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About This Game

Waterdeep: Dragon Heist is a treasure hunt set against an urban backdrop. The adventure's plot can be summarized as follows: Half a million gold coins are hidden somewhere in Waterdeep. Many individuals know about the cache and are looking for it. Adventurers can join the hunt and prevent the cache from falling into evil hands. The city is threatened by escalating tension between two power groups that is on the verge of flaring into violence. The Zhentarim, a shadowy network of mercenaries, and Xanathar, the beholder crime lord of Waterdeep, are at odds, and when they clash, the characters are pulled into the conflict.

Game System

D&D 5e

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09/01/2023

Detailed Description

Waterdeep: Dragon Heist

Introduction

   Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur, has a quest for them—one that entangles the characters in a bitter conflict between two nefarious organizations. If the adventurers complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed. Waterdeep: Dragon Heist is a Dungeons & Dragons adventure designed for characters starting at 1st level. By the end of the story, the characters will be at least 5th level.

Story Overview

   Waterdeep: Dragon Heist is a treasure hunt set against an urban backdrop. The adventure’s plot can be summarized as follows:

  • Half a million gold coins are hidden somewhere in Waterdeep. Many individuals know about the cache and are looking for it. Adventurers can join the hunt and prevent the cache from falling into evil hands.
  • The city is threatened by escalating tension between two power groups that is on the verge of flaring into violence. The Zhentarim, a shadowy network of mercenaries, and Xanathar, the beholder crime lord of Waterdeep, are at odds, and when they clash, the characters are pulled into the conflict.

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In Waterdeep, a gold coin is called a dragon.

   When this campaign finishes, I plan to carry the 5th-level characters over into Dungeon of the Mad Mage, if the players would like to continue.

  1. What's new in this game
  2. shucks. well that was fun, thanks for having me. good playing with you all
  3. I understand. It's normal for games to slow down but it happened for this one pretty much from the start and we've been moving with 2-3 active people out of five the whole time. Besides I'm starting up classes again (I'm one of those who just seems to keep going back) so having a few games end is probably not a bad thing for me. Happy gaming everyone!
  4. Sigh. I really hate to do this, but I think it's time to call this game. I'm not feeling it anymore, and it feels like we're just keeping it alive on life-support at this point and it's time to pull the plug. I hope you guys had fun, but the ride seems to have come to its end.
  5. Skulking Scarecrows (Emerald Enclave) IC Round 3 (Concluded) UNDER CONSTRUCTION Round 4, Wait! Don't your thing, yet! Map Portraits & Statblocks Scarecrow Medium Construct, Chaotic Evil Armor Class 11 Hit Points 36 (8d8) Scarecrow Name HP Max HP % Left Scarecrow 1 (Sackcloth) 14 36 39% Scarecrow 2 (Pumpkin Head) 36 36 100% Scarecrow 3 (Threadbear blanket) 28 36 78% Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. Actions Multiattack. The scarecrow makes two claw attacks. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn. Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. The frightened target is paralyzed. Environment: Grassland Source: MM, page 268. Also found in CoS; WDH; CM; KftGV. OOC
  6. I meant to say features, I was still talking about Second Wind. So I went back and edited my post from before, adding a hit die, and my latest post as well. Sorry if my forgetfulness caused Amberlyn to use a spell unnecessarily. Good news is Pen is still at full health! Bad news is he is frightened again and whiffed this time.
  7. Nope. Go ahead and roll that now. It's when you get healed by a potion, a spell, or per 5 points of lay-on-hands from a paladin. Any healing spell that restores hit points, such as—but not limited to—the cure wounds spell or the healing word spell, lets you use this house rule, and you can roll as many hit dice as spell levels that were used to cast the spell. I want to say that second wind does not trigger this, but I don't want to say it doesn't either. I'll have to think on it. Intent-wise, it does fall within the parameters, but mechanics-wise, it doesn't feel like it does. What feats? Also, this would not be triggered by any class or racial features that allow you to steal HP from your enemies.
  8. Since we only have one hit die total, may as well just use it now.
  9. Oh thats right! Totes forgot about the hit dice rule. I coulda used one on the last heal too. is it too late for that? and i forget the specs of the rule, its any time and every time we get healed by a potion or spell? what about feats? for example with my second wind, would i get an extra hit die?
  10. Yeah, I re-checked. That's my bad. I grabbed the wrong line from the statblock (the glare line). Both the claws and the glare frighten, but you're both right, only the glare paralyzes. Apologies for the fuckup.
  11. I don't think the claws paralyze. The glare specifically calls out that it paralyzes, whereas the claws don't. Also, why would it ever use the glare if the claws paralyze, do damage, and it gets 2 of them?
  12. Yes. The scarecrow's claws both frighten and paralyze. They're nasty buggers. Technically, neither you nor Badmaw should have gone last turn, but I didn't notice until I last DM posted, and I don't want to rehash the round, so we'll just move on with the correct stuff from here on out.
  13. Pen Calder HALF-ELF Inheritor Battle Master Fighter AC: 17 (Splint) | HP: 26/26 (2/2d10+6+4) | Speed: 30 ft. Prof Bonus: +2 Senses: Darkvision 60ft; passive Perception 13, Insight 11, Investigation 11 Str:Save: +6 Athletics: +6 Carrying Capacity: 285 lb. Lift/Push/Drag: 570 lb. 19 (+4) | Dex:Initiative: +2 Save: +2 Acrobatics: +4 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 15 (+2) | Con:Save: +5 17 (+3) | Int:Save: +1 Arcana: +1 History: +3 Investigation: +1 Nature: +1 Religion: +1 13 (+1) | Wis:Save: +1 Animal Handling: +3 Insight: +1 Medicine: +1 Perception: +3 Survival: +1 12 (+1) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 13 (+1) Languages: Speak, read, and write Common, Elvish, Sylvan, and Halfling “My words,” Pen says. | ‘My thoughts,’ Pen thinks. | My actions . . . Sulking Scarecrows While Amberlyn's magic has kept Pen in good shape physically, mentally he remained at the mercy of the scarecrow, this time narrowly missing the target as his flailings get even more erratic. Hyper focused on the source of his dread, Pen is only vaguely aware that Badmaw has borrowed a torch or two. OOC Movement: — Action: Attack Scarecrow 3 with Glaive (disadvantage) Bonus Action: — Reaction: AoO (Frightened of Scarecrow 3)
  14. oh yeah also, would frightened lead to paralyzed for a claw attack too? i thought that was just for the terrifying glare. and scarecrow 3 should be at 17 hp i think.
  15. The PHB says torches only do 1 fire damage if used like a weapon, but that seems kinda useless. Can we treat it like a club, or an improvised weapon so we can get a 1d4 and stat damage bonuses?
  16. Are we rounding down on resistance damage? I've been rounding up all this time. Oops
  17. Scarecrow 1 (Sackcloth) % HP Left: -6% Round 1 Amberlyn 6 HP: -2 Round 1 Ouránia (8 non-magical/2)+1 magical= 5 Max HP: 36 Round 2 Amberlyn 10 Round 2 Badmaw (2 non-magical/2)= 1 Round 3 Amberlyn 6 Round 4 Amberlyn 7 Round 4 Badmaw (7 non-magical/2)= 3
  18. I probably should have specified in my post, but when I reckless attack, enemies get advantage on attacks against me. I rolled for the scarecrow, and it got another hit off on Badmaw. Also, I don't think you added the damage Amberlyn did last round to it's hp tracker, so combined with the damage she did this round, and Badmaw's attack, I think the thing is dead.
  19. Badmaw Dhampir Lizardfolk Athlete Beast Barbarian AC: 18 (Unarmoured Defense, Shield) | HP: 21/29 | Speed: 35 ft. climb, swim Senses: Darkvision 60ft, Danger Sense, Passive Perception 12, Insight 10, Investigation 10 Str:Save: 0 Athletics*: +2 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb. 11 (+0) | Dex:Initiative: +3 Save: +3 Acrobatics*: +5 Slight-of-Hand: +3 Stealth*: +5 16 (+3) | Con:Save: +3 17 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature*: +2 Religion: +0 10 (+0) | Wis:Save: 0 Animal Handling: 0 Insight: 0 Medicine: 0 Perception*: +2 Survival*: +2 10 (+0) | Cha:Save: 0 Deception: 0 Intimidation: 0 Performance: 0 Persuasion: 0 10 (+0) Languages: You can speak, read, and write Common, Draconic, and Halfling “My words,” Badmaw spits out in a raspy voice | ‘My thoughts,’ Badmaw thinks to himself | My actions . . . Badmaw endures one final slash from the ragman before he gains his bearings, and forces the magic from himself. Seeing the grin on the construct's face, Badmaw takes a second to square his stance, and really line up a shot. His sword strikes true, straight into the grinning gob of the scarecrow, and out the back of it's head. Gritting his teeth, Badmaw then yanks the blade out of the side of it's face; tearing the head cloth away, and leaving his opponent to collapse on the ground. "I'll give you something to smile about, freak." Badmaw grumbles to himself as he runs over to Pen to support his battle. Noticing the torch and tinderbox on Pen's belt, the lizardman drops his rapier, and grabs for the fire implements, intent on lighting them up. OOC Movement: N9 Action: Reckless rapier attack Bonus Action: Reaction: Grabbing a torch and tinderbox from Pen Enemies get advantage on attacks against Badmaw this turn. Dirty work health 28/29
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