TEXT:  
   
  Volume II 
   
   
   
   
   
  Waterdeep: 
   
  By Page Bonifaci 
  People, Places, and Shops 
  
   
  1     People, Places, and Shops 
  Waterdeep:  
  People, Places, and Shops 
  Volume II 
   
   
   
   
  Waterdeep, the City of Splendors. Within these pages you 
  will find two dozen unique shops, restaurants, and other 
  places of interest for your adventures in the Crown of the 
  North. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
  League, 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. All characters and 
  their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 
  4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
   
   
  People, Places, and Shops      2 
  Contents 
  Castle Ward 
  3 
  Farmountain Cartography 
  3 
  Fountain of the Dawnbringers 
  3 
  Reta the Mouse 
  4 
  Dock Ward 
  5 
  Flowers of Alaron 
  5 
  The Old Tenement 
  5 
  Field Ward 
  6 
  Corvo’s Pawn Shop 
  6 
  Iron Soul 
  6 
  North Ward 
  7 
  Desert Wind Farrier 
  7 
  Flourhaus Bakery and Confectionery 
  7 
  Remmier's Reliquery of Rags, Raiments 
  and Regalia 
  8 
  Statue of Caladorn Cassalanter 
  8 
  Sea Ward 
  9 
  Aurielo’s 
  9 
  Downybeard Tobbacconist 
  9 
  The Regent 
  10 
  Seven Stars Magical Supply 
  10 
  South Ward 
  11 
  Ubtau and Uluu 
  11 
  Memory of Cimbar 
  11 
  The Remorhaz 
  12 
  The Old Nag 
  12 
  Trade Ward 
  13 
  Timminara’s Terrific Tinctures 
  13 
  Rustev’s Furs 
  14 
  Sun & Spice 
  14 
  Surrounding Area 
  15 
  The Blackstone Grave 
  15 
  Green Knight’s Rest 
  15 
   
  Credits 
   
  Design: 
   
  Page Bonifaci 
   
  Cover Art:  
  Louise Rayner's "Warwick East Gate" 
   
  Back Cover Art: 
  Louise Rayner’s “Chester Watergate 
  Street looking east” 
   
  Interior Art: 
   
  Some artwork © 2015 Dean Spencer,  
  used with permission. All rights 
  reserved. 
  "vertical cover book three" by “David 
  Revoy, www.davidrevoy.com”, used 
  under CC BY / cropped and mirrored 
  from original. 
  "ep: 07: The Wish" by “David Revoy, 
  www.davidrevoy.com”, used under CC 
  BY / cropped from original. 
  "Environments 07 Ishtar 3" by “David 
  Revoy / Blender Foundation, 
  www.davidrevoy.com”, used under CC 
  BY / cropped from original. 
   
   
  Acronyms used in this book 
  PHB = Players Handbook 
  XGE = Xanathar’s Guide to Everything 
  WDMM = Waterdeep: Dungeon of the Mad 
  Mage 
   
   
  
   
  3     People, Places, and Shops 
  Castle Ward 
   
  Cartographer 
  A wooden sign hangs above the storefront, 
  depicting a whitecapped mountain inscribed 
  with a stylized arrow and the netter N. 
  Through the windows you can see scroll-ranks 
  reaching to the ceiling, filled with all manner 
  of parchment and vellum. The shop’s name is 
  emblazoned on its windows “Farmountain 
  Cartography by Consignment” 
  Farmountain specializes in unusual and 
  eclectic maps. The owner (a female grey elf 
  named Elthea) sells every kind of map 
  imaginable, from ancient maps of since-
  abandoned kingdoms, to modern charts of the 
  Moonshaes. She is always looking for 
  adventurers and travelers to strike up a 
  relationship. She is happy to sell maps or take 
  anything discovered in their travels for 
  presentation in her  
   
  Hook: 
  Elthea is on thin ice with the Cartographer’s 
  guild. They don’t like that she refuses to 
  confirm whether her maps are accurate 
  before selling them, and they resent the 
  colorful stories she tells about how they were 
  acquired.   
   
  In order to get them off her back, Elthea 
  needs a ground of adventurers to verify a 
  map she has depicting an eastern approach to 
  Kelvin’s Cairn to the far north. 
   
   
   
   
  Public Fountain 
  Splitting the broad boulevard into two, you 
  come across an old stone fountain. Moss 
  grows over the three-tiered basin. Within the 
  highest tier, you can see the broken bases of 
  what would have once been several humanoid 
  figures, but at some time over the years they 
  were damaged or removed. Beneath the 
  surface of the fountain you can make out a 
  thin layer of coins, sparking in the sun. 
  This fountain once depicted an ancient 
  adventuring band, whose deeds have been 
  forgotten to time. The monument is still a 
  popular spot with adventurers, as legend 
  holds that tossing a dragon, a shard, and a nib 
  into the fountain will bring luck when 
  plundering Undermountain. 
   
  Hook: 
  The three stone figures that once surmounted 
  this fountain are now spread throughout 
  Level 6 of Undermountain (as depicted in 
  WDMM). 
   
  If the figures are returned, the city will pay 
  100 gold per statue for restoring the city’s 
  history. Things get awkward when the Order 
  of Magists and Protectors determine the 
  statues to be petrified adventurers. 
  
   
   
  People, Places, and Shops      4 
  Fence and Store 
  Sewer tunnels stretch out in every direction, 
  illuminated by a flickering lantern hung from 
  the center of the junction. 
   
  Out of the shadows steps a small figure, 
  hunched down beneath a heavy backpack. Her 
  hairy feet are bare on the broken stones, and 
  she moves with a swaying and unsettling 
  cadence. 
   
  “What are you buying?” 
  Reta is an old wererat woman who keeps her 
  face covered when dealing with customers. 
  Her store is constantly shifting places beneath 
  the city. Its location is denoted by a lantern 
  hung in the middle of a four-way intersection 
  somewhere beneath the district.  
   
  The wererat is good at disappearing, and 
  despite repeatedly being chased away by the 
  Watch, she always returns. The dung 
  sweepers guild prefer to simply avoid her 
  place of business. Should the players threaten 
  her, she uses her Portable Passage to escape. 
   
  She’ll buy just about anything, and her 
  selection is constantly shifting. In addition to 
  the sample provided here, roll twice on the 
  trinket table from the PHP. Each trinket costs 
  3d6 gold.  
   
  Reta the Mouse’ Sample Stock 
  Item 
  Price 
  Acid Vial 
  20gp 
  Basic Poison Vial 
  80gp 
  Charlatan’s Die (XGE) 
  50gp 
  Dust of Sneezing and Choking 
  460gp 
  Hat of Vermin (XGE) 
  70gp 
  Spell Scroll (Gust) 
  10gp 
   
   
  Higher Magic Games 
  If you want to include more magic items in 
  your campaign, Reta could have anything 
  from Magic Item Table B for sale in her shop. 
  Each time your players visit the shop, roll 
  again for what item she has for sale that day. 
   
  Portable Passage 
  Wondrous Item, Major, Rare 
   
  Similar to a portable hole. This fine black cloth 
  can be placed onto a solid surface, 
  whereupon the portable passage opens into a 
  hole 10ft deep. Unlike a portable hole, this is 
  not an extradimensional space, and is in fact a 
  room hidden somewhere in the depths of the 
  Waterdeep Sewers (possible connecting to 
  Undermountain). 
   
  You can use an action to close the portable 
  passage by taking hold of the edges of the 
  cloth and folding it up. This closes the 
  passage, and the cloth can be folded by a 
  creature on either side of the passage. 
   
  Placing a portable passage inside an 
  extradimensional space created by a bag of 
  holding, Heward's handy haversack, or similar 
  item instantly transports everything inside the 
  item, including the portable passage, to its 
  hidden room. 
   
  
   
  5     People, Places, and Shops 
  Dock Ward 
   
  Florist 
  A small wooden cart sits along the dock here. 
  Bouquets of red and yellow flowers fill the 
  front, with a young woman calling out to 
  arriving passengers. 
  “Beautiful flowers! Show your lady the best of 
  the City of splendors!” 
  Midara Blackwater makes her living out of this 
  small flower cart. She can be found along the 
  dock’s day in and day out, selling flowers to 
  new arrivals. 
   
  Her shop is named for the largest Isle of the 
  Moonshae’s, the coast of which claimed the 
  life of her Captain Blackwater. His name is 
  sung by sailors across the ward for seeing his 
  crew to safety when their ship sank, going 
  down with the vessel as they escaped. 
  Midara doesn’t have the same rosy image of 
  her father, remembering instead the man who 
  left his wife and infant daughter penniless to 
  fend for themselves as he sailed to his death. 
    
  Inn 
  This old house looks like it might slide off the 
  cliff face into the harbor at any moment. 
  Inside, an old woman sits behind a small desk 
  in the cramped entry. A guttering lamp does 
  little to drive back the darkness in the room.  
   
  The fire is low, and a cutting sea wind blows 
  through the open windows. 
   
  The years clearly have not been kind to this 
  old woman, her weather-beaten face is almost 
  completely concealed beneath a thick pile of 
  shawls, resembling a pile of fishing nets. She 
  motions to you with one withered hand, 
  pointing at a crudely painted board that lists 
  the price as five copper per night. 
  If this hostel ever had a proper name, no one 
  remembers it. Those forced to stay here 
  certainly have no interest in interrogating the 
  ancient owner. Nearly a dozen rooms here 
  play host to sailors down on their luck, 
  criminals on the run, and those only one step 
  above sleeping in the streets. The wind howls 
  through the twisted planks, and the beds are 
  little more than bales of straw covered in old 
  canvas. 
   
  The owner makes no attempt to speak with 
  her tenants, merely collecting their coin 
  nightly. She seems to always be downstairs, no 
  matter the hour, ready to collect. 
   
  Hag Lair: 
  The Old Woman is a Sea Hag, and the Old 
  Tenement is her lair and primary feeding 
  source. She’ll abduct tenants as food when 
  she hungers. To protect her lair, she refuses 
  to interact with those that come to stay, and 
  simply motions at the sign. The low lighting in 
  the entryway means anyone without 
  darkvision has disadvantage to see through 
  her illusion. 
   
  Hook: 
  Someone the party is seeking (possibly an 
  informant for the Zhentarim or Harpers) 
  stayed here and was the Hags latest victim. 
  Before they died, the victim hid the 
  information they were carrying under the 
  floorboard of their room. Players that try to 
  stay here have a one in six chance of staying 
  in the same room as their contact. 
  
   
   
  People, Places, and Shops      6 
  Field Ward 
   
  Fence and Pawn Shop 
  Wooden shelves line the depths of this narrow 
  shop, leading to the far end where a wooden 
  desk is surmounted by heavy iron bars. 
  From the depths of the protected shop, a 
  croaking, hollow, voice greets you “Welcome. 
  See what you like. Pay at the front.” The 
  shopkeeper’s final words are punctuated by 
  the tip of a heavy crossbow appearing 
  between the bars. 
  Corvo is an aged Kenku, whose feathers are 
  ragged and greying. He still has a keen eye, 
  and any thieves find he’s a dead shot with his 
  crossbow. 
   
  The pawn shop is a fixture of the Field ward, 
  and one of the more dependable independent 
  fences in Waterdeep. The Zhentarim have 
  tried to lean on him several times, but Corvo 
  has enough blackmail on important figures 
  (legal and criminal) throughout the city to call 
  in protection when needed. 
   
  Hook: 
  Occasionally, Corvo will commission thieves 
  to gather specific items for one of his clients. 
  Someone out there is looking for an ancient 
  Dwarven beer stein, owned by the eccentric 
  noble Osvald Brimmen. 
   
   
   
   
   
   
   
   
   
  Blacksmith 
  The rough lane winds and twists until you start 
  to feel lost. Just as you consider turning back, 
  you notice a hut, nestled right up against the 
  trollwall. A plume of smoke and steam rises 
  from behind the little building. 
   
  “Looking for the swordmaker are ya?” An old 
  man calls out from beneath the roof of his 
  hovel. “Been here eight years, never seen that 
  fire go out. All day, every day, whoever’s in 
  there keeps it burning. The urchin won’t say 
  either.” He gestures to a small dirty child 
  sitting near the entrance to the small forge. 
  Iron Soul is the name of a Warforged 
  Blacksmith, who keeps to himself within his 
  small forge. He has become obsessed with 
  creating the perfect sword, believing that it 
  will make him equal to his (unknown) creator, 
  or bring his creators attention down to him. 
  He toils day in and day out, recycling swords 
  he deems imperfect, constantly refining and 
  perfecting his technique. 
   
  Iron Soul is distrustful of people and the city. 
  He stays hidden within his forge and uses a 
  hired street urchin to conduct business and 
  buy him charcoal and metal. He pays the 
  urchin well but won’t allow them inside the 
  forge.  
   
  Hook: 
  Iron Soul is capable of crafting enchanted 
  blades if players manage to contact him. If 
  players commission a sword from him, it 
  becomes clear that the enchantment comes 
  at the cost of a portion of his animating soul. 
   
  If players befriend the obsessive Warforged 
  by bringing him samples of adamantium or 
  mithril, he may undertake his final task, and 
  forge himself into a pair of intelligent swords. 
  
   
  7     People, Places, and Shops 
  North Ward 
   
  Farrier 
  The rhythmic sound of hammer on metal 
  echoes down the street. A tall auburn-skinned 
  man with a shock of red hair is bent over an 
  anvil outside a small shop. Behind the forge 
  you can see a brightly painted stable with two 
  fine tan horses. A wrought metal sign is 
  mounted to a low stone wall, proclaiming this 
  to be “Desert Wind Farriers”. 
  Ramad So-Kuhr (male Mulhorandi Fire Genasi) 
  is a master farrier, offering extremely fine 
  horseshoes. In addition to traditional steel 
  shoes, he also makes silver- and gold-plated 
  shoes (specially worked for durability) for 
  parade dress and noble’s horses.  
   
  For the right price, he can also provide 
  stronger magical horseshoes. 
   
  Desert Wind Farrier’s Stock 
  Item 
  Price 
  Parade Horseshoes 
  220gp 
  Horseshoes of the Zephyr 
  1,500gp 
  Horseshoes of Speed 
  5,000gp 
   
   
   
   
   
   
   
   
   
   
   
   
  Bakery 
  Steam billows from the chimneys of this two-
  story shop. The double front doors have been 
  cut in half, opening into a small storefront. 
  Inside you can make out racks and racks of 
  bread and pastries. 
  Flourhaus sits along the south edge of 
  Trollskull Alley. A male Dwarf is currently 
  manning the counter, by the name of Rurik. A 
  straight-talking fellow given to gossip; Rurik 
  has been around Trollskull Alley for just under 
  a century. His wife is an aged Rashemi woman 
  by the name of Shevarra. Even at seventy 
  years old, she's a firebrand, and the two of 
  them have frequent shouting matches across 
  the ovens. 
   
  Rurik has a passion for creating elaborate 
  sugar follys (decorative architectural models), 
  casting them from molten sugar and caramel. 
   
  Flourhaus Menu 
   Waterdeep Mountain Roll: Soft bread filled 
  with rum-raisins and nuts. 
   South Ward Strudel: Flaky pastry around a 
  filling made from pistachios and honey. 
   Cragsmere Croquembouche: A towering 
  pillar of crisp pastry, filled with caramel and 
  custard. 
   City of Splendor Scone: A soft buttery scone 
  flavored with chives, goat cheese, and 
  mustard. 
   
   
   
   
   
   
   
  
   
   
  People, Places, and Shops      8 
  Clothier 
  Tall glass windows fill the front of this shop, a 
  deep green sign names it “Remmier’s 
  Reliquery of Rags, Raiments, and Regalia”.  
   
  Inside you can make out an impressive stock 
  of exotic clothing. Emerald green cloaks from 
  Sembia, purple silk cravats from Cormyr, fine 
  rabbit leather gloves from Everlund.  
  A consignment shop, with all sorts of eclectic 
  fashion items. Remmier’s is a popular shop for 
  upper-class folk looking to make a statement 
  with some new piece of fashion. 
   
  Remmier is a Half-Elven man, who has become 
  quite forgetful in his advanced age. His 
  assistants often follow him around the shop, 
  cleaning up after he absentmindedly re-
  arranges displays. Remmier enjoys 
  recommending outfits to customers but is 
  liable to wander off or fall asleep mid-
  sentence. 
   
  Statue 
  Standing tall like a conquering hero, the 
  marble statue in the middle of the square 
  command’s attention, bearing ornate armor, 
  and hefting a large mace to the sky. A brass 
  plaque affixed to the base identifies the 
  subject as Caladorn Cassalanter, hero and Lord 
  of Waterdeep. 
  Caledorn Cassalanter was Open Lord of 
  Waterdeep in the late 1300’s. This statue was 
  erected by his family after his death. 
   
  Hook: 
  The 100-year anniversary of Caledorn’s 
  appointment to Open Lord of Waterdeep is 
  approaching. The Cassalanter family is 
  planning a ceremony to remember his 
  contributions to the city, including an event 
  around the statue. Unfortunately, the statue’s 
  stone mace has been stolen, and the 
  Cassalanter’s are looking for someone to 
  recover the weapon. 
   
   
  
   
  9     People, Places, and Shops 
  Sea Ward 
  Tavern 
  You hear the melodious sound of a duet 
  drifting out into the busy lane, its source is a 
  very nice two-story bar. A bright brass sign 
  hangs out into the street, bearing two masks 
  (one grinning the other sad) surrounding the 
  name “Aurielo’s”. 
   
  Through the large windows you see a pair of 
  performers dressed for the stage, drinks in 
  hand, performing a theatrical love song for a 
  rapt audience of patrons. 
  A ritzy bar, popular with performers and 
  patrons from the many nearby theaters. On a 
  given night you might find any number of stars 
  and actors holding court for their fans. 
   
  Aurielo’s Drink Menu 
   The Damnation of Goeth: A decadently 
  sweet cocktail. 
   The Barber of Baldur’s Gate: A blend of dry 
  white wine and local mead. 
   Bardic Courage: Damson plum gin. 
   
  Hook 
  Two competing Diva’s come to blows over 
  who performed the character of Dianella 
  better in their respective versions of The 
  Damnation of Goeth. 
   
  During the brawl, the bar is robbed, with the 
  owner’s entire savings stolen from beneath 
  their nose. Who robbed the place? Were the 
  diva’s in on the heist? 
   
   
   
  Tobacconist 
  This merchants stall opens out to the broad 
  boulevard. Inside a well-dressed and groomed 
  Halfling smokes an ornate pipe while carving 
  another out of blackwood. 
   
  A gilded apothecary chest lines one side of the 
  stall, each small drawer labelled with a type of 
  smoking tobacco in crisp script. 
   
  “Need a new pipe friend?” The Halfling calls 
  out, “’got a fine assortment here, plus the 
  finest tobacco in the North.” 
  A small, aromatic shop with a wide variety of 
  pipeweed, tobacco and snuff. Its owner is Kro 
  Downybeard, a halfling from Luiren, who 
  makes good coin on custom wooden pipes 
  with hand-carved crests and symbols on them.  
   
  Downybeard’s Menu 
   Longfellow Leaf: Smooth and earthy smoke. 
   Cambion’s Contract: A sweet and spicy 
  tobacco, with hints of cinnamon and vanilla. 
   Jungle Fire: Chultan herbal pipeweed. 
   Battlehammer’s Best: Dwarven pipeweed, 
  imported from Mithril Hall. 
   
  Downybeard Pipes for sale 
  Pipe 
  Price 
  Blackwood Poker 
  5gp 
  Calantra Full-Bent Billiard 
  15gp 
  Weirwood Half-Bent Taper 
  30gp 
   
   
   
   
   
  
   
   
  People, Places, and Shops      10 
  Fest Hall 
  The street before you is filled with young 
  Whaterdhavians, dressed in extravagant 
  fashion. Huge gowns and foppish outfits make 
  the street resemble a parade of peacocks as 
  much as a city street. 
   
  The object of their fancy appears to be a large 
  festhall, the sign out front featuring a 
  caricature of a steward peering over the walls 
  of a castle.  
  The Regent is a popular spot for dancing, 
  drinking, and large parties in the north of 
  Waterdeep. Their monthly public masquerade 
  is a highlight, quite popular with the burgher’s 
  and rich commoners of the city. 
   
   
   
  Reagent Shop 
  The inside of this shop is a cacophony of exotic 
  sights, sounds, and smells. Dried herbs hang 
  alongside desiccated snake tongues. Jars of 
  grasshopper legs and coffers of gemstones. 
  Bundles of amber and crystal rods reflect 
  strange lights from the multi-colored lanterns 
  that hang from the low ceiling, forcing you to 
  carefully navigate the labyrinthine interior. 
   
  A middle-aged woman sits behind the counter, 
  buried far back in the store, idly weaving 
  glowing lines of magic in the air. She gives you 
  a wide grin as you enter “Welcome to the 
  Seven Stars.” 
  Seven Stars is one of the best stocked magical 
  supply shops in Waterdeep. The proprietor, 
  Estrada Valheim, is a powerful enchantress 
  and former adventurer. She retired to the city 
  about a decade ago and opened her shop to 
  supply a new generation of spellcasters. She 
  carries material components for any spell of 
  6th level or lower and can find components for 
  higher level spells within a tenday. She also 
  keeps a special spell book with spells that she 
  will sell to good customers. 
   
  The shop is well protected with magical wards 
  and sensors, allowing her to see and hear 
  anywhere in the shop if she is on the same 
  plane. She can also cast spells using any spot 
  in the store as the point of origin. 
  Seven Stars Spells for Sale 
  Spell 
  Price per Spell 
  Ice Knife (XGE), Tasha’s Hideous Laughter, Sleep, Unseen Servant 
  25gp 
  Crown of Madness, Dust Devil (XGE), Misty Step, Suggestion  
  75gp 
  Catnap (XGE), Magic Circle, Sleet Storm, Tiny Servant (XGE) 
  150gp 
  Charm Monster (XGE), Fabricate, Locate Creature, Water Sphere (XGE) 
  300gp 
  Cloudkill, Dominate Person, Geas, Hold Monster, Infernal Calling (XGE) 
  750gp 
  
   
  11     People, Places, and Shops 
  South Ward 
  Tavern and Restaurant 
  Strangely carved wooden pillars and the bones 
  of exotic creatures dominate the inside of this 
  small dark bar. The centerpiece being a 
  massive snake skeleton hanging over the bar.  
   
  The pungent smell of fried meats, exotic 
  herbs, strong drink, and the musky scent of 
  your fellow patrons fills the air. 
  A tavern founded by a former resident of 
  Chult named Mballiba. The albino Dwarf 
  owner is an unusual sight even by 
  Waterdhavian standards, and his traditional 
  Chultan food and beverage is considered 
  extremely exotic.  
   
  The patrons are mostly former residents of 
  Chult looking for a taste of home, or those in 
  Waterdeep on business. There’s also a small 
  contingent of Flaming Fist mercenaries who 
  have developed a taste for the exotic fare 
  during tours of duty in Fort Beluarian. 
   
  Ubtau and Uluu Menu 
   Jungle Moonshine: A rumor persists that 
  this harsh spirit is brewed by Undead. 
   Nyanzaru Ale: A light and fruity beer. 
   Chult Egg: A large egg wrapped in 
  unidentified meat. It’s not immediately 
  clear what kind of beast laid the massive 
  egg. 
   Fried Jaculi: Juicy strips of spiced snake 
  meat. 
   
   
   
   
   
  Bathhouse 
  A large Chessentan man pushes past you, 
  wearing little more than a waist-wrap. The 
  walls of this warm bathhouse are covered in 
  rich murals depicting the history of Cimbar 
  and Chessenta. 
   
  The front desk is staffed by a bored-looking 
  woman, idly scribbling in a small book. She 
  glances up as you approach. “Access to the 
  baths is two gold. We do not offer any sort of 
  massages and will not bath you. Don’t harass 
  any other bathers. If you fall asleep and 
  drown, we aren’t liable.” 
  A richly appointed bathhouse, decorated with 
  sweeping columns, tapestries, and frescos. 
  Popular with Chessentans, Lizardfolk, and 
  anyone else who enjoys a good soaking. Baths 
  are shared between species and genders, and 
  anyone harassing others is removed by the 
  black-scaled Dragonborn bouncer. 
   
  The baths are heated by a large dwarf-forged 
  furnace, and twice a tenday a local mage is 
  hired to fill one of the large tubs with ice-
  water for athletes and those who enjoy the 
  shock. 
   
   
  
   
   
  People, Places, and Shops      12 
  Tavern 
  Entering the bar, your eyes take a moment to 
  adjust. The windows are covered in heavy 
  cloth, and the only light available is from taper 
  candles at each table. In the guttering light, 
  the spined head of a Remorhaz looms out of 
  the darkness above the bar, its eyes 
  scintillating in the darkness. 
   
  You become aware of many eyes in the 
  darkness, with the uncomfortable feeling of 
  being sized up as prey. After a moment of 
  quiet, noise returns to the taproom, as the 
  patrons evidently decide you aren’t a threat. 
  Owned by a Shadar-Kai by the name of Ore’lin, 
  The Remorhaz caters to a rough and tumble 
  crowd of adventurers, beast hunters, and 
  similar types. Long evenings are spent trading 
  stories across mugs of the house-brewed ale. 
   
  One contingent of the regulars are people 
  normally uncomfortable in bright light. Any 
  night you might find several Drow, Svirfneblin, 
  or Deep Dwarves enjoying the darkness of the 
  tavern. 
   
  The Remorhaz Menu 
   Shadowdark Lager: A black lager brewed 
  with spruce tips. 
   Burning Sun Ale: A bright golden ale spiced 
  with horseradish. 
   Deepwater Stout: A smooth dark beer. 
   
   
   
   
   
   
   
  Statue 
  An old statue can be seen here, seemingly 
  forgotten and ignored. It stands in the corner 
  of a nearby house, looking like it once stood in 
  a place of honor, but has since been forgotten 
  as the city flows around it. 
   
  Looking closer, you can spot some impressive 
  detail in the casting, obscured by age and 
  green corrosion. The old statue has weathered 
  changes before, and likely will continue to do 
  so. 
  The Old Nag is a hidden shrine to Mask, 
  originally having been painted as a proud grey 
  mare. Detailed inspection (DC 16 
  Investigation) shows the outline of a mask 
  carved into the creature’s features. 
   
   
  
   
  13     People, Places, and Shops 
  Trade Ward 
  Alchemist and Apothecary 
  This cramped shop is open to the street. Racks 
  of strange spices and desiccated animal parts 
  line the walls, as a glass alembic bubbles away 
  in the back, strange purple stream rising out 
  into the street. 
   
  A hunch-backed tiefling woman grinds 
  ingredients in an obsidian mortar. Without 
  looking up from her work, she speaks to you in 
  a reedy voice “feeling sick my friends? Come 
  within, let Timminara see you, let Timminara 
  treat you.” 
  Timminara is a wizened female Tiefling, who 
  has lived in the Trade Ward for nearly sixty 
  years. Her small apothecary has become a 
  cornerstone of the local area. 
   
  She specializes in treatments for various 
  diseases. She isn’t a healer herself, but 
  provides potions for common ailments, and is 
  often called on by local temples and other 
  houses of healing. 
   
  Timminara’s Stock 
  Potion Type 
  Price 
  Potion of Healing 
  50gp 
  Potion of Cure Disease (Cackle 
  Fever) 
  100gp 
  Potion of Cure Disease (Sewer 
  Plague) 
  100gp 
  Potion of Water Breathing 
  250gp 
  Potion of Resist Disease 
  150gp 
   
   
   
   
   
   
   
   
  Potion of Cure Disease 
  Potion, Minor, Uncommon, 50gp 
   
  Each Potion of Cure Disease is brewed for a 
  single disease. When you drink this potion, 
  you are immediately cured of the specified 
  ailment. 
   
  More exotic diseases will be more rare and 
  costly. The price provided here is for common 
  diseases within your setting. 
   
  Potion of Disease Resistance 
  Potion, Minor, Uncommon, 100gp 
   
  When you drink this potion, for the next 24 
  hours, you have advantage on Saving Throws 
  made to resist, or as a result of, diseases. 
   
   
  
   
   
  People, Places, and Shops      14 
  Clothier 
  The scent of leather and fur overpowers you 
  as you enter this shop. Above the rich 
  mahogany shelves are mounted dozens of 
  taxidermy beast heads. Beside the counter 
  looms a roaring stuffed Owlbear.  
   
  The owner, a massive Dwarf wearing a golden 
  fur cloak, calls out as you enter. "You want 
  something to make an Uthgart Barbarian feel 
  inadequate? Or just impress the queen of 
  Cormyr?" 
  Rustev is a towering (5’ 3”) Dwarf. His store 
  carries an incredible variety of furs, ranging 
  from common rothé and fox, to exotic winter 
  wolf and bunyip. Rustev is the preferred 
  supplier of fur-lined uniforms for the Griffon 
  Cavalry. 
   
  The owner is hirsute even by Dwarven 
  standards, heavily tanned, with white scars 
  crisscrossing his skin. He dresses in finely 
  made leather breeches and a broad furred 
  waist-wrap, leaving his chest bare beneath his 
  golden fur cloak. 
   
  If asked about the stuffed Owlbear, Rustev 
  claims to have wrestled the beast to its death, 
  gesturing to several of his scars as being the 
  result of those black polished claws. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Perfume Shop and Chandlery 
  A warm glow emanates from this homey-
  looking shop. Inside you see the entire store is 
  lit by candles, A fantastic blend of spices can 
  be smelled even from the street. 
  Sun and Spice is owned by an old Gnomish 
  couple; Leopold and Lorretta. They each make 
  their own product (candles for Leopold and 
  perfume for Lorretta) while collaborating on 
  scented candles. 
   
  Leopold and Lorretta are not Harpers 
  themselves, but they do support them. 
  Lorretta will sell her Perfume of Bewitching to 
  Harper agents with at least two points of 
  renown. 
   
  Sun & Spice Stock 
  Item 
  Price 
  Candle 
  1c 
  Scented Candle 
  5gp 
  Perfume 
  5gp 
  Candle of the Deep (XGE) 
  10gp 
  Perfume of Bewitching* (XGE) 
  100gp 
    
  * Not publicly for sale 
   
  Perfume of Bewitching and the Law 
  This perfume grants advantage on Charisma 
  checks against certain humanoids and counts 
  as using magic to influence the mind of 
  another. For this reason, Loretta doesn’t 
  advertise it, and only sells it to trusted 
  customers.  Just selling the product may not 
  technically be against the law, but the couple 
  don’t want to bear the reputation it might 
  bring. 
   
  
   
  15     People, Places, and Shops 
  Surrounding Area 
   
  Grave 
  A short way off the beaten road, you spot a 
  strange stone laying in the tall grass. Chiseled 
  black slate, marked with a strange rune. The 
  rectangular stone is clearly a marker, but of 
  what you have no idea. 
  Named for its resemblance to a gravestone, 
  no one has ever confirmed the strange rock 
  marks any sort of grave. Several people have 
  tried to excavate or remove the stone, but 
  none have ever been able to tunnel beneath 
  it, the rough-hewn stone continues down into 
  the earth as far as anyone has ever dug. 
   
  Inn 
  Nestled into a curve in the road ahead, you 
  spot a cozy looking inn, backed up against the 
  edge of the forest. 
   
  The building is weathered but well loved, with 
  a strong looking fence and well-tended 
  vegetable patch. 
  Named for a local legend about the Green 
  Knight, believed to be the spirit or ghost of a 
  local noble who died centuries ago, who will 
  appear to lost travelers and lead them to 
  safety from the depths of Ardeep forest. 
   
  Aside from the ghost story, the Rest is a 
  nondescript Inn, which sees all manner of 
  travelers and caravans passing through. The 
  owners are a human couple, Kollin and Valara, 
  who enjoy trading stories with visitors, but 
  deflect questions about themselves. 
  
   
   
  Thank You  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Waterdeep/Waterdeep_ People, Places, and Shops - Volume 2/1784582-Waterdeep_Shops_and_Locations_-_Vol_2.pdf