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  Introduction
  Chapter	1:	A	Friend	in	Need is where we sow the seeds
  for the main plotline of Waterdeep:	Dragon	Heist, and get
  our intrepid adventurers acquainted with the distinct culture,
  atmosphere and politics of the City of Splendors.
  The goal of this document is to provide you, the Dungeon
  Master, with tools and thoughts that will help you make
  Chapter 1 of Waterdeep: Dragon Heist more exciting for your
  players and easier for you to run. It's strongly recommended
  that you read through the chapter before reading these
  resources. And remember: all advice is optional. You know
  best what works at your table. In this document you'll �ind:
  Before	We	Begin. First, a quick look at some of the things
  to consider before starting the adventure.
  Enhancing	Chapter	1. Second, you'll �ind ideas on how to
  enhance the events and encounters of Chapter 1.
  DM's	 Resources. Third, you're given a single page of
  condensed DM's notes for reference at the table, as well as
  statblocks for each encounter your party is likely to face.
  Maps. Fourth, you'll �ind a map for The Yawning Portal by
  Elven Tower, as well as maps for the Zhentarim Hideout and
  Xanathar Guild Hideout.
  Before We Begin...
  Waterdeep: 
  Dragon 
  Heist 
  has 
  one 
  of 
  the 
  longer
  'Introduction'-chapters we've seen – and with good reason.
  Even without going into minute details with Waterdeep
  (that's 
  saved 
  for 
  Chapter	
  9:	
  Volo's	
  Waterdeep
  Enchiridion), there's a lot you need to have a reasonable
  grasp on before starting the campaign. While this
  information is generally presented very well and is easy to
  digest, there are two points you should take an extra look at:
  your choice of villain and the Zhentarim.
  Choosing a Villain
  One of the �irst things we're told when we open up
  Waterdeep: Dragon Heist, is that we have to choose a villain.
  Now, since the villain dictates which encounter chain you run
  in Chapter 4, it's not exactly an insigni�icant choice. But, it's
  important to understand that it's not a permanent one.
  If we take a look at the rest of the book, it's only really in
  chapter 4 that your choice of villain becomes visible. You
  have plenty of time – three whole chapters – to make a �inal
  decision. It's likely to be much easier making a choice after
  playing through the �irst three chapters than before your very
  �irst session.
  But, since you can't start without choosing a season (and
  each villain is tied to a speci�ic season) aren't you forced to
  choose now? Yes and no. While villains and seasons are
  linked, they're not so strongly linked that you can't run any
  villain in any season. So, pick the season (and the villain) you
  like the most at a cursory glance, knowing that you'll be able
  to change your mind later without too much dif�iculty. We've
  included a brief review of each villain here, and will go in
  more depth with how to choose and change your villain in
  our resources for Chapter	4:	Dragon	Season.
  Xanathar
  The big bad beholder crime lord, hiding deep underneath the
  city. Xanathar is in many ways the obvious villain for the
  campaign. It's inherently evil and is involved with the Stone	of
  Golorr from the start. Xanathar has an interesting lair, a lot of
  fun little quirks and deep ties to Waterdeep. Simply put, you
  can't go wrong with Xanathar.
  Cassalanters
  The Cassalanters have an interesting story and present a
  tough moral dilemma. They're also deeply entrenched in
  Waterdeep's history and nobility, which might make them
  more interesting villains for characters who are either nobles
  or dislike nobles. And, if you want the campaign to end with
  the party stealing the gold back from a villain's lair, the
  Cassalanters have probably the most entertaining premise
  for an end-of-campaign heist!
  Jarlaxle
  The mercenary leader is a charming, witty and daring
  swashbuckler. His winning personality and more benevolent
  motivation makes him easier than the other villains to handle
  for the party – they might be able to �ind common ground in
  the decision to hand the gold over to the city in the end.
  However, Jarlaxle is also the villain that is most likely to
  have a direct connection to the party, if an characters join
  Bregan D'aerthe. While con�licting loyalties can seem fun on
  paper, they require mature players to pull off at the table.
  Manshoon
  Like the Xanathar, Manshoon is an obvious villain. He's
  involved with the story from the start, and he's a classic bad
  guy. Since there's no chance your players get through the
  adventure without running into his goons, you'll quickly get
  the feel of a recurring villain. Because of their similarities,
  choosing between Manshoon and the Xanathar probably
  comes down to personal preference more than anything else.
  Understanding the Zhentarim
  Since your characters are in contact with the Zhentarim from
  the very start, it's a good idea to be aware of the dual nature
  of the organization in Waterdeep – especially if you think
  characters will join the faction. Here's a quick rundown.
  There's two branches of the Zhentarim in Waterdeep:
  Manshoon's Zhentarim and the Doom Raider Zhentarim.
  Manshoon's Zhentarim are painted as bad guys throughout
  the adventure, while the Doom Raider Zhentarim can become
  allies to the party as one of the joinable factions. The
  differences between the two are subtle, but shouldn't be
  underplayed. While both seek money and power, Manshoon's
  goal is to rule Waterdeep with an iron �ist as the Open Lord.
  Much less brazen, the Doom Raiders seek in�luence within
  Waterdeep's 
  current 
  power 
  structure. 
  And 
  where
  Manshoon's Zhentarim are more than willing to cause chaos
  and carnage to reach their goals, the Doom Raider Zhentarim
  are more careful and methodical. They can be ruthless when
  needed, but prefer to work in legal grey areas.
  In summary, Manshoon's Zhentarim operate like a drug
  cartel ('Manshoon Escobar' has a nice ring to it), while the
  Doom Raiders feel like a mix between an investment bank
  and a security �irm, as they work to secure power and money
  without much regard for ethics, but (mostly) within the law.
  To make sure your party understands this nuance, you can
  have Davil Starsong (or another Doom Raider) explain it to
  them, if they come into contact with him. You can also make
  the difference visible. Perhaps the Doom Raider Zhentarim
  (from the Doom Raiders themselves to their low level goons)
  dress in fancier clothes in hues of black and green and with
  the Zhentarim symbol (a black winged snake) on the
  shoulder or chest, while Manshoon's Zhentarim are dirtier,
  dressed in all black and carry hidden snake tattoos instead of
  visible insignia. This tells your players not only which branch
  of the Zhentarim any Zhent they meet belong to, but also
  hints at the key differences between the two branches.
  The Zhentarim are covered in more depth in our product
  Zhentarim - Faction Missions and DM's Resources.
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  Enhancing Chapter 1
  We'll preface this by making clear that there's nothing
  inherently wrong with this chapter. It's already fairly
  interesting and pretty straightforward. You have a nice,
  simple mystery, a three-point investigation and some
  interesting NPC's, encounters and challenges along the way.
  However, that doesn't mean that there isn't room for
  improvement. Below we'll go over a few ideas on how to
  improve and enhance your players' experience as they play
  through Chapter	1:	A	Friend	in	Need.
  The Yawning Portal
  This is where the adventure starts. In a tavern. There's no
  points earned for originality, but the adventure does get off to
  a quick start when Xanathar and Zhentarim get into a
  �ist�ight - and a stirge-bitten troll join the fray. This double
  encounter does two things: establishes enmity between two
  important factions and tells the characters that the big hole
  in the �loor is not to be tampered with! Yet, at least...
  However, we can still do more to tie things together and
  ensure that the characters actually care about the �ights.
  Friendly	Faces. As suggested in the campaign book, you
  can show the players the pictures of 'Yawning Portal Friendly
  Faces' in Appendix	 C and have them choose a friendly
  acquaintance, if they want. Use these acquaintances to draw
  them into the encounters, as described below.
  Race	to	the	Bottom. Before throwing the characters into
  the tavern brawl, consider setting a more memorable scene.
  You can add the following description before the one given at
  the start of Chapter 1:
  It's a special evening at the Yawning Portal. The noisy
  taproom seems even more full than usual and patrons are
  brimming with excitement. A small crowd of well-wishers
  have gathered around the party of heroes who've chosen
  this night to brave the tavern's namesake. The small band of
  would-be-heroes are carefully checking and securing their
  equipment, mundane and magical alike. As they begin their
  descent into the large hole in the middle of the tavern, the
  taproom fills with loud cheers and excited huzzahs. Behind
  the bar, Durnan, the grizzled proprietor of the Yawning
  Portal, shakes his head and smirks under his moustache.
  Tavern	 Brawl. When the tavern brawl breaks out a short
  while later, the chances of the characters getting involved are
  higher if one them chose Yagra Stone�ist as an acquaintance.
  Also, remember that Yagra is a member of the Doom Raider
  Zhentarim – which in fact aren't involved in the gang war
  with the Xanathar Guild. You can have the half-orc explain as
  much to the party, if they speak to her after the �ight.
  Troll	 and	 Friends. Proceed as the campaign book
  dictates, having the troll arrive a few rounds into the tavern
  brawl (or whenever you think appropriate). But, to increase
  tension as it appears, it could be gnawing on the arm of one
  of the adventurers who went down the chute earlier and have
  it immediately grab on to one of the characters' friendly
  acquaintances in the tavern.
  That should work to tie the scene together a little better, as
  well as properly motivate the characters to get involved –
  plus hopefully scare them away from going down into the
  Undermountain themselves!
  Blood in the Streets
  While looking for Floon, the characters come by a crime
  scene being investigated. This is a �ine little encounter that
  sets the tone for the city's gang war between the Xanathar
  Guild and Manshoon's Zhentarim. But we can improve upon
  it by involving the characters a bit more and introducing City
  Watch captain Hyustus Staget, who is likely to become a
  recurring NPC. You can add the following description as the
  characters are leaving the scene:
  As you are turning to leave the closed street, you suddenly
  hear a loud shout: "Get him!" You see three of the City
  Watch guards frantically scrambling to catch one of the
  bandits who has sprung to his feet and is swiftly making his
  way out of the cordoned off street – and right past you!
  Each character has a chance to catch the �leeing gang
  member before he dashes past them (if they want to!). A
  single successful Acrobatics or Athletics check contested by
  the bandit's +1 Acrobatics check is enough to trip or grapple
  the bandit before he gets away. If the characters draw
  weapons, a guard quickly shouts: "Don't kill him!"
  If the characters manage to stop the Zhent, he looks
  hatefully at them before saying: "We'll remember that!" The
  guards quickly drag the bandit back to his mates and throw
  him forcefully down on the cobblestones. Here's an
  opportunity to introduce City Watch captain Hyustus Staget
  (who'll also appear in the Zhentarim Hideout later in this
  chapter). The veteran captain thanks the party for their
  assistance, but also gives a stern warning: "Good re�lexes
  there. Thank you for the assistance, but a word of advice:
  keep those weapons locked securely at your hip, and try not
  to get more of a reputation with these Zhentarim scum. Let
  us deal with them. Move along now."
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  The Skewered Dragon
  The characters will eventually reach The Skewered Dragon, a
  dilapidated tavern in the Dock Ward. The campaign book
  dictates that a Charisma check or a bribe will have the
  patrons spilling their guts, but if you want to �lesh it out a
  little more, there's some suggestions below.
  Solomil	 Silver�ingers. One of the regulars is a brash
  dwarf CN thug named Solomil Silver�ingers, apparently for
  the �lashy rings adorning his �ingers. If the characters start
  asking questions, he shoos away the other patrons:
  A broad-shouldered dwarf with a smoothly oiled black beard
  and a multitude of different silver rings on his stubby fingers
  approaches you. He sticks his chin out and plants two fists
  on the table in front of you. "Ain't none of these durned
  fools 'ere going to tell ye nothin' ye can believe. If ye wanna
  know about that skinny boy and his pompous buddy, ye'll
  have to win it from me. So waddaya wanna lose – ye coins or
  ye consciousness?" the dwarf asks, his deep voice slurring.
  Solomil wants to either �ight a party member or play a game
  of Sava for the information. If the characters try to bribe him,
  he'll accept it as "a good start," but still insist on competing
  against one of the characters.
  Fighting. If a character chooses to �ight with Solomil, it's a
  �ist�ight without armor and weapons. As a thug, an
  unarmored and unarmed Solomil has AC 10, 32 hit points
  and an unarmed attack of +4 for 3 (1 + 2) bludgeoning
  damage. Luckily for his opponent, the dwarf is drunk and
  thus has disadvantage on all of his attacks. If he loses, he'll
  tell the characters about Floon, Renaer Neverember and the
  Zhentarim Hideout when he regains consciousness. If he
  wins, he'll also give the information – if his opponent fought
  cleanly and well – but he'll take 10 gp for his trouble.
  Gambling. If a character accepts Solomil's invitation to
  play a game of Sava, you can �ind the rules for Sava in the
  sidebar. Solomil borrows an old and dusty Sava game from
  the barkeep, sets it on a table and cracks his �ingers. He asks
  that his opponent puts up 10 gold against the information.
  The volatile dwarf is pro�icient with Sava (+2 on Intelligence
  (Sava) checks), but has a +0 in both Charisma (Deception)
  and Wisdom (Insight). If Solomil loses, he tells the characters
  what they want to know. If he wins, he'll give his opponent a
  rematch, telling the characters what they want to know
  regardless of whether he wins or loses the next game.
  Bregan	 D'aerthe. If the players like the braggadocious
  dwarf, you can make him a recurring NPC. He'll work �ine as a
  contact to Jarlaxle and Bregan D'aerthe if you later need
  someone to facilitate contact between Jarlaxle and the party.
  Tracking Floon
  After the characters have cleared the Zhentarim hideout of
  kenku, rescued Renaer	Neverember and talked with the
  arriving City Watch, it's time to track down Floon. If they
  have managed to interrogate a kenku, they'll know to look for
  yellow signs in the sewer. If they haven't, the campaign book
  calls for a simple Intelligence (Investigation) check or a bribe.
  However, 
  you 
  could 
  instead 
  use 
  the 
  characters'
  bewilderment to introduce an NPC that might come into play
  later in the campaign. If they have no clue where to go next,
  Renaer Neverember may suggest that they visit either Mirt –
  a retired adventurer and Harper contact – or Vajra Safahr – a
  powerful wizard and the current Blackstaff of Waterdeep.
  Sava
  This odd version of chess is a drow invention.
  Two players play against each other using ebony
  pieces resembling drow warriors, mages and
  priestesses. The goal of the game is to destroy
  the other player’s ‘noble house’. It is a game of
  skill, deception and insight. A game of sava takes
  roughly 30 minutes. To determine who wins the
  game, each participant makes three rolls:
  An Intelligence (Sava) check.
  A Charisma (Deception) check.
  A Wisdom (Insight) check.
  Compare the combined totals of the three rolls
  to determine the winner of the game (on an
  equal result, the game is a draw).
  Mirt. Visiting Mirt in his sprawling mansion should be a nice
  little break after a combat encounter. Mirt is happy to help
  the �ledgling adventurers. If the characters seek him out for
  help, he'll ask his Harper contacts about a Xanathar Guild
  hideout near Castle Lane through a Stone	of	Sending. While
  waiting for the answer, he'll ask the characters questions
  about their motivations and backgrounds. This is an
  opportunity for your players to put their characters into
  words, and for Mirt to ferret out potential Harper prospects.
  After a short while, he receives word back through the
  Stone	of	Sending and can con�idently tell his visitors: "There's
  a Xanathar Guild hideout in the sewers close to Castle Lane.
  Just follow the yellow markings when you're down there.
  Good hunting – and I hope the poor fellow is still breathing!"
  Vajra	 Safahr. Waterdeep's current Blackstaff, Vajra
  Safahr, lives in Blackstaff Tower in the Castle Ward. She is
  both the overseer of the Force Grey, as well as a Harper
  af�iliate. When the characters come to her for aid, she uses a
  sending spell to contact her spies, asking for the location of a
  Xanathar Guild hideout near Candle Lane, where a young
  man would have been taken recently. Meanwhile, she'll ask
  the characters about their backgrounds and motivation, to
  determine if any is suitable to join the Gray Hands (and, later
  on, possibly Force Gray).
  When you think appropriate, the wizard closes her eyes
  and exclaims: "The place you're looking for is in the sewers
  under the docks. Just follow the yellow markings when you're
  down there, and you should �ind the hideout easily. Be careful
  – Waterdeep needs all the heroes it can get!"
  Xanathar Guild Hideout
  The Xanathar Guild's hideout is a nice little dungeon to �inish
  off the Chapter. There isn't much that needs to be changed,
  but there is something it's good to be aware of: the intellect
  devourer. It has a deceptively low CR when you consider
  that it has two Actions that can instantly end an adventurer's
  career.
  If a character succumbs to the intellect devourer's Devour
  Intellect-action, a Greater	Restoration spell can �ix it. You can
  have Floon, Volo or Renaer foot the 100 gp bill at the nearest
  temple. But, if a character fails against the Body Thief-action,
  only reincarnate or better spells can �ix it. That's extreme at
  1st level. Consider not having the intellect devourer use this
  action and maybe put an extra bandit in the room instead.
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  DM's Notes
  Below you'll �ind abbreviated DM's notes. They are meant as
  quick reminders of the events covered in Chapter	 1:	 A
  Friend	in	Need, ready to use at the table.
  Yawning Portal
  Five Xanathar bandits attack thug Yagra Stone�ist.
  Party arrive as Krenz has 3 hp and Yagra is ready to strike.
  Pulling Yagra away requires a Strength check vs Yagra.
  In the third round, a troll with 44 hit points and three
  stirges come through the shaft. Durnan attacks the troll,
  tells the party to kill the stirges and set the troll on �ire.
  After the �ight, Volothamp	Geddarm tells the party that
  Floon Blagmaar has been missing since they drank
  together two nights ago in the Skewered Dragon on the
  docks. He gives 10 gp to �ind him, promises 100 gp more.
  The Docks
  The party comes by a crime scene where three Zhentarim
  bandits have been arrested.
  One Zhentarim tries to escape. An Acrobatics or Athletics
  check vs the bandit's Acrobatics check to stop him.
  City Watch captain Hyustus Staget thanks the party if they
  stop him and sends them on their way.
  Before reaching the Skewered Dragon in the docks, they
  also pass by Old Xoblob Shop (a purple building with a
  stuffed beholder in the window).
  Old Xoblob Shop
  Lavender-scented purple smoke, violet-painted knick-
  knacks and purple walls.
  Xoblob (deep gnome, Xanathar spy, purple robes).
  The party can purchase trinkets (PHB p. 160) for 1d6 gp.
  If the party gives purple item or succeeds on DC 13
  Charisma check, Xoblob tells them he saw two guys
  jumped by thugs outside the shop. One had a snake tattoo.
  The Skewered Dragon
  Ruined, windows smashed, ship's anchor in the roof.
  The drinking dockworkers gives information if the party
  succeeds on DC 13 Charisma check or bribes them. Or...
  A dwarf thug named Solomil	 Silver�ingers challenges
  the party to a �ist�ight or a game of Sava. He wants 10 gp if
  he wins, he'll give the info if he loses.
  Information: Floon and Renaer were drinking, �ive men
  followed them out, the men usually frequent a warehouse
  on Candle Lane with a winged snake symbol on the door.
  Zhentarim Hideout
  Ramshackle warehouse on Candle Lane, fenced yard.
  Three entry points: front door, warehouse loading door
  and painted-over window. DC 10 Thieves' Tools or
  Athletics to open.
  If the characters make noise outside, the kenku hide
  inside (Passive Perception 16 hears this).
  Z1.	Main	Room - tables and chairs all around. Corpses of
  a dozen men along the wall. Five Zhent corpses with
  snake tattoos, seven Xanathar corpses with Xanathar
  symbol. Four kenku inside, they �ight until two die, the
  rest try to �lee. A captured kenku can be interrogated with
  DC 10 Intimidation check and says the following: Deep
  voice, orcish accent: “Xanathar sends its regards.” Thin,
  nasally voice: “Tie up the pretty boy in the back room!”
  and “Follow the yellow signs in the sewers.” Scratchy
  voice: “No time to loot the place. Just get him to the boss.”
  Z2.	Storage	Closet - Smell of sour �ish and vinegar. Filled
  with trash. Renaer	 Neverember hides here. Explains
  that the Zhentarim think his father embezzled a lot of gold
  and hid it in the city. They want to �ind the Stone of Golorr
  and think that Renaer could help them �ind it (he can't).
  The Xanathar interrupted and mistook Floon for Renaer,
  while he hid in here. Renaer arms himself and helps party.
  Z3.	 Secret	 Room - DC 15 Perception to �ind. Triggers
  small bell in Z5 above. Treasure. Four paintings of
  Luskan, Neverwinter, Silverymoon and Baldur's Gate
  worth 75 gp each. 15 silver trade bars worth 50 gp each.
  Z4.	Balcony - stacked with crates and worthless junk.
  Z5.	Of�ices - of�ice rooms. Rats. Bell rings if door to Z3 is
  opened. Treasure. An unused paper bird inside.
  The	Watch	Arrives - City Watch captain Hyustus Staget
  arrive with guards. Interrogate the party and Renaer.
  Gives them the Code Legal and tell them not to meddle.
  Finding	Floon. If the party didn't get directions to the
  Xanathar Guild Hideout from a kenku, they can make a DC
  15 Investigation check or use a 5 gp bribe to �ind out
  where he was dragged to. Alternatively, Renaer takes
  them to either Mirt (from the Harpers) or Vajra Safahr
  (from the Gray Hands) who helps �ind the hideout.
  Xanathar Guild Hideout
  The	 Sewers - Completely dark. Yellow Xanathar-signs
  show the way. A hostile gazer attacks the party, �ights till
  the death.
  Q1.	 Central	 Hub - A circular hub. Two arrow slits.
  Passage leading north and south. Ledge with stone door. If
  the characters make noise, two goblins in Q2a and Q2B
  awake and attack. DC 15 Perception to �ind secret door.
  Q2.	Watch	Posts - two goblins sleeping in each room. DC
  9 Stealth to sneak past. Treasure. 1d6 cp each.
  Q3.	Messy	Room - Rusty weapons and dirty clothes.
  Q4.	 Empty	 Sleeping	 Area - Nothing of value, but
  characters can hear activity from Q5. Sleeping Area.
  Q5.	 Sleeping	 Area - Zemk (duergar) and Krentz
  (bandit) trying to barricade door to X6. Zemk �ights to
  the death, Krentz surrenders or �lees if possible.
  Q6.	Lavatory - A grey	ooze is here.
  Q7.	 Boss	 Fight - Nihiloor (mind	 �layer), intellect
  devourer, Grum'shar (apprentice	wizard) and Floon
  Blagmaar are here. Nihiloor �lees to the west, intellect
  devourer and Grum'Shar attack the party. Treasure.
  Grum'shar has spellbook with burning	hands, disguise	self,
  false	life, shield, unseen	servant, and witch	bolt. Small chest
  with two potions	of	healing and 16 gp, 82 sp and 250 cp.
  Q8.	Getaway	Passage - Looks empty, DC 10 Perception
  check �inds hidden tunnel to Q9.
  Q9.	Private	Cellar - The Peabody's beer-brewing cellar.
  Q10.	Sleeping	Quarters - Straw pallets.
  Q11.	 Back	 Door - A stone pillar in the middle of the
  room carved with Xanathar Symbol. If Nihiloor's stone is
  pressed into middle of symbol, a black doorway appears,
  allowing transport to X22 in Xanathar's lair. Portal closes
  after 1 minute.
  Q12.	Hostel	Cellar - Narrow passage to hostel owned by
  hal�ling wererats called Shard Shunners. Roscoe guards
  the small passage.
  Reuniting with Volo
  Renaer, Floon and Volo are very grateful.
  Volo doesn't have the coin he promised, but instead gives
  the party the deed to the Trollskull Manor and takes the
  party to a magistrate, Kylynne Silmerhelme, who wants 25
  gp to of�iciate the transfer.
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  Monster Stats
  Tavern Brawl
  5
  Xanathar Bandit
  Medium humanoid (human), chaotic evil
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
  piercing damage.
  Unarmed Attack. Melee Weapon Attack: +3 to hit,
  reach 5 ft., one target. Hit: 1 bludgeoning damage.
  Yagra Stonefist
  Medium humanoid (half-orc), chaotic neutral
  Armor Class 11
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Relentless Endurance (1/long rest). When reduced
  to 0 hit points, Yagra drops to 1 hit point instead.
  Pack Tactics. Yagra has advantage on an attack roll
  against a creature if at least one of Yagra's allies is
  within 5 ft. of the creature and the ally isn't
  incapacitated.
  Actions
  Multiattack. Yagra makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to
  hit, range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Unarmed Attack. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 3 (1 + 2) bludgeoning
  damage.
  
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  Troll Attack
  6
  Troll
  Large giant, chaotic evil
  Armor Class 15
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 20 (+5) 7 (–2) 9 (–1) 7 (–2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 5 (1800 XP)
  Keen Smell. The troll has advantage on Wisdom
  (Perception) checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the
  start of its turn. If the troll takes acid or fire
  damage, this trait doesn't function at the start of
  the troll's next turn. The troll dies only if it starts
  its turn with 0 hit points and doesn't regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Stirge
  Tiny beast, unaligned
  Armor Class 14
  Hit Points 2 (1d4 + 0)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3) 16 (+3) 11 (+0) 2 (–4) 8 (–1) 6 (–2)
  Senses darkvision 60 ft., passive Perception 9
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing
  damage, and the stirge attaches to the target.
  While attached, the stirge doesn't attack. Instead,
  at the start of each of the stirge's turns, the target
  loses 5 (1d4 + 3) hit points. The stirge can detach
  itself by spending 5 feet of movement. It does so
  after it drains 10 hit points of blood from the
  target or the target dies. A creature, including the
  target, can use its action to detach the stirge.
  
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  Zhentarim Hideout
  7
  Kenku
  Medium humanoid, chaotic neutral
  Armor Class 13
  Hit Points 13 (3d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0)
  Skills Deception +4, Perception +2, Stealth +5
  Senses passive Perception 12
  Languages Understands auran and common but
  speaks only through the use of its mimicry trait
  Challenge 1/4 (50 XP)
  Ambusher. The kenku has advantage on attack
  rolls against any creature it has surprised.
  Mimicry. The kenku can mimic any sounds it has
  heard, including voices. A creature that hears the
  sounds can tell they are imitations with a
  succesful DC 14 Wisdom (Insight) check.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
  damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
  damage.
  Renaer Neverember
  Medium humanoid, chaotic good
  Armor Class 17
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)
  Skills Acrobatics +8, Athletics +5, Persuasion +6
  Senses passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Lightfooted. Renaer can take the Dash or
  Disengage action as a bonus action on each of his
  turns.
  Suave Defense. While Renaer is wearing light or no
  armor and wielding no shield, his AC includes his
  Charisma modifier.
  Actions
  Multiattack. Renaer makes three attacks: one with
  a dagger and two with his rapier.
  Dagger. Melee or Ranged Weapon Attack: +6 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit:
  6 (1d4 + 4) piercing damage in melee, or 6 (1d4
  + 4) piercing damage at range.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  
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  Xanathar Hideout
  Q2. Watch Posts
  8
  Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 15
  Hit Points 7 (2d6 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 14 (+2) 10 (+0) 10 (+0) 8 (–1) 8 (–1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage
  or Hide action as a bonus action on each of its
  turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  Gazer
  Tiny aberration, neutral evil
  Armor Class 13
  Hit Points 13 (3d4 + 6)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (–2)
  Saving throws Wis +2
  Skills Perception +4, Stealth +5
  Condition Immunities Prone
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the gazer can move
  up to its speed toward a hostile creature that it
  can see.
  Mimicry. The gazer can mimic simple sounds of
  speech it has heard, in any language. A creature
  that hears the sounds can tell they are imitations
  with a successful DC 10 Wisdom (Insight) check.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage.
  Eye Rays. The gazer shoots two of the following
  magical eye rays at random (reroll duplicates),
  choosing one or two targets it can see within 60
  feet of it:
  1. Dazing Ray. The targeted creature must
  succeed on a DC 12 Wisdom saving throw or
  be charmed until the start of the gazer’s next
  turn. While the target is charmed in this way,
  its speed is halved, and it has disadvantage on
  attack rolls.
  2. Fear Ray. The targeted creature must succeed
  on a DC 12 Wisdom saving throw or be
  frightened until the start of the gazer’s next
  turn.
  3. Frost Ray. The targeted creature must succeed
  on a DC 12 Dexterity saving throw or take 10
  (3d6) cold damage.
  4. Telekinetic Ray. If the target is a creature that
  is Medium or smaller, it must succeed on a
  DC 12 Strength saving throw or be moved up
  to 30 feet directly away from the gazer. If the
  target is an object weighing 10 pounds or
  less that isn’t being worn or carried, the gazer
  moves it up to 30 feet in any direction. The
  gazer can also exert fine control on objects
  with this ray, such as manipulating a simple
  tool or opening a container.
  
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  Q5. Sleeping Area
  9
  Krentz (bandit)
  Medium humanoid (human), chaotic evil
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
  piercing damage.
  Duergar
  Medium humanoid (dwarf), lawful evil
  Armor Class 16
  Hit Points 26 (4d8 + 8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (–1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 1 (200 XP)
  Duergar Resilience. The duergar has advantage on
  saving throws against poison, spells, and illusions,
  as well as to resist being charmed or paralyzed.
  Sunlight Sensitivity. While in sunlight, the duergar
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Actions
  Enlarge (Recharges after a Short or Long Rest). For 1
  minute, the duergar magically increases in size,
  along with anything it is wearing or carrying. While
  enlarged, the duergar is Large, doubles its damage
  dice on Strength-based weapon attacks (included
  in the attacks), and makes Strength checks and
  Strength saving throws with advantage. If the
  duergar lacks the room to become Large, it attains
  the maximum size possible in the space available.
  War Pick. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 6 (1d8 + 2) piercing damage,
  or 11 (2d8 + 2) piercing damage while enlarged.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 5
  (1d6 + 2) piercing damage, or 9 (2d6 + 2)
  piercing damage while enlarged.
  Invisibility (Recharges after a Short or Long Rest).
  The duergar magically turns invisible until it
  attacks, casts a spell, or uses its Enlarge, or until
  its concentration is broken, up to 1 hour (as if
  concentrating on a spell). Any equipment the
  duergar wears or carries is invisible with it .
  
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  Q6. Lavatory
  Q12. Hostel Cellar
  10
  Gray Ooze
  Medium ooze, unaligned
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 10 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 6 (–2) 16 (+3) 1 (–5) 6 (–2) 2 (–4)
  Skills Stealth +2
  Damage Resistances acid, cold, fire
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Amorphous. The ooze can move through a space
  as narrow as 1 inch wide without squeezing.
  Corrode Metal. Any nonmagical weapon made of
  metal that hits the ooze corrodes. After dealing
  damage, the weapon takes a permanent and
  cumulative -1 penalty to damage rolls. If its
  penalty drops to -5, the weapon is destroyed.
  Nonmagical ammunition made of metal that hits
  the ooze is destroyed after dealing damage. The
  ooze can eat through 2-inch-thick, nonmagical
  metal in 1 round.
  False Appearance. While the ooze remains
  motionless, it is indistinguishable from an oily
  pool or wet rock.
  Actions
  Pseudopod. Melee Weapon Attack: +3 to hit,
  reach 5 ft., one target. Hit: 4 (1d6 + 1)
  bludgeoning damage plus 7 (2d6) acid damage,
  and if the target is wearing nonmagical metal
  armor, its armor is partly corroded and takes a
  permanent and cumulative -1 penalty to the AC it
  offers. The armor is destroyed if the penalty
  reduces its AC to 10.
  Roscoe (wererat)
  Small humanoid (halfling), lawful evil
  Armor Class 12
  Hit Points 27 (6d6 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (–1)
  Skills Perception +2, Stealth +4
  Damage Immunities bludgeoning, piercing, and
  slashing damage from nonmagical weapons
  that aren't silvered
  Senses darkvision 60 ft. (rat form only), passive
  Perception 12
  Languages Common, Halfling, Thieves' cant (can't
  speak in rat form)
  Challenge 2 (450 XP)
  Brave. Roscoe has advantage on saving throws
  against being frightened.
  Halfling Nimbleness. Roscoe can move through
  the space of a Medium or larger creature.
  Shapechanger. The wererat can use its action to
  polymorph into a rat-humanoid hybrid or into a
  giant rat, or back into its true form, which is
  humanoid. Its statistics, other than its size, are the
  same in each form. Any equipment it is wearing or
  carrying isn't transformed. It reverts to its true
  form if it dies.
  Keen Smell. The wererat has advantage on Wisdom
  (Perception) checks that rely on smell.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). The
  wererat makes two attacks, only one of which can
  be a bite.
  Bite (Rat or Hybrid Form Only).. Melee Weapon
  Attack: +4 to hit, reach 5 ft., one target. Hit: 4
  (1d4 + 2) piercing damage. If the target is a
  humanoid, it must succeed on a DC 11
  Constitution saving throw or be cursed with
  wererat lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only).
  Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow (Humanoid or Hybrid Form Only).
  Ranged Weapon Attack: +4 to hit, range 30/120
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  
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  Q7. Boss Fight
  11
  Grum'shar
  Medium humanoid (half-orc), chaotic evil
  Armor Class 10
  Hit Points 9 (2d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)
  Skills Arcana +4, History +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/4 (50 XP)
  Relentless Endurance (1/long rest). When reduced
  to 0 hit points, Grum'shar drops to 1 hit point
  instead.
  Spellcasting. Grum'shar is a 1st-level spellcaster.
  Grum'shar's spellcasting ability is Intelligence
  (spell save DC 12, +4 to hit with spell attacks).
  Grum'shar has the following wizard spells
  prepared:
  Cantrip (at will):fire bolt, mending, prestidigitation
  1st level (2 slots): burning hands, disguise self,
  shield
  Actions
  Dagger. Melee or Ranged Weapon Attack: +2 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit:
  2 (1d4) piercing damage in melee, or 2 (1d4)
  piercing damage at range.
  Intellect Devourer
  Tiny aberration, lawful evil
  Armor Class 12
  Hit Points 21 (6d4 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)
  Skills Perception +2, Stealth +4
  Damage Resistances bludgeoning, piercing and
  slashing from nonmagical weapons
  Condition Immunities blinded
  Senses blindsight 60 ft., passive Perception 12
  Languages Understands deep speech but can't
  speak, Telepathy 60 ft.
  Challenge 2 (450 XP)
  Detect Sentience. The intellect devourer can sense
  the presence and location of any creature within
  300 feet of it that has an Intelligence of 3 or
  higher, regardless of interposing barriers, unless
  the creature is protected by a mind blank spell.
  Actions
  Multiattack. The intellect devourer makes one
  attack with its claws and uses Devour Intellect.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) slashing damage.
  Devour Intellect. The intellect devourer targets one
  creature it can see within 10 feet that has a brain.
  The target must succeed on a DC 12 Intelligence
  saving throw or take 11 (2d10) psychic damage.
  Also on a failure, roll3d6: If the total equals or
  exceeds the target's Intelligence score, that score
  is reduced to 0. The target is stunned until it
  regains at least one point of Intelligence.
  Body Thief. The intellect devourer initiates an
  Intelligence 
  contest 
  with 
  an 
  incapacitated
  humanoid within 5 feet of it. If it wins the contest,
  the intellect devourer magically consumes the
  target's brain, teleports into the target's skull, and
  takes control of the target's body. While inside a
  creature, the intellect devourer has total cover
  against attacks and other effects originating
  outside its host. The intellect devourer retains its
  Intelligence, Wisdom, and Charisma scores, as
  well as its understanding of Deep Speech, its
  telepathy, and its traits. It otherwise adopts the
  target's statistics. It knows everything the creature
  knew, including spells and languages. If the host
  body drops to 0 hit points, the intellect devourer
  must leave it. A protection from evil and good
  spell cast on the body drives the intellect
  devourer out. The intellect devourer is also forced
  out if the target regains its devoured brain by
  means of a wish. By spending 5 feet of its
  movement, the intellect devourer can leave the
  body, teleporting to the nearest unoccupied space
  within 5 feet of it. The body then dies, unless its
  brain is restored within 1 round.
  
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  Maps
  This download also includes a map of the Yawning Portal
  used in the Tavern Brawl Encounter. The map is made and
  licensed by Derek Ruiz at Elven Tower Cartography. Elven
  Tower makes excellent maps, which you can �ind at their
  webpage or on the DM's Guild. You'll �ind a JPG version of this
  map included in your download.
  The document also includes more elaborate versions of the
  Zhentarim Hideout and Xanathar Guild Hideout maps found
  in the campaign book, ready to use on your favorite virtual
  tabletops.
  Conclusion
  We hope you enjoy this document and �ind it worth your time
  and money. If you do, please leave a review and a rating - it
  helps us a lot. If you have any questions or suggestions, make
  sure to leave a comment as well.
  And, most importantly, enjoy the adventure - and try not to
  suck the brains out of all your player characters in the �irst
  session.
  12
  
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  A Valeur RPG
  A Valeur RPG
  A Valeur RPG
  A Valeur RPG
  A Valeur RPG
  A Valeur RPG
  A Valeur RPG
  A Valeur RPG
  A Valeur RPG
  DM's Resource
  DM's Resource
  DM's Resource
  DM's Resource
  DM's Resource
  DM's Resource
  DM's Resource
  DM's Resource
  DM's Resource
  This document was made with GM Binder.
  The Yawning Portal map is Cartography Stock
  Art © Derek Ruiz / Elven Tower Cartography.
  Thanks to Collin Bakker for assistance with
  proofreading.
  Thank you for purchasing this product on the
  DM's Guild. You are helping adventures
  become real and dreams come true. Our other
  work for Waterdeep: Dragon Heist includes:
  Chapter 1: A Friend in Need
  Chapter 2: Trollskull Alley
  Chapter 3: Fireball
  Chapter 4: Dragon Season
  Gray Hands - Faction Missions
  Zhentarim - Faction Missions
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Waterdeep - Dragon Heist/Chapter 01 - A Friend in Need v1.4.pdf