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Episode 5 Addendum

The document describes several side quests and encounters in Waterdeep: 1) Andraste is asked to keep the secret of an elder of her people living dishonorably in the city or offered a bribe not to. 2) A merchant asks for help catching a prankster switching merchandise in his shop for 300gp plus potential bonuses. 3) A noble wants help hunting big game to pretend he hunted, paying 300gp plus potential bonuses. 4) Someone is scamming adventurers with fake life insurance and the PCs can expose or join the scam for potential profits. Future travel plans to the Mere are also outlined.

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Oliva Mervz
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0% found this document useful (0 votes)
58 views1 page

Episode 5 Addendum

The document describes several side quests and encounters in Waterdeep: 1) Andraste is asked to keep the secret of an elder of her people living dishonorably in the city or offered a bribe not to. 2) A merchant asks for help catching a prankster switching merchandise in his shop for 300gp plus potential bonuses. 3) A noble wants help hunting big game to pretend he hunted, paying 300gp plus potential bonuses. 4) Someone is scamming adventurers with fake life insurance and the PCs can expose or join the scam for potential profits. Future travel plans to the Mere are also outlined.

Uploaded by

Oliva Mervz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Episode 5 Addendum

1st day in Waterdeep

Random events

Andraste:

You see an old revered elder of your people, supposedly on sabbatical to an ancient elven shrine, living
riotously in the company of self-indulgent humans and dwarves.//If she confronts him, he begs her to keep his
secret. If she refuses, he offers a bribe of 1000 gp.

Anderson

A local merchant approaches you and asks for assistance to a prankster in his shop. He mentions that his
wares are either stolen or switched with another type of merchandise. He is willing to pay 300 gp if you can
catch the prankster.

DC 15 Persuasion check for additional 100 gp.


DC 10 Survival (advantage-fey) check to track the prankster (Quickling)

Garudah:
A noble approaches you and says he will pay you handsomely to hunt a large game and then give it to him to
pretend that hes hunted it himself. He doesnt care what you do with the meat or hide. With his permission
you may hunt in the nearby game preserves of the wealthy where you might become frie3nds with the rangers
and foresters there..

Successful DC 15 Animal Handling (advantage) for big game = 300 gp. Failure = 150 gp.

Reward is 300 gp DC 15 Persuasion to add 100 gp. DC 10 Intimidate to add 150 gp.

Dice:

You witness someone selling life insurance to adventurers and recognize the scam. // You can reveal the
charlatans or muscle in for a cut. DC 13 Deception, Perusasion or Intimidation check. (One attempt only).
The scam nets you 1d6x100 gp as you share.

Side Quests

Leosin will take the PCs to the Harpers hideout and have them pick from the guild inventory.
(1 consumable & 1 combat or 1 consumable or 1 utility.)
Lady Laeral DC 15 Persuasion to bolster patrols in the frontier. +2 renown to Emerald Enclave

2nd Day in Waterdeep

Off to the Mere


The convoy will leave at noon. Convoy consists of:
6 supply wagons (3 wagons belong to the cultists)
12 escorts including PCs and Jamna
24 laborers going to relive a group coming back to Waterdeep (workers on the High Road)
Other cultists not hired as teamsters are coming along as laborers. (PCs might recognize some
of them)

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