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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  pp 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2020 by Michelle Churchill and published under the Community Content Agreement for Dungeon Masters Guild. 
   
   
  TABLE OF CONTENTS 
  Introduction ....................................................................... 2 
  Adventure Content ..................................................................... 2 
  Chapter 1: A Visit to the Yawning Portal .......................... 2 
  Chapter 2: Homeward Bookshop ...................................... 2 
  Chapter 3: The Cat Came Back ........................................... 2 
  Chapter 4: Rescuing Laela .................................................. 2 
  Chapter 1: A Visit to the Yawning Portal ........................... 3 
  Searching for the owner ...................................................... 3 
  Trip through Manycats Alley ............................................. 3 
  Chapter 2: Homeward Bookshop ...................................... 4 
  Caring for the Animals ........................................................ 4 
  New Homes for Kitties .............................................................. 6 
  Magical Assistance ............................................................... 6 
  Chapter 3: The Cat Came Back ........................................... 7 
  That Should Have Been Our Treasure .............................. 7 
  Return of the Kitten ............................................................. 8 
  Searching the Room ............................................................. 8 
  Something About That Cat ................................................. 8 
  Chapter 4: Rescuing Laela ................................................. 9 
  Fundraising for Spellcasting Services ................................... 9 
  Seeking out the Watchful Order ........................................ 9 
  Seeking out a Cleric .............................................................. 9 
  Getting Funds ........................................................................ 9 
  Finding an Antimagic Field ..................................................... 11 
  Conclusion .................................................................................. 11 
  Appendix: Maps ................................................................. 12 
   ...................................................................................................... 12 
   
   
   
  CREDITS 
  Designer: Michelle Churchill 
  Editor:  A.J Ryan 
  Template: Simple Microsoft Word Template by Laura Hirsbrunner 
  Cover Illustrator: Lilian Cheviot  
  Cartography: Created with Dungeon Scrawler 
  Interior Illustrators:  John Henry Dolph Playing Kittens public domain, 
  Arthur Rackham from Hansel & Grethel & other tales 1920 public 
  domain, Fedor Finzer Kitten reading book 1873 public domain,  Karl 
  Gussow Old Man’s Treasure 1876 public domain,  Coffret 1873-1874 
  from Dictionnaire raisonné du mobilier français de l'époque 
  carlovingienne à la Renaissance (1873-1874), tome 1.djvu public 
  domain (image modified) Howard Pyle from Otto of the Silver hand 
  1914, Octavie Rossignon Cat and her Kittens public domain, Howard 
  Pyle from Otto of the Silver Hand 1914 public domain (image 
  modified), Emile Munier Favourite Kitten 1874 public domain.  
   
  ON THE COVER 
  Credit: Three kittens playing in a basket with grass. Chromolithograph 
  after a painting by Lilian Cheviot. Public Domain 
   
  
  2 
   
  INTRODUCTION 
  This is a short adventure for characters of 1st-5th level. It is 
  written with suggestions for a group of four 3rd level 
  characters, with additional scaling suggestions for higher 
  or lower level groups. Waterdeep: Kitten Rescue relies 
  primarily on social and exploration with some combat 
  encounters.  
   
   Inspiration for this one shot comes from Waterdeep: 
  Dragon Heist and Waterdeep: Dungeon of the Mad Mage. 
  While players do not need to be familiar with these story 
  lines some of the locations, and NPCs such as Durnan and 
  Volo also appear in those adventures.  
   
   Dungeon Masters can also re-set this adventure in any 
  urban or rural location of their choosing. 
    
   
  ADVENTURE CONTENT 
   
  This adventure can be run as a one shot adventure or tied 
  in with an on-going campaign.  Content includes:  
   Stray cats and kittens- Characters are given a kitten and 
  asked to find who it belongs to. There is also the 
  opportunity for characters to interact with cats and 
  kittens that are in a cat rescue. 
   Magical transformations- The NPC Laela has been 
  turned into a kitten against her will by a trap set within a 
  treasure chest.  
    Rivalries- Some encounters feature members of the 
  Zhentarim faction who work against Casia and Laela.  In 
  addition there is an optional encounter where Casia 
  suggests stealing from Istrid Horn who runs a money 
  loan business.  
   
  All participants in the game are encouraged to discuss the 
  content of the adventure and utilize safety tools that are 
  best suited to the needs of the group. Dungeon Masters 
  (DMs) are empowered to make any alteration to the 
  adventure so that it is enjoyable for everyone at the table.  
    
   
   
   
  ADVENTURE OVERVIEW 
   This adventure takes place over four parts, the length of 
  each section varies depending on the level of social 
  interaction players wish to engage in.  
   
  CHAPTER 1: A VISIT TO THE 
  YAWNING PORTAL 
  Call to Action- Characters meet Casia, an adventurer, who 
  has been exploring Undermountain. She gives the 
  characters a kitten that she found in her room at the inn, 
  requesting they find its owner. Unknown to Casia the 
  kitten is her girlfriend Laela who has been transformed by 
  a True Polymorph spell.  
   
  CHAPTER 2: HOMEWARD 
  BOOKSHOP 
  Characters are suggested to visit Homeward Bookshop in 
  the North Ward. The shop is run by Abena a member of the 
  Emerald Enclave. She sells books but also rescues and 
  rehomes Waterdeep’s stray cats. Characters have the 
  option to help care for some of the resident cats and help 
  them find good homes.   
   
  CHAPTER 3: THE CAT CAME BACK 
  The characters cross paths with some Zhentarim rivals of 
  Casia and Laela. Later the kitten finds the characters again 
  and guides them to Casia. Back at the Yawning Portal Casia 
  reveals that her girlfriend is gone, and it becomes clear 
  this kitten may not be a kitten after all.  
   
  CHAPTER 4: RESCUING LAELA 
  Discovering that the kitten is really Laela transformed, 
  characters must find a way to reverse the effects of the 
  True Polymorph spell. They have the option to seek out 
  spellcasting services and raise money to cover the costs, or 
  find an antimagic field.  
   
   
  
  3 
  CHAPTER 1: A VISIT TO 
  THE YAWNING PORTAL  
   No trip to Waterdeep is complete without a stop to the 
  Yawning Portal. In this fabled inn adventurers gather to 
  raise glasses in celebration, recuperate from past 
  adventures, or plan further expeditions within the city or 
  down into the huge well in the tavern common room that 
  leads deep underground into Undermountain.  
   
  This day begins like any other day, the characters have 
  gathered at their usual table sharing a morning meal and 
  plan their day.   
   
   
  Read or summarize the following:   
  This is Casia Fairweather (she/ her) a human Scout (MM 
  p. 349) who has been exploring the Undermountain with 
  her girlfriend Laela Berevan (she/ her) a half-elf Scout.  
  Casia is in a hurry and she hasn’t had any luck finding 
  the kitten’s owner, she gives the characters 5gp each if 
  they agree to take the kitten off her hands and find its 
  owner.  
   
  SEARCHING FOR THE OWNER 
  Asking or searching around the tavern common room 
  quickly reveals that no one has seen this kitten or its owner 
  anywhere.  
  Durnan the owner and bar tender of the Yawning Portal 
  or another NPC offers the suggestion that there is a 
  bookshop in the North Ward that houses stray cats and 
  helps them find good homes if anyone is looking for a lost 
  cat that is a good place to start.  Durnan or another NPC 
  can provide clear directions to Homeward Bookshop. 
   
  TRIP THROUGH MANYCATS ALLEY 
  The fastest way to get to Homeward Bookshop is through 
  Manycats Alley. Upon arriving at the alley… 
   
   Read or summarize the following:  
   
   
  Throughout the alley the characters encounter 1d6+2 cats 
  (MM p. 320) these are used to having food scraps left out 
  for them, but they are cautious around strangers and 
  unsure of this kitten the characters bring with them. If 
  startled or surprised they may hiss or attempt to scratch a 
  passing character before running away.  
   
  One of the carved cat heads whispers to one of the 
  characters as they walk past. 
   
  CRYPTIC MESSAGE 
  Dungeon Master Tip- If using this as part of a larger 
  campaign you can have this carved head whisper 
  additional clues related to events or NPCs in the ongoing 
  campaign.  
   
   
  d100 
  Message 
  Meaning (For DM only) 
  01-25 
  “Beware the winged 
  snake” 
  Warns of Zhentarim rivals 
  26-50 
  “Abandoned blades spell 
  doom” 
   
  Warns of Flying Swords  
  in the Antimagic field of 
  the old tower 
  51-75 
  “Lost love is never far 
  away” 
   
  Hints that the kitten in 
  Laela 
  76-100 
  “Keep an eye on the cat” 
   
  Hints that the kitten is 
  Laela 
  
  4 
  CHAPTER 2: 
  HOMEWARD BOOKSHOP 
   A small townhouse near Manycats Alley in the North Ward 
  has been converted into a second-hand bookshop.  The 
  shop is owned by Abena Kerla (she/her) a human 
  Commoner (MM p. 345).  Abena is part of the Emerald 
  Enclave faction. Much of her work is to house and manage 
  the stray cat population within Waterdeep. 
   
   Area 1 of the shop has shelves of gently used books for 
  sale. Area 2 is a room with large windows so it is possible 
  to see into the room or into the shop. Inside are 
  comfortable chairs for reading and cats roam freely, 
  playing with customers or sleeping on chairs or cat-beds. 
  Area 3 is a smaller room adjoined to area 2. Within are 
  comfortably sized kennels each with cats that are a little 
  too shy to interact with people.  All of these cats are 
  available for adoption.  
   
   
   
   
  Read or summarize the following: 
   
  Abena does not know the owner of the kitten, but she 
  delights in the animal’s rambunctious personality.  
   
  She asks if the characters have a name for the kitten. If the 
  characters seem particularly interested in the bookshop 
  cats she invites them to help her for the morning. (If the 
  characters are not interested in assisting with the cats skip 
  ahead to chapter 3) 
   
  Read or summarize the following: 
  CARING FOR THE ANIMALS 
   The cats in the reading room are used to being around 
  people but the cats in the kennels are a bit shy. To care for 
  a cat in the kennels requires a successful DC 12 animal 
  handling check to care for a kitten requires a successful DC 
  10 animal handling check. On a successful check the 
  character is able to feed and care for the creature without 
  any difficulty.  
   
  On a fail check roll a d100 to determine how the cats (MM. 
  P 320) react.  
  CAT REACTIONS 
   
   
   
  Entering the shop you are greeted with the smell of old books 
  and the sounds of content cats and kittens. A young human 
  woman sorts books on a trolley, casually leaning on a pink forearm 
  crutch as she ponders the placement of a book.  After a moment 
  she turns, smiling 
  “Welcome to Homeward Bookshop, feel free to look around and 
  if you wish to see the cats just ask and I’ll help you with the door.” 
  d100 
  Result 
  01-25 
  The cat bites or scratches for 1  piercing 
  damage 
   
  26-50 
  The cat escapes the cage and runs to hide a 
  DC 12 acrobatics is needed to catch the 
  animal as it bounds and leaps around the 
  room. 
   
  51-75 
  The cat hisses startling the other animals, 
  further animal handling checks will be at 
  disadvantage for the next minute 
   
  76-100 
  The cat hides in its kennel and is afraid of you 
  for 1 minute.  
   
  OPTIONAL SHOPPING 
  BOOK PRICES 
  Book  
  Price range 
  Children’s books 
  2cp 
  Novels, books of poetry, plays, and 
  songbooks. 
  5cp-5sp 
  History books, technical manuals, 
  educational textbooks, and how-to books  
  2sp-1gp 
   
  Abena will also purchase used books should 
  characters wish to sell. Her shop does not deal in 
  spellbooks or spell scrolls but she can recommend a 
  shop in Trollskull Alley (see chapter 2 of Waterdeep: 
  Dragon Heist for details) should characters wish to buy 
  or sell magical texts.  
   
  
  5 
   
   
   
  ADOPTABLE CATS AND KITTENS 
  d100 
  Cat 
  Personality 
  d100 Kitten 
  Personality 
  01-08 
  Kippers 
  Small male short 
  hair brown 
  tabby. 
   
   
  Brother to Quippers. 
  Playful and friendly. 
  59-64 Durnan  
  Long hair 
  male tuxedo 
  cat that looks 
  like it had a 
  mustache 
   
  Friendly but will scratch and bite if startled 
   
  09-13 
  Quippers 
  Small male short 
  hair brown 
  tabby.  
  Brother to Kippers. 
  Playful and friendly but is a biter. 
   
  65-74 Jenkins 
  Short haired 
  male grey 
  tabby 
   
  Friendly and mischievous, loves attention 
   from people and loves to steal food. 
   
  14-19 
  Bluebell 
  Large female 
  long hair grey 
  cat.  
   
  Loves to sleep in a sunny spot. 
  Indifferent towards people but likes to 
  be a housecat. 
  75-78 Lady 
  Silverhand 
  Short grey 
   
  Likes to explore and pounce on things 
   
  20-22 
  Dale 
  Large male 
  longhair orange 
  tabby 
   
  Doesn’t like people but gets along with 
  other animals. Hates being in a house.  
   
  79-80 Fireball 
  Short male 
  dilute orange 
  tabby 
   
  Very active likes to play fight with other cats 
   
  23-27 
  Duchess  
  Medium female 
  tortoiseshell  
   
  Loves attention and treats and a warm 
  bed to sleep in. Doesn’t like other 
  animals or children 
   
  81-83 Cormyr  
  Long hair 
  male white 
  and black 
  Friendly to other cats and people, loves to 
   Practice hunting. 
  28-42 
  Magic Missile 
  Medium  female 
  all white 
  .  
   
  Runs around constantly. Seems to get 
  along with people, but hard to say because 
  she doesn’t stop running and climbing 
  84-85 Volo 
  Long hair 
  male Tabby 
  Meows all the time.  
  43-44 
  Treasure  
  Large male 
  longhair all 
  black 
  Very timid but friendly once he opens 
  up. Tends to hide under things.  
  86-92 Bag of Beans 
  Short hair 
  female calico 
  Friendly one minute, then hissing and  
  scratching the next.  Very cautious around  
  people. 
  45-53 
  Caltrop 
  Small female  
  long hair calico 
  Likes to lie on the floor or hide under 
  furniture and attack feet.  
  93-94 Wish 
  Short hair 
  female grey 
  Very friendly to children. Loves to cuddle and 
   play quietly.  
  54-56 
  Zariel 
  Medium female 
  short hair black 
  and white  
  Likes to rule the roost. She will tolerate 
  other cats and kittens as long as they 
  know their place. She insists on sleeping 
  near a warm fire. 
  95-96 Ranger 
  Short hair 
  male tabby 
  Climbs and explores everything. 
  Loves to climb up legs of furniture or people. 
  57-58 
  Mirt 
  Large male long 
  hair tabby 
  Very friendly loves to sit in laps and 
  adores attention. Loves treats.  
  97-00 Imp 
  Short hair 
  female ginger 
  tabby 
  Scratches everything in sight to shreds. Always 
   Appears as if out of nowhere. 
   
  
  6 
  NEW HOMES FOR KITTIES 
  Once all the animals are fed and cared for people begin 
  arriving looking to adopt cats. Each individual is looking 
  for a different type of cat. Characters can help find the 
  perfect cat for each person. 
   
  ANIMAL ADOPTERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Each of these individuals have been pre-approved to adopt 
  a cat or kitten having completed application forms Abena 
  previously provided that were vigorously background 
  searched by other agents of the Emerald Enclave 
   
  To take a cat out of a kennel to show a potential adopter 
  requires a DC 10 wisdom (Animal handling) check. 
  Characters can make a DC 15 Intelligence (Nature) check to 
  determine which cat’s personality is best suited to which 
  adopter.  
   
  Dungeon Master Tip- If using this as part of a larger 
  campaign you can use this encounter to introduce or 
  revisit important NPCs. 
   
  MAGICAL ASSISTANCE 
  If characters appear to be struggling with the task of caring 
  for the rescue’s cats. Abena may offer one of two magical 
  items to help. 
   
  STUFFED MOUSE OF CAT FRIENDSHIP 
  Wondrous item, common 
  This cloth mouse has button eyes, felt ears and a ribbon for 
  a tail. It emits a scent that cats find irresistible 
   You have advantage on animal handling checks towards 
  any cat or cat-like creature CR rating ½ or lower for 1 
  minute. 
   
   
  GLOVES OF CAT HANDLING 
  Wondrous item, uncommon 
  These thick hide gloves provide additional protection 
  against cat related injuries, and make it easier to handle 
  stressed animals. 
   You have advantage on all acrobatic rolls. 
   You have resistance to piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  d100 
  Adopter 
  01-25 
  An older Ships Captain in need of a cat for 
  their ship to help keep the rodent population 
  at bay 
   
   
  26-50 
  A family with three young children eager to 
  add a pet to their family 
   
  51-75 
  A priest of Gond looking for a pet to keep 
  them company in their workshop 
   
  76-100 
  A retired tavern server looking for a house cat 
   
  
  7 
  CHAPTER 3: THE CAT 
  CAME BACK 
  When characters are ready to depart Homeward Bookshop 
  Abena takes the kitten promising to find its owner or a 
  good home for it (if a home hasn’t previously been found)  
   
  OPTIONAL SCENES 
   
  THAT SHOULD HAVE BEEN OUR 
  TREASURE 
   
  As the characters depart the bookshop a DC 12 Wisdom 
  (perception) check reveals Andry (she/her) a halfling, and 
  Eloise (she/her) a human, who are Spies (MM p. 349) have 
  been following.  A DC 15 Intelligence (History) check is 
  enough to remind a character that these two individuals 
  were also at the Yawning Portal earlier.  
   
   
   
   
   
  If the characters decide to confront the spies read or 
  summarize the following 
  Andry and Eloise are very upset about not finding treasure. 
  A DC 17 Charisma (Persuasion or Intimidation) is enough 
  to convince them to go away otherwise they will demand 
  the characters tell them what Casia gave them.  If the 
  characters refuse, one of the spies shows off a winged 
  snake tattoo a symbol of the Zhentarim faction. They 
  threaten the characters with trouble if they do not listen 
  but do not otherwise act hostile.  
   
  OPTIONAL COMBAT:  If the players wish to engage in 
  combat the characters can fight the Spies. For stronger 
  parties add 3 spies.  For weaker parties remove 1 spy.  
   
  If the characters offer any information about the kitten, 
  Andry and Eloise listen then go about their business. They 
  are only interested in treasure not lost kittens.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  d100 
  Scene 
  01-25 
  High above the Griffin Calvary performs 
  dramatic inflight stunts to a cheering crowd 
  watching from the street. Unfortunately a 
  merchant’s mule is startled by the events and 
  breaks away from the cart running down the 
  road. A DC 15 Wisdom (Animal Handling) 
  check is needed to calm the animal.  
   
   
  26-50 
  A family of goblins from Undermountain and a 
  family of halflings from Daggerford are 
  waiting for a dray to go back to their inn. The 
  families both have children close in age and 
  they’ve spend most of the day together 
  shopping and sightseeing. The youngest of 
  each family has gone missing and the parents 
  are worried. A DC 12 Wisdom (Perception) 
  check finds the two little kids hiding behind a 
  sidewalk sign, giggling and thinking it all a 
  great game.  
   
  51-75 
  Three priests of Ilmater are having a 
  fundraiser for the Hospice of St. Laupsenn 
  selling donated baked goods. There are a 
  variety of cookies, cakes, and breads each for 
  sale by donation. When buying an item roll a 
  d20 on a 10 or higher the baked good acts as a 
  goodberry spell.  
   
  76-100 
  It suddenly starts to rain heavily. A DC 12 
  dexterity saving throw is needed to get out of 
  the rain without getting soaked. The heavy 
  rain only lasts 1 minute.  
   
  
  8 
  RETURN OF THE KITTEN 
  Following the encounter with the spies the kitten that was 
  turned over to the characters at the Yawning Portal 
  returns. The kitten is meowing insistently trying to gain 
  the characters attention then starts running towards the 
  Yawning Portal.  
   
  If the characters ignore it, the kitten will return, meowing 
  and pulling at the characters to come with it. 
   
  At the Yawning portal the kitten quickly finds Casia sitting 
  at a table alone surprised by the return of the kitten. 
  The kitten tries to climb up in Casia’s lap, but she doesn’t 
  want the kitten. 
   
  Read of summarize the following:  
   
  If asked about her problems Casia reveals the following 
   
  She and her girlfriend Laela were exploring 
  Undermountain when they found a small 
  treasure chest. 
   
  They left in a hurry because Undermountain 
  was filled with tourists and treasure hunters 
  and they didn’t want to lose what they found. 
   
  They had a disagreement when they got to the 
  Yawning Portal about whether or not they 
  should open the chest or wait until the 
  morning.   
   
  Casia is worried because when she woke up 
  Laela was gone, she has asked around at all 
  their usual places but no one has seen her. She 
  is hoping Laela will return soon and they can 
  talk about their disagreement and make 
  amends.  
   
   
  If asked about Andry and Eloise, Casia reveals the 
  following: 
   
  Andry and Eloise are members of the 
  Zhentarim who have been exploring levels of 
  Undermountain. 
   
  They once tried to get Casia and Laela to join 
  the faction but that wasn’t something that 
  interested them. 
   
  Laela likes to play pranks and pick on the spies, 
  which rarely goes well. 
   
  The Zhentarim can be a dangerous enemy to 
  cross, best be careful.  
   
   
   
   
   
   
   
   
  SEARCHING THE ROOM 
  Characters who ask to investigate Casia and Laela’s 
  room at the Yawning Portal are led there by Casia.  
  The room is a standard inn room with double bed, small 
  wardrobe for belongings and a night table. Everything 
  about the room is neat and tidy. There is a small chest in 
  the corner the lid is closed but the lock has been opened.  If 
  opened the chest is empty and a DC 17 Intelligence 
  (investigation) reveals a small carved message written in 
  elvish 
   
  Whomever dare steal from me shall quiver and bow 
  For instead of your screams all we’ll hear is meow 
   
  A DC 17 Intelligence (Arcana) reveals that inside of the 
  chest is a powerful glyph of warding. The glyph has been 
  expended and contained a powerful spell (9th level)  
   
  SOMETHING ABOUT THAT CAT 
  Characters who choose to investigate the kitten can make a 
  DC 17 Wisdom (Perception) or DC 17 Intelligence (Nature) 
  check to determine that the kitten isn’t acting like a kitten 
  at all. It seems to know Casia even though Casia doesn’t 
  have a cat. 
   
  Casting Detect Magic on the kitten will reveal a spell has 
  been cast upon it from the school of transmutation (True 
  Polymorph) a DC 17 Arcana Check or Identify reveals it to be 
  True Polymorph. 
   
  Having the kitten examined by a mage can also confirm 
  that the kitten became a kitten through True Polymorph. 
   
  Once characters realize that the kitten isn’t really a 
  kitten, it will likely become clear that the kitten is Laela 
  transformed by the True Polymorph spell. If characters do 
  not catch on to this Casia will make the observation both 
  relieved to finally know where her girlfriend is but also 
  very worried and anxious to have her turn back into 
  herself.  
   
  “I thought I paid you to find the cat’s owner. Get it away from me, I 
  have bigger problems right now.” 
  
  9 
  CHAPTER 4: RESCUING 
  LAELA 
  Having uncovered that the kitten is really Laela under a 
  True Polymorph spell there are a variety of options on how 
  the characters can proceed.  
   
  FUNDRAISING FOR 
  SPELLCASTING SERVICES 
  Spellcasting services can be purchased in a number of 
  locations throughout the city.  The cost of these services 
  may be a little out of the character’s reach. Casia can come 
  up with half the price from her savings and will implore 
  the characters help in finding the rest either through 
  fundraising efforts or through thievery.  
  SEEKING OUT THE WATCHFUL ORDER 
  The Watchful Order of Magists and Protectors are a group 
  of mages and other magical users who help maintain order 
  within Waterdeep. Travelling to Castle Waterdeep  
  characters can find a member of the order Kava Mystan 
  (she/her) a silver dragonborn Mage (MM p. 347) 
   
  Kava is willing to reverse the spell effects for 500gp to 
  cover the cost of the time and resources that are needed.  
   
  SEEKING OUT A CLERIC 
  Waterdeep has temples and sites dedicated to just about 
  every deity known to Toril. Characters who are clerics, 
  paladins or have the acolyte background may already know 
  where some of these places are in the city.  
  Any priest in any of these temples are able to be hired to 
  assist. The price for these spellcasting services is 500gp.  
   
  GETTING FUNDS 
  If characters are unable or unwilling to contribute to the 
  cost of the spellcasting services they may opt to help Casia 
  find enough money. 
   
  If characters struggle to come up with a fundraising idea 
  Casia or another NPC may suggest the following: 
   
  Return to Homeward Bookshop and ask for a 
  contribution or help 
   
  Steal money from the Zhentarim 
   
  GETTING FUNDS FROM HOMEWARD 
  BOOKSHOP 
  Abena is willing to help restore Laela, however she doesn’t 
  quite have enough funds to loan the characters. She 
  suggests to the characters that they hold an event at the 
  shop. She can have a donation box and bring in 
  refreshments. She suggests the characters to approach 
  Volothamp (Volo) Geddarm the author of Volo’s Guide to 
  Monsters (For more information on Volo see Waterdeep : 
  Dragon Heist) about hosting a reading at the bookshop for 
  a charity event. 
   
   
  Volo can be found at the Yawning Portal. A DC 12 
  Charisma (persuasion) is enough to convince him to help 
  out with the event. 
   
  Abena can provide flyers to distribute for the event. A DC 
  10 Charisma (persuasion) or a DC 15 Charisma 
  (intimidation) is needed to spread the word for the event. 
  Each character must successfully convince at least one 
  person to attend. 
   
  During the event Volo signs books and meet with fans. The 
  bookshop is fairly crowded with customers coming and 
  going throughout the event. Characters can encourage 
  more generosity from the crowd by engaging in their own 
  performances with a DC 10 Charisma (performance) check 
  or by telling the crowd about Laela’s fate with a DC 10 
  Charisma (persuasion or deception) check.  
   
  COMPLICATIONS 
   
  At the end of the event Volo bids the characters well on 
  their endeavor to rescue their friend. Characters can make 
  a group DC 17 Charisma (performance) check on a 
  successful check they have raised enough to pay for spell 
  casting services.  If characters fail to raise enough funds 
  they may opt to steal money from the Zhentarim or seek 
  out an antimagic field 
  d100 
  Adopter 
  01-25 
  A commoner (MM p. 345) who detests Volo’s 
  books arrives and complains loudly about the 
  whole event.  
   
  26-50 
  A Zhentarim Spy (MM p. 349) arrives 
  attempting to intimidate people into leaving 
  the event.  
   
  51-75 
  Three of the cats get out of their room and 
  run around the book shop, they scratch books 
  and climb book cases.  
   
  76-100 
  A Bandit (MM p. 343) attempts to steal the 
  donation box.  
   
  
  10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STEAL MONEY FROM THE ZHENTARIM 
   Casia knows where Istrid Horn, a member of the 
  Zhentarim, operates her loan business out of a warehouse 
  in the Dock Ward. She suggests sneaking in and stealing 
  what they need after the business closes. 
   
   The outside of the warehouse appears rundown. The 
  large door is bolted with an iron chain and lock. The door 
  has an AC of 20 and the lock requires a DC 17 Dexterity 
  (Slight of hand) with thieves’ tools to unlock.  After hours 
  there are no lanterns lit in the building. There are windows 
  that lead into area 1 and 2 as well as a door. There are 3 
  Thugs (MM p. 350) guarding area 1, and 2 Thugs guarding 
  the main door. They will become hostile towards the 
  characters if alerted to their presence.  
   
   In area 1 there are crates and barrels that contain trade 
  goods. In the back there is an office (area 2) with a desk, 
  chairs, and a locked cabinet. Behind a map of Waterdeep 
  there is a secret door to area 3, a vault dug underground.  
   
  The cabinet has an AC of 17 or can be unlocked with a DC 
  12 Dexterity (Slight of hand) using thieves tools. Inside are 
  ledgers that contain information on loans and when they 
  are due. There is also a Wand of Secrets. 
   
  Characters who make a DC 15 Intelligence 
  (Investigation) check or use the Wand of Secrets find a 
  hidden door behind the map of Waterdeep. The door has an 
  AC of 20 and is locked but can be unlocked with a DC 15 
  Dexterity (Slight of hand) check with thieves’ tools.  Inside 
  the secret room is a locked chest filled with gold. The total 
  amount housed in the room is 1,000gp. The lock has an AC 
  of 17 or can be opened with a DC 15 Dexterity (sleight of 
  hand) with thieves’ tools.  
   
  The stairs lead up to area 4 which is more storage and 
  some smaller side rooms that are empty. 
   
   COMBAT:  The thugs will investigate any suspicious 
  sounds they hear while on watch and attack if they catch 
  the characters in the warehouse. For weaker parties 
  remove 3 thugs, for stronger parties add a Gladiator (MM 
  p. 346)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  11 
  FINDING AN ANTIMAGIC FIELD 
  There are said to be some permanent Antimagic Fields in 
  Waterdeep. Any character who is familiar with Waterdeep 
  can make a DC 15 Wisdom (History or Arcana) to see if they 
  know of any Antimagic Fields within the city.  
   
  If characters are unsuccessful they can ask around. Casia is 
  not aware of any antimagic fields, but she knows someone 
  who might.  
   
  Basilia Wands (she/her) a human Noble (MM p. 348) 
  Basilia is on a break from studies at Blackstaff Academy 
  and makes a side income helping buy and sell magical 
  items. Casia has worked with her frequently in the past. 
  Basilia lives in the family home a tower in the Castle Ward. 
   
  Basilia is willing to help for a fee of 25gp. The fee can be 
  waived with a successful DC 12 Charisma (Persuasion) 
  check. 
  Read or summarize the following: 
   
  For additional information on the old tower see Chapter 4 
  Waterdeep: Dragon Heist.  
   
  Basilia can give clear directions to the location. The tower 
  is abandoned, and parts are starting to crumble. The door 
  has an AC20 and is locked but a DC 12 Dexterity (sleight of 
  hand) with thieves’ tools can open it.  
  Inside the tower is covered in cobwebs and dust. Near 
  the door are 6 beautifully crafted short swords neatly 
  stacked against the wall.  These are Flying Swords (MM p. 
  20) but are inactive in this Antimagic Field.  In some 
  cobwebs is a wand. Inside the room the wand does nothing 
  but outside of the room it is a Wand of Magical Detection.  
   
  The moment the kitten enters the room the True 
  Polymorph is dispelled and a very relieved Laela is in its 
  place.  
   
  If the characters decided to take the Flying Swords out 
  of the tower the constructs regain their abilities and attack.  
   
  Using the Wand of Magical Detection outside of the tower 
  reveals that the group has been followed by Zhentarim 
  agents, 4 Spies (MM p. 349) and 4 Scouts (MM p. 349) all 
  invisible from an Invisibility spell.  They attack either on 
  detection or as the characters pass to leave.  
  COMBAT:  The spies and scouts attack when their 
  invisibility is detected or as the characters prepare to leave. 
  On their attack they become visible. For weaker parties 
  remove 2 spies.  For stronger parties add a Mage (MM p. 
  347)  
  CONCLUSION 
  If the characters are successful in rescuing Laela from 
  being a kitten either by paying for spellcasting services or 
  using the antimagic field, both she and Casia are thankful 
  to the characters.  The couple laugh about their past 
  disagreement over the treasure chest and are very relieved 
  that the magical mishap is resolved. 
   
   If the characters did not opt for spellcasting services Casia 
  gives the group 250gp as a thank you for their help.  
   
  If the characters opted for spellcasting services Laela 
  gives the characters her necklace which contains a gem 
  worth 250gp. 
   
  CONTINUED ADVENTURES 
  If characters continue their adventures in Waterdeep 
  either through Waterdeep: Dragon Heist, Waterdeep 
  Dungeon of the Mad Mage, or another ongoing campaign 
  both Laela and Casia offer to further assist the characters if 
  they need their help.  
   
  Help can come in the following ways 
   
  They can cover one debt or expense up to 100gp. 
   
  They can spy on Zhentarim agents on behalf of 
  the characters for a ten-day reporting back their 
  findings. 
   
  They can act as guides for the first level of 
  Undermountain. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “There is an old wizard tower in the Dock Ward. They say it is 
  haunted or whatever.  I heard a sorcerer was living there and kept 
  having trouble with wild magic, so they set up an Antimagic field or 
  something or other inside.” 
  
  12 
  APPENDIX: MAPS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 square =5ft 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 square = 5ft 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  15 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Waterdeep Kitten Rescue.pdf