting to see how they do in the Wild 144).
Hunt. Will have a general sense of how well
the party has been doing (general number Wererat Gang. 1d8 Wererats (MM 209.)
of survived encounters, any treasure found, Halflings and Gnomes, Chaotic Neutral.
team deaths, etc). playing dice, eating crab legs, drinking ale.
Untransformed.
Mysterious Stranger. Looks familiar to a
character (decide which). Claims they have Crabbers. 1d4 Goblins (MM 166) armed
knowledge of their future. If the characters with nets, tridents and barrels. Planning a
entertain them they can use this knowledge crab boil. Placed big bets in the Gambling
to skip their next encounter with Den (Sewer Map 2, Room 4. See Appendix
Malarites. Stranger will vanish into thin air. D).
Malar Mask. You spot a bloodied Malar Secret Stash. You find a bloodstained
ceremonial mask lying near a broken briefcase behind some rubble. Roll on
dagger. The mask is a mimic (MM 220)! Magic Item Table A (DMG 144) for its
contents.
Haven. A young half-elf, no more than 15,
beckons to you from a rickety fire escape Sewer Sphinx. Head of a cat, body of a
and offers you safe haven. She lives alone crocodile, wings of a bat. Born of magical
since her father left to be prey in a previous runoff into the sewers, curious about
Wild Hunt. Players gain the benefit of a mortal beings. Will question them like an
short rest. annoying toddler. How they interact with
the creature will shape its outlook and
development.
20
APPENDIX C –
ENCOUNTER
Have players roll on the Ward Boon table
when they roll a natural 20 on a skill check
to evade Malar Hunters when entering a
Ward. REFERENCE
Previous Prey. Previous prey, a Dray driver,
rescues the party and gives them a ride on Bandit, Monster Manual page 343
their double-decker carriage. Gifts the Bandit Captain, Monster Manual page 344
party a deck of illusions, party gains the Commoner, Monster Manual page 345
benefit of a short rest. Dropped off in new City Guard, Monster Manual page 347
ward, 30 minutes have passed. Cult Fanatic, Monster Manual page 345
Crocodile, Monster Manual page 320
Urchins. Take the party to a Decanter of Druid, Monster Manual page 346
Endless Water (DMG 161). Willing to share Dopplegangers, Monster Manual page 82
whatever water the players can carry but Flameskulls, Monster Manual page 134
will not give the decanter up willingly. Ghost, Monster Manual page 147
Giant Crab, Monster Manual page 324
Alchemist. Gifts 2 potions of healing and Giant Crocodile, Monster Manual page 324
Dust of Disappearance (DMG 166). Giant Spider, Monster Manual page 328
Goblin, Monster Manual page 166
Guild Envoy. Member of the Jester’s Guild Harpy, Monster Manual page 181
presents the Party with a Robe of Useful Kenku, Monster Manual page 194
Items (DMG 195) “because it will be Knight, Monster Manual page 347
funny.” Mage, Monster Manual page 347
Mimic, Monster Manual page 220
Closed Shop. The party hides in an Noble, Monster Manual page 348
abandoned shop. They find a Potion of Priest, Monster Manual page 348
Healing among the refuse. Satyr, Monster Manual page 267
Swarm of Rats, Monster Manual page 339
Prey. Another prey joins up with the group. Thug, Monster Manual page 359
Give their character sheet to the players. Veteran Monster Manual page 403
Wererat, Monster Manual page 209
Malar’s Breath. All spellcasters regain 1 Zombie, Monster Manual page 316
expended spell slot.
22
Sewer Maps 9. Malar Hovel – DC 12 Stealth check to
catch 2 Malar Hunters off guard.
10. Brewer’s Hovel – DC 15 Sleight of
Hand check to pick locks. A ladder
and flight of stairs lead to a well-
maintained cellar slightly above the
sewers. Filled with brewing supplies
and barrels of aging ale and mead.
Ladder and hatch lead to the root
cellar of a tavern (Lisa’s Libations)
in the Trades Ward.
23
Temple of Beauty Maps
Temple of Beauty:
1. Altar
2. Changing room and weapon/armor
storage
3. Pews. 1d4 supplicants
4. Door to public baths
5. Temple Entrance
24
Haunted Villa Maps
25
ONE-PAGE
Faction
Ward Initial DC Favored Skill Territory
ENCHIRIDION
Sea 13 Arcana Snake
Home/Building General
Ward Population Style Vibe
Sea Very Wealthy Palatial Homes, Old,
Fancy Expensive
Businesses
North Upper Middle Small Villas, Residential,
Class, Civic Rowhomes Peaceful,
Workers, Quiet
Merchants,
Lesser Nobles,
live-in Servants
Castle Government, City Admin Accountants,
Guards buildings, Cops and
Temples, Lawyers
Businesses
Trades Working class Businesses, Shopping &
trades people Guildhalls Eating.
and merchants Bustling
Dock Laborers, Warehouses, Commerce &
Criminals, Poor Shacks Crime
Southern Laborers, 1st floor Diverse,
Immigrants, businesses, Rickety
Travelling second floor
caravans housing
Sewer Criminals, Hovels, Dirty, Slimey
Outcast Hideouts,
Pipes, Tunnels
26