TEXT: Waterdeep: The Plowing and Running
  Waterdeep: The Plowing and Running
  An Adventure for characters levels 4-6
  An Adventure for characters levels 4-6
  
  Contents
  Contents
  1 Waterdeep: The Plowing and Running
  2 Introduction
  2.1 Story Overview
  2.2 Running the Adventure
  2.3 Adventure Structure
  3 Chapter 1: A Festival Disrupted
  3.1 Friendly Competition
  3.2 A Plea For Help
  3.3 The Crime Scene
  4 Chapter 2: The Missing Racer
  4.1 Following The Trail
  4.2 Abandoned Woodworker's Shop
  4.2.1 S1. Main Room
  4.2.2 S2. Back Rooom
  4.2.3 S3. Stairs
  4.2.4 S4. Second Floor
  4.3 The Rescue!
  5 Chapter 3: Searching For Clues
  5.1 Bonus Objective 1 - The City Watch
  5.2 Suspects and Motives
  5.2.1 Important information:
  5.3 Solving the Mystery
  5.4 Presenting The Evidence
  6 Chapter 4: The Confrontation
  6.1 A Wanted Man
  6.2 The Final Battle
  6.3 Aftermath
  7 Chapter Five: A Day At The Races
  7.1 Bonus Objective 2 - Missing Banner
  7.2 Replacement Racer
  7.3 Placing Bets
  7.4 The Race Is On!
  7.5 Conclusion
  8 Appendix A: Bonus Objective 1 - Reinforcements
  8.1 A Request From The Captain
  8.2 Locating the Patrols and Urgency
  8.3 Reward
  9 Appendix B: Bonus Objective 2 - Replacement Banner
  9.1 Finding Crafters
  9.2 Character Made Banner
  9.3 Player Made Banner
  9.4 Rewards
  10 Appendix C : Monsters and NPCs
  Credits
  Credits
  Writing, Editing, Design: Steve "Jaspor" Orr 
  Workshop Map Image: Steve "Jaspor" Orr 
  Proofreading: Z. "Delistra" J. 
  Layout: The Homebrewery 
  All other images courtesy the DMs Guild Resources. 
  Version 1.0 - February 11, 2019  
  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
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  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 2019
  by Steven Orr and published under the Community
  Content Agreement for Dungeon Masters Guild.
  _zzz
  
  Introduction
  Introduction
  T
  he city of Waterdeep is well known for its
  citizens’ fondness for celebration. Barely a
  tenday passes without at least one festival
  taking place within the City of Splendors. Near
  mid-spring, during the month of Mirtul, one
  such occasion is celebrated by friendly
  competition between the different wards of the
  city. While the Plowing and Running holiday originated to
  celebrate the plowing of fields and running of livestock in
  rural areas, the metropolis of Waterdeep holds a series of
  foot, horse, and chariot races throughout the multi-day event.  
   
  Waterdeep: The Plowing and Running is a Dungeons &
  Dragons adventure designed for characters from 4th to 6th
  levels. Characters may gain a level by the end of the
  adventure, depending on whether or not they complete bonus
  objectives. While this adventure can certainly be run as a
  standalone adventure for a party that visits Waterdeep, it has
  been designed as a companion to the official product
  Waterdeep: Dragon Heist. The Plowing and Running was
  largely inspired by the mention of this specific holiday within
  Dragon Heist. These events can play out at the conclusion of
  Dragon Heist or at any point along the way when there is
  time for downtime activity.
  Story Overview
  Story Overview
  Waterdeep: The Plowing and Running is a mystery that takes
  place during a festival celebration within a large urban
  setting. The main plot of this adventure includes the
  following key events:
  The player characters attend the holiday celebration and
  are slipped a note explaining that something threatens to
  disrupt the festival’s main event. The adventurers meet
  with those running the event, who explain that one of the
  chariot racers has gone missing, and they ask for help.
  After tracking down and rescuing the missing racer, it’s up
  to the adventurers to investigate further and try and figure
  out who was behind the kidnapping and what their motive
  was.
  After collecting enough evidence, the adventurers confront
  the guilty party.
  Running the Adventure
  Running the Adventure
  To run this adventure, you will need access to the Dungeons
  & Dragons 5th Edition rulebooks. The Monster Manual
  contains the stat blocks for several of the NPCs and
  creatures the adventurers will encounter, while the Dungeon
  Master’s Guide describes the magic items that will be
  presented as rewards for success.
  Adventure Structure
  Adventure Structure
  Waterdeep: The Plowing and Running is broken up into four
  chapters and also contains two bonus objectives which are
  contained in the appendix of this book. The story hooks that
  lead to the optional bonus objectives are explained at the
  beginnings of chapters 3 and 5. 
  Chapter 1 has the adventurers arriving at the Field of
  Triumph, the main arena within Waterdeep. This is the site of
  the final rounds of each of the races in celebration of the
  Plowing and Running holiday. Just as they are getting settled
  in and ready to enjoy the races, a messenger presents them
  with a note asking that they come with him. Following the
  messenger leads to the two people who are organizing the
  race, who explain the unfortunate situation they find
  themselves in and ask for help. 
  In chapter 2, the adventurers seek out the whereabouts of a
  chariot racer who has been kidnapped from their tent while
  preparing for the race. Luckily, the kidnappers were not as
  discrete as they could have been, and it doesn’t take long to
  locate and rescue the missing racer. 
  Chapter 3 finds the party investigating the disappearance and
  trying to establish suspects and a motive. There are several
  potential witnesses to question, a handful of suspects, and
  some material evidence that the adventurers can collect to
  build a case before making an accusation. This chapter
  includes Bonus Objective 1, which involves helping the City
  Watch call in reinforcements in case the situation escalates. 
  In chapter 4, the adventurers present their evidence to the
  captain of the City Watch, who will determine if they have
  enough of a case to confront and arrest the suspect. However,
  the guilty party is ready for this accusation, and he won’t go
  quietly!  
  Once the race saboteur has been dealt with, the final chapter
  allows the party to get back to the reason they came to the
  arena in the first place - to enjoy the races! This chapter has
  some optional features such as one of the adventurers
  actually participating in the race, any number of the party
  wagering on the outcome, and Bonus Objective 2, which gives
  creative characters and players an opportunity to create a
  banner representing one of the racers.
  3
  Waterdeep: The Plowing and Running
  
  Chapter 1: A Festival Disrupted
  Chapter 1: A Festival Disrupted
  W
  hat was supposed to be a relaxing spring
  afternoon quickly turns into another dilemma
  for the adventurers to resolve. After settling
  into their seats at the Field of Triumph to
  watch the races during the Plowing and
  Running holiday, the group is presented with a
  note requesting their presence. Following the
  messenger leads the group to Lady Piat and Barly
  Stonebrook. They explain that one of the races has gone
  missing under suspicious circumstances, and that they had
  heard from some sources that the adventurers to be trusted
  to handle the situation quietly.
  Friendly Competition
  Friendly Competition
  The characters have made their way into the Field of
  Triumph, ready to be casual spectators of the races.
  The weather is mild on this spring day as you filter into the
  Field of Triumph arena for the races. This is the last day of the
  Plowing and Running festival, and each of Waterdeep’s wards
  has sent their own champions to compete in the final races
  against the other wards. The smell of beer and roasted meat
  on a stick fills the air, as the jovial crowd prepares to enjoy the
  friendly competition under a cloudless sky.
  On the way to finding seats, the characters can purchase
  beverages, snacks, or small banners emblazoned with the
  colors and logos of the wards from various vendors scattered
  around the arena. Once they have found their seats, read the
  following:
  You find some empty seats on the south side of the stadium
  with a good vantage point. From here, you can see some
  workers preparing the race track. The crowd continues to file
  in through the main gate, and you expect that there will be no
  empty seats before long. 
   
  A teenage boy in fancy clothing approaches you and holds
  out a note, clearing intending for you to take and read it. When
  you do, its contents are short and to the point: “I am need of
  some assistance with today’s events. I have been told you can
  be trusted to handle special situations with discretion. There
  will be a reward. Please follow my messenger and come speak
  with me with all due haste. - Lady Piat” The messenger waits
  for your response.
  Characters may make a DC 16 History check to see if they
  recognize the name Lady Piat. Characters who are from
  Waterdeep or who have a history of being quite familiar with
  the city have a DC 10 History check. On success, the
  character recognizes the Piat name as one of the seventy-
  eight noble family lines of Waterdeep, and believe she can be
  trusted. If the characters are distrustful and do not want to
  follow the boy, a random NPC in the crowd can help build
  their confidence by recognizing the boy as a member of the
  Piat house and asking him to pass along thanks to Lady Piat
  for being such a gracious host for today’s event. 
  Upon following the messenger, he leads the group down
  towards the main arena floor, past some guards (who allow
  the group to pass freely upon seeing the boy), through a long
  tunnel, and into a small marble chamber away from the
  crowd above.
  A Plea For Help
  A Plea For Help
  Two people await the group when they arrive in the chamber
  beneath the arena. Lady Piat is a human female in her mid-
  40s. The has brown hair that rests on her shoulders and is
  wearing a light blue dress in the latest spring style. Around
  her neck is an expensive looking necklace that glimmers with
  a feint white glow despite the lack of sunlight in this room.
  Barnly Stonebrook is a middle-aged male halfling with
  thinning black hair. He is dressed in outlandish colorful
  clothing and has gold rings on every finger. He paces around
  the room nervously smoking a pipe as Lady Piat greets the
  adventurers:
  Welcome, and thank you for coming. I am Lady Piat and I am
  the host of this year’s competition. This here is Barnly
  Stonebrook, the master of ceremonies. We have a bit of a
  situation. One of the racers in the chariot race has disappeared
  under suspicious circumstances. We don’t want to alarm the
  crowd, and certainly notifying the City Watch will do just that,
  so we would like to handle this a bit more discreetly. You will
  be well rewarded for your time. Barnly here will show you
  where the racer disappeared from and gives you his thoughts
  on what may have happened. We do have the foot race and the
  horse race before the chariot race is scheduled, so we do have
  a bit of time before people realize something is amiss, but not
  long. Please find the missing racer with all haste. If you’ll
  excuse me, I have some other duties that require attention. I
  presume this matter is now in capable hands.
  4
  Chapter One: A Festival Disrupted
  
  As Lady Piat departs the room, Barnly takes a long puff from
  his pipe and starts to explain.There are several rooms under
  the arena itself for competitors, athletes, and entertainers to
  prepare themselves before events. Each of today’s racers was
  given their own room in this area.  
   
  One of the attendants reported some banging and yelling
  coming from one of the rooms. When people went to
  investigate, they found the room trashed, and the racer
  missing. Barnly asks the group to follow him to the room of
  the missing racer and briskly walks out.
  The Crime Scene
  The Crime Scene
  Upon entering the room, it is obvious there was a struggle. A
  small table lies upside down on the floor. A wooden chair has
  had a leg broken off. The smell of red wine lingers as a
  puddle of Westgate Ruby has spread across the floor from a
  broken bottle. Clothes are scattered across the room in
  haphazard fashion. 
   
  Barnly explains that this is the room where Saldor Dersk was
  preparing for the chariot race. Saldor is the representative of
  the North Ward in the chariot race. If the characters ask,
  Barnly explains that the races today are between one
  representative from each ward, after every ward held their
  own races over the past two days to find their champion.  
   
  Investigating the room doesn’t give a whole lot of details. An
  successful Investigation DC 13 check reveals there was
  definitely more than one kidnapper. Barnly can provide some
  additional information about Saldor, but he won’t volunteer
  the information unless asked:
  Saldor Dersk is a male human in his mid-20s.
  He has short blonde hair.
  This is the third year in a row he is representing the North
  Ward.
  He won the chariot race last year, and was considered the
  favorite to win this year.
  5
  Chapter One: A Festival Disrupted
  
  Chapter 2: The Missing Racer
  Chapter 2: The Missing Racer
  W
  ith one of the racers missing for the upcoming
  chariot race, Barnly Stonebook shows the
  group to the room where he went missing. He
  provides all the details he knows so far,
  including the fact that appears the victim was
  taken out a back door to the arena, one that is
  usually locked. 
   
  As the group learns more details and follows the trail out the
  back gate, they can look for clues for which way the
  kidnapped racer may have been taken. Unusual tracks or eye
  witnesses can provide clues that lead to an abandoned
  woodworking shop. The racer is inside with his captors, and
  it’s up to the group to enter the building and free him.
  Following The Trail
  Following The Trail
  At the end of a tunnel connecting the rooms beneath the
  arena is a door that leads to the streets. This door is usually
  for the athletes and entertainers who perform at the arena,
  and is kept locked. However, after Saldor went missing, this
  door was found open and unlocked, indicating he was most
  likely taken out of the area through this exit. If the players ask
  Barnly about the key to the door, he explains that it is being
  passed around among the racers and their attendants.
  Security for this event was lax, as the racers are regular
  citizens and not the type of people who would typically
  require tighter security. 
   
  Upon reaching the street, the party has a few options for
  locating Saldor and his kidnappers. There is a vendor selling
  meat on a stick from a small stand on a corner near the door.
  The vendor is happy to speak with anyone who buys meat
  from him for 5 copper. If asked if he’s seen anything
  suspicious or if the group describes Saldor’s physical
  appearance, the vendor admits to having seen him. Two
  figures in long robes and hoods were dragging him through
  the street not too long ago. When the vendor noticed them,
  one of the figures said, “No worry, he just drunk!” in an odd
  accent. The robed figures and the unconscious male headed
  down the street to the east a bit, then turned down an alley
  that leads north. 
   
  Footprints may be visible in the dirt and mud covering the
  city streets here. A successful DC 14 Investigation check
  reveals several footprints that are not human. A successful
  DC 13 Survival check learns that the footprints were made
  by several goblins. Following these tracks leads down the
  street to the east several feet, then veer off to the north into a
  dead end alley. 
   
  The short alley includes a few residential buildings and a
  few small shops. At the end of the alley is a shop that is
  boarded up and appears deserted. A crooked sign hangs off
  the front of the building indicating it used to be a
  woodworker’s shop.
  If the characters are following the tracks, they lead right up
  to the door of this shop. If the group found this alley another
  way, a successful DC 12 Perception check notices that the
  closed up shop is the most likely place for hiding a
  kidnapping victim. 
  Abandoned Woodworker's
  Abandoned Woodworker's
  Shop
  Shop
  The front door is boarded up with some loose pieces of wood.
  They can be moved out of the way without a skill check. The
  main room of the interior is not well lit, but the afternoon sun
  coming through the boarded up windows and cracks in the
  walls and ceiling provide enough light for characters to see.
  S1. Main Room
  S1. Main Room
  The main workshop room has sawdust covering the floor and
  piles of rotten wood in several corners of the room. Cobwebs
  hang from ceilings and walls. Rats can be heard scurrying
  away as the group enters. A long counter takes up a half the
  width of the room from right across the door. There is a
  closed door behind the counter. A staircase in the northeast
  corner of the room leads up to a second floor. A successful
  DC 11 Investigation or Survival check shows the goblin
  footprints lead to the stairs.
  S2. Back Rooom
  S2. Back Rooom
  The back room behind the counter appears to be an old
  storage room and workshop. There are some useless scraps
  of wood scattered around, and some broken and rusty
  weapons on a work table. There is nothing of value in this
  room. 
  6
  Chapter Two: The Missing Racer
  
  S3. Stairs
  S3. Stairs
  The stairs lead up to the second floor of the shop. The first
  set of stairs lead up towards the east, and then come to a
  small landing. At the landing, the stairs turn south, and
  continue upwards.
  Trap. The landing is trapped with a pressure trigger placed
  under one of the wooden planks. A successful DC 15
  Investigation check will detect the trap, while a successful
  DC 13 check with thieves' tools can disarm it. Players may
  also step around the trapped wooden plank once detected
  with a successful DC 10 Dexterity check.
  If not detected or disarmed, the trap is triggered by the first
  character who steps on the landing. A crude trap made with
  wooden planks and rusty nails swings down from the ceiling.
  The player who triggered the trap must make a DC 15
  Dexterity saving throw to avoid the trap or take 2d8 piercing
  damage. A successful save means they avoided the swinging
  trap and avoid taking any damage.
  S4. Second Floor
  S4. Second Floor
  The top floor of the shop has several barrels and crates
  scattered around. The goblins who kidnapped Saldor have
  brought him here and have him tied up in the northwest
  corner of the room. 
  Goblins. There are four goblins here, disguised in two pairs,
  with one sittiing atop the shoulders of the other and draped
  in a long flowing robe so it looks like they may be a single
  person of normal humanoid height.
  7
  Chapter Two: The Missing Racer
  
  The Rescue!
  The Rescue!
  If the party managed to avoid triggering the trap on the stairs,
  they can make a successful DC 12 Stealth check to reach this
  floor undetected. In this case, the goblins are still in their
  robes and have their backs to the players, giving any players
  who have reached the level without being detected a surprise
  attack.  
   
  If the trap was triggered or the group did not successfully
  stealth onto the 2nd floor, the goblins are ready for them.
  They’ve shed their robes and are taking cover behind several
  of the crates and barrels scattered around the room. The
  goblins become hostile as soon as they notice the group.
  They are not willing to talk. See "Scaling the Battle" side
  note for information on adjusting the difficulty of this fight
  based on the levels and size of the party.
  Once the goblins are defeated, the players can make their way
  to the bound and gagged Saldor. Saldor is unharmed, but a
  bit shaken by the circumstances. If a goblin is subdued and
  taken alive, he can provide some clues as to what happened
  with the kidnapping. A successful DC 13 Intimidation check
  or DC 15 Persuasion check gets the goblin talking. They
  were hired by a male human to kidnap and Saldor and were
  supposed to keep him here until after the race. They don’t
  know his name, but do know that he has a beard and was
  wearing a tabard that had purple coloring on it. 
  If the group kills all the goblins before questioning them, then
  Saldor has the same information, which he overheard when
  the goblins were talking among themselves. These two clues
  will narrow down the number of possible suspects. Saldor
  explains that he was relaxing before the race and having
  some wine when two hooded figures entered his room and
  surprised him. Before he could stand up, they attacked him
  and knocked him unconscious. When he woke up, he was
  gagged and bound in this building, and heard the goblins
  nervously asking “When will the man with beard be back to
  pay us?” and “I liked his shiny purple cape!” 
  When the group frees Saldor, he is anxious to get back to the
  arena as quickly as possible so he doesn’t miss the race. The
  group can escort him back to the arena and through the back
  door, the same way they came. Barnly is happy to see Saldor
  back, but is worried that some more trouble could threaten
  the race. He encourages the party to continue their
  investigation and try and figure out who was behind Saldor’s
  kidnapping.  
  Adjusting The Battle Difficulty 
  Adjusting The Battle Difficulty  
  The following guidelines help the DM better
  balance this fight based on the size and level of the
  party. The table below offers suggestions for
  modifying the goblin types based on the size and
  average level of the party. For larger and higher
  level parties, each regular goblin
  goblin can be replaced by
  a goblin boss
  goblin boss. See Appendix C
  Appendix C for stat blocks for
  both creatures.
  Goblin Group Scaling
  Goblin Group Scaling
  Party Size
  Party Size Average Level
  Average Level Goblins
  Goblins Goblin Bosses
  Goblin Bosses
  3
  4
  3
  1
  4
  4
  3
  1
  5
  4
  2
  2
  3
  5
  2
  2
  4
  5
  1
  3
  5
  5
  1
  3
  Any
  6
  0
  4
  8
  Chapter Two: The Missing Racer
  
  Chapter 3: Searching For Clues
  Chapter 3: Searching For Clues
  H
  aving rescued Saldor from his goblin
  kidnappers, one problem has been solved. But
  the question still remains regarding who was
  behind planning the kidnapping and why. The
  group will learn more about the other racers,
  and try to discover a motive for the crime.  
   
  The goblin kidnappers may have provided clues if they were
  questioned after the battle. Saldor also has pieces of
  information that may be useful. The key to unlocking the back
  gate through which the goblins fled is another piece of
  evidence that could point the group towards the guilty party.
  Bonus Objective 1 - The
  Bonus Objective 1 - The
  City Watch
  City Watch
  This chapter provides an optional bonus objective for the
  party to complete. This objective is totally optional and does
  not affect the overall story of this adventure. It is not required
  to solve the mystery. It is included to provide some additional
  exploration activities for the party and potentially additional
  rewards.  
   
  After the group returns with Saldor, they are approach by
  Barnly as well as a representative of the City Watch. Despite
  trying to keep the kidnapping quiet, the City Watch has
  learned of the events going on behind the scenes, and they
  want to make sure things do not get out of control. See
  Appendix A for the full details regarding this optional bonus
  objective.
  Suspects and Motives
  Suspects and Motives
  At this point, the Barnly and the characters should realize
  that the only people with access to this area would be other
  racers and their attendants. Learning more about those
  racers and speaking with them would be the next step
  towards learning who might have been involved in the
  kidnapping. Barnly and Saldor are both available to give the
  group some basic information about each racer. See the table
  on this page for these details. No skill check is needed for the
  characters to learn this information. 
   
   
  What the group learns from speaking with the other racers
  will depend upon the questions they ask. See the list below
  for guidance on which NPCs know which specific facts.
  Alternatively, the DM can decide who knows what
  information. For example, to speed things along, they can
  discover the information from one of the first people they
  speak with. To extend the investigation a bit and build the
  suspense, the important information can come from one of
  the last racers they talk to. The players do not necessarily
  need to discover all these facts in order to build their case.
  Important information:
  Important information:
  Vivil San - Was looking for the key to unlock the gate
  earlier today to let in some assistants, and was told Petru’s
  assistant had it. She didn’t get a chance to track it down
  before the commotion.
  Kervir Sordig - Was not in the area at the time of the
  kidnapping. He was in the arena stands mingling with
  some friends. If checked, his alibi is verified. Although his
  alibi is confirmed Kervir is indeed the guilty party, and
  used his assistant Brid as an accomplice.
  Kaiya Belanna - Admits she once dated Saldor, but says
  they are still friends and she was worried about him when
  he went missing. If the group asks Saldor, he confirms this
  story and doesn’t believe Kaiya would have done this to
  him.
  Tasar Caylus - Heard Kervir guaranteeing that he would
  win the race this year. Tasar found this odd since Kervir
  isn’t known as one of the better racers.
  Petru Vados - Admits that he’s not a permanent resident of
  Waterdeep, but several influencers in the Dock Ward
  registered him in hopes his experience would win the race
  for them. 
   
  If players decide to attempt skill checks to learn more
  from the racers, allow them to do so, but this generally
  does not reveal any additional information. The lone
  exception is if they try and intimidate Kervir. A successful
  DC 18 Intimidation check causes Kervir to become
  noticeably uncomfortable about the line of questioning. He
  quickly excuses himself, and rushes off into the main
  arena if this happens. 
   
  9
  Chariot Race Competitors
  Chariot Race Competitors
  Name
  Name
  Ward
  Ward
  Race
  Race
  Physical Description
  Physical Description
  Ward Colors
  Ward Colors
  Ward Symbol
  Ward Symbol
  Saldor Dersk North Human male Mid-20s, short blonde hair.
  Green and orange
  Dove
  Vivil San
  South Human female Late-20s, long red hair.
  Red and white
  Mule
  Kervir Sordig Castle Human male Mid-30s, long black hair, beard.
  Blue and purple
  Griffon
  Kaiya Belanna Trade
  Elf female
  Mid-200s, long braided blonde hair. Green and purple
  Tankard
  Tasar Caylus Sea
  Half-elf male Mid-300s, short brown hair.
  Burgundy and orange
  Swordfish
  Petru Vados Dock
  Human male Late-30s, short black hair, beard.
  Blue and gold
  Sea lion
  Chapter Three: Searching For Clues
  
   
  If the players decide to try and locate the key, the information
  provided about Petru’s assistant gives them a start on its trail.
  Anybody in this area can identify Petru’s assistant as a young
  tiefling named Damakos. Damakos is willing to cooperate
  with the investigation, but ask that Petru be present during
  any questioning. 
   
   
  Damakos has nothing to hide. He admits that he had the key
  earlier in the day, and that he used it to unlock the door to
  receive a shipment of ale for Petru, but insists he locked the
  door afterwards. Soon after, he had given the key to Kervir’s
  assistant, a boy named Brid.  
   
  Brid is easy to track down in the preparation area as well.
  When approached about the key, he looks around nervously
  and admits to having it, but swears he didn’t unlock the door
  with it. A successful DC 15 Insight check recognizes that
  Brid is not being honest. Brid has been involved in the plot
  and therefore does have something to hide. Brid isn’t likely to
  crack under questioning trying to politely convince him to tell
  the truth, but he is more likely to admit his part if threatened.
  A successful DC 17 Persuasion check or DC 14 Intimidation
  check gets him to explain his involvement. A failed check
  means he will not admit being involved, but the fact he has
  the key is still a fairly strong piece of evidence. 
   
  Brid explains that Kervir told him to get the key and unlock
  the back door at a specific time. Brid did this, and when he
  opened the door, he was greeted by two figures in long
  hooded robes who walked with a strange step. They walked
  into the area without saying a word, and headed straight
  towards Saldor’s room. Brid panicked and ran down the
  hallway and into an empty room before witnessing what the
  cloak figures did. Kervir had told Brid to lock the door again
  once the cloaked figures had left, but in his trepidation, he
  forgot.  
   
  If the group asks Brid why Kervir wanted to kidnap Saldor,
  he says it was because of jealousy. Saldor had won the race
  and all the accolades that goes with it. Kervir had some bad
  luck lately, in both business and love, and looked at this as an
  opportunity to turn his fortune around.
  Solving the Mystery
  Solving the Mystery
  There are three clear ways the players can identify the person
  who hired the kidnappers and attempted to sabotage the
  race:
  Locate the key to the locked door and confirm who had it
  at the time of the kidnapping.
  Get a confession out of the kidnapper’s apprentice, who
  was an accomplice to the kidnapping.
  Identify the suspect using clues describing them
  accurately.  
   
  The location of the key and the confession both come
  from Kervir’s assistant, Brid. Either one of those clues, or
  both combined, is enough to implicate Kervir as the
  mastermind behind the kidnapping. If the group got the
  two clues from the goblins and Saldor about the physical
  description of the kidnapper, that narrows it down to
  Kervir exclusively. He is the only racer with both a beard
  and the color purple in their ward’s colors. If the
  characters successfully intimidated Kervir and made him
  run off, that’s fairly solid evidence that he’s a prime
  suspect. Though not a true confession, it’s enough to
  confront him further with more direct accusations. Once
  the group is in agreement that Kervir is guilty, they can
  locate Barnly and present the evidence.
  Presenting The Evidence
  Presenting The Evidence
  Once ready, the group can summon Barnly to the room they
  first met. Lady Piat arrives shortly after. Barnly will also bring
  in the sergeant from the City Watch, Saeth Cromley. Once all
  three have arrived, the anxiously listen to the evidence the
  group has collected. 
  Brid will repeat his story for Barnly and the City Watch as
  long as he has assurance that he won’t be sent to jail himself.
  The authorities are happy to make this assurance, as they
  understand the boy was simply used to unlock the door while
  Kervir had an alibi. 
  The Wrong Suspect
  The Wrong Suspect
  If the party presents evidence that implicates
  someone besides Kervir, Barnly and Cromley will
  find holes in the story, and explain it looks like they
  have the wrong person. They suggest going back to
  Saldor and asking if he knows anything about the
  physical description of the kidnapper. Saldor does
  explain that he heard the goblins referring to their
  employer as having a beard and wearing a cape
  with purple coloring. Those two clues will point to
  Kervir.  
  If the group still doesn’t catch on, and cannot
  successfully identify Kervir as the kidnapper, the
  DM can have Brid breakdown with guilt, seek out
  the party, and confess.
  10
  Chapter Three: Searching For Clues
  
  Chapter 4: The Confrontation
  Chapter 4: The Confrontation
  W
  ith the evidence gathered and a suspect
  identified, the group presents their case to the
  authorities. The evidence will be reviewed. If it
  is confirmed to be a solid case, the next step is
  to locate and apprehend the guilty party. But
  he might not go quietly.
  A Wanted Man
  A Wanted Man
  Assuming the party collected the proper evidence to
  implicate Kervir, Barnly, Lady Piat, and Cromley agree that
  he must be found and apprehended. Sergeant Cromley sends
  out a few guards to locate him, and thanks the group for their
  help. Barnly and Lady Piat thank the group as well. Barnly
  slips one of the rings from his fingers and hands it to the
  party. This ring is a ring of feather falling. Lady Piat sees this,
  states that Kervir is still out there, and says that she will hold
  onto her reward until the races have ended. 
  The Final Battle
  The Final Battle
  Although the mystery has been solved, Kervir has not yet
  been captured. Barnly and Lady Piat thank them, and invite
  them to watch the remaining races from a VIP box in the
  front row of the arena. As the group ascends from beneath
  the arena and enter the main arena area, the crowd cheers
  loudly:
  As you walk up the final steps from beneath the arena, the
  warm sunshine hits your face. The crowd erupts in a loud roar
  as you step onto the floor of the main racing area and head
  towards the steps leading towards the VIP seats. For a
  moment, you believe the cheers are for you. Then you wonder
  how the audience would know what an important part you
  played in making sure the day’s events are not ruined. Then
  you look across the arena and realize the cheers are not for
  you. 
  Directly across from you is Kervir Sordig. He is in full plate
  armor, mounted atop a horse, and holding a lance.  
  “I thought maybe winning the race today would change my
  fortunes and make a name for myself. You ruined that plan. So
  now I guess I’ll just have to make a name for myself by
  impaling you in front of this crowd. Prepare to die!” 
  He closes the face shield on his helmet, lowers his lance, and
  charges towards you.
  Roll initiative to begin combat.  
  See Appendix C for the 
  stats for Kervir and his mount.  
  Kervir charges back and forth on his  
  horse attempting to pierce characters with his lance. 
  If he is dismounted, he drops he lance and draws his
  greatsword to continue fighting. 
   
  If Kervir’s horse is incapacitated, he must succeed on a DC
  18 Dexterity saving throw or be knocked prone. A saving
  throw roll of 5 or less means he is trapped beneath the falling
  horse and becomes Restrained. On his next turn, Kervir can
  make a DC 16 Strength check to pull himself out from under
  the horse and end the Restrained condition. 
  If Kervir is brought to 10 hps or less and is still mounted, he
  will attempt to flee by riding out the main arena gate.
  Characters may have a chance to attack him as he flees
  depending on his proximity to the exit and turn order. If
  Kervir manages to get away, the City Watch puts out a reward
  for his capture and several of them chase him down the
  streets of Waterdeep. 
  Kervir will surrender is he is brought below 5 hps and he is
  dismounted. He will also surrender if he is trapped under his
  fallen mount and is surrounded. If he surrenders, the City
  Watch places him in shackles and marches him out of the
  arena. The crowd cheers wildly as he is led away. 
  If the group kills Kervir before he surrenders or flees, the
  crowd cheers loudly as Kervir falls, but soon fall into an
  uncomfortable hush as they realize he may actually be dead.
  Two arena workers quickly rush out and drag Kervir’s lifeless
  corpse underneath the arena. Two other workers rush out
  with brooms and sweep away the puddles of blood. A minute
  later, Barnly arrives and apologizes for the interruption and
  assures the crowd the races will resume shortly. The crowd
  cheers at the announcement and quickly regains its jovial
  mood.
  Aftermath
  Aftermath
  Regardless of the outcome of the final battle, the group is
  welcomed into their VIP seats by Lady Piat and several other
  Waterdeep nobles. She thanks them for finally putting the
  matter to rest and ensuring that the rest of the day’s events
  can continue. Lady Piat reaches into the loose sleeve of her
  dress, pulls out an amulet of health, and hands it to the party.
  She also produces a small pouch containing 100 gold pieces
  and presents it to the group.
  11
  Chapter Four: The Confrontation
  
  Chapter Five: A Day At The Races
  Chapter Five: A Day At The Races
  N
  ow that the trouble has been dealt with the
  adventurers have the opportunity to
  actually relax and enjoy the festivities. This
  is an opportunity for the characters to
  socialize, both among themselves and with
  other Waterdeep citizens. 
   
  The party is presented with several options for enjoying the
  races and participating in the festivities. Characters may
  place bets on the race and win some money. With Kervir
  Sordig out of the picture, the Castle Ward is short a racer. If
  one of the characters is interested, perhaps they can fill in
  and actually take part in the race itself.
  Bonus Objective 2 -
  Bonus Objective 2 -
  Missing Banner
  Missing Banner
  This optional objective has one of the racers approaching the
  group for one last request for help. Apparently, in the
  commotion beneath the arena, the banner representing the
  racer’s ward has gone missing. See Appendix B for the full
  details regarding this optional encounter. 
  Replacement Racer
  Replacement Racer
  As the characters take their seats, they overhear several
  NPCs wondering aloud who will replace Kervir as the racer
  for the Castle Ward. If the characters are so inclined, one of
  them can volunteer to take his place! Only one character will
  be able to race, and the rules usually require that the racer be
  a citizen of the ward they are representing. If that happens to
  fit the character’s story, excellent. If not, Lady Piat is willing
  to make an exception for someone who helped prevent her
  day from being ruined. 
   
  If a character decides to race, they will be escorted beneath
  the arena, to the staging area they are quite familiar with.
  There they will be equipped for the race, introduced to their
  horse, and given the colors of the ward they represent. 
  Placing Bets
  Placing Bets
  Several people make their way through the stands before the
  race allowing citizens to place wagers. Characters are
  welcome to place bets on the chariot race. The minimum bet
  is 1 gold, and the maximum bet it 50 gold. Each character can
  only place two bets per race. 
   
  No odds are offered on the different racers, and each winning
  bet will pay back exactly the amount wagered. (Plus the initial
  bet.)
  Building Drama During The Race
  Building Drama During The Race
  The DM should use the race as an opportunity to
  build drama as it unfolds, announcing which racer
  is taking the lead and how far they are along on the
  track. This gives the players a chance to cheer on
  the racers they've wagered on and builds up
  suspense until the racers cross the finish line and
  an ultimate winner is crowned.
  The Race Is On!
  The Race Is On!
  Once the racers are ready and all wagers have been placed,
  it’s time to race! There are three different options for running
  the race and determining a winner:
  Roll a single 1d6 and use the table on page X to determine
  the winner.
  A multiple stage race, using 1d6 results to determine the
  winner.
  A multiple stage race, using Animal Handling and
  Athletics skill checks to determine the winner.  
  The first option is quick and simple. Roll a single 1d6 dice
  and consult the table below. There are six racers
  representing the six wards. The result on the dice will
  indicate the winner in the table. 
  The second option is similar to the first, but uses several dice
  rolls to determine the results. Instead of a single 1d6 dice
  roll, there will be six rolls, representing six separate legs to
  the race. The number that comes up the most often among
  those six rolls will indicate the winner based on the table
  below. In the case of a tie, continue rolling until one of the
  racers has a clear majority of winning rolls. 
  The third option is best used if a player is among the racers,
  since it uses skill checks. This version will also contain six
  legs (and six corresponding rolls), but each leg will alternate
  between Animal Handling and Athletics checks. If the six
  rolls by the player add up to 75 or more, the player wins the
  race! Alternatively, the DM can have the player make opposed
  checks against the NPC racers for each leg of the race,
  assuming each racer gets a +2 bonus to their rolls.
  Conclusion
  Conclusion
  Having rescued the missing racer, solved the mystery, and
  dealt with the conspirator, the players earned a bit of time to
  relax and enjoy the races. Award the following experience
  points to each player for successful goals:
  Rescued Saldor from the goblins: 750 XP
  Identified Kervir as the kidnapper: 1,000 XP
  Captured Kervir alive: 1,000 XP
  Killed Kervir: 750 XP
  Winning the race as a competitor: 500 XP
  12
  Chapter Five: A Day At The Races
  
  Appendix A: Bonus Objective 1 -
  Appendix A: Bonus Objective 1 -
  Reinforcements
  Reinforcements
  T
  he party has done what they can to keep their
  investigation quiet, but the City Watch has still
  caught wind that something dubious is
  unfolding behind the scenes. A City Watch
  sergeant named Saeth Cromley approaches
  the group and asks for reassurance that the
  public is not in danger. He asks what is going
  on. Whether or not the group is truthful with Cromley, he will
  agree to allow the party continue their investigation and
  pledges to assist in any way possible.
  A Request From The
  A Request From The
  Captain
  Captain
  Despite leaving the job in the capable hands of the
  adventurers, Sergeant Cromley wants to be prepared for the
  worst. He expresses some concern that the crowd could
  come unruly if the races are disrupted by the events. He also
  realizes that whoever is behind things could have even bigger
  plans in mind to make sure the races don’t occur. 
   
  He asks for help locating City Watch patrols that are
  performing their routine duties around the city. There is a
  patrol in each ward, but their routes and whereabouts can
  vary slightly each time. Sergeant Cromley asks that the party
  head to one or more wards, locate the patrols there, and
  inform them that their presence if required at the Field of
  Triumph. He gives the group a signed letter to present to the
  patrols to confirm his orders. 
   
  The party can use several different approaches for tracking
  down each patrol. These includes techniques such as
  speaking with citizens within the ward who may have seen
  the patrol, trying to follow tracks found in the dirt on the
  streets, or the use of magical scrying devices or spells.
  Players may come up with other ways to locate the guards.
  The table below provides some guidance for the DC of
  various checks for each ward. A successful check means they
  find the patrol and inform them of Cromley’s orders to head
  towards the Field of Triumph. A failed check means they do
  not locate the patrol with the chosen method. 
   
  City Watch Patrol Search - DC
  City Watch Patrol Search - DC
  Ward
  Ward Investigation
  Investigation
  Perception
  Perception
  Persuasion
  Persuasion
  Survival
  Survival
  North
  12
  13
  11
  14
  South
  13
  14
  12
  11
  Castle
  12
  11
  13
  14
  Trade
  14
  11
  12
  13
  Dock
  11
  12
  14
  13
  Sea
  14
  12
  13
  11
  Locating the Patrols
  Locating the Patrols
  The DM can use their discrection for other types of checks
  used to locate the patrols and the DC required to succeed.
  Upon locating a patrol, the group should inform them that
  Sergeant Cromley has asked them to report to the Field of
  Triumph for special duty. If the patrol captain is skeptical, the
  group can present the letter that Cromley gave them to
  confirm the orders. It is up to the players how much they tell
  the guards about what is going on, but the guards will
  generally follow orders without question. The DM can use a
  map of Waterdeep, such as the one found in Dragon Heist, to
  help players visualize the exploration of the city. 
  The group should keep in mind that they still have unfinshed
  business at the arena, since the person behind the
  kidnapping has not been identified and dealt with. The DM
  should remind them of this if they are taking an excessively
  long time locating the patrols. Limiting each ward to only one
  or two tactics for searching will help with this.
  Reward
  Reward
  Upon returning to the Field of Triumph, Sergeant Cromley
  rewards the party with 10 gold for each patrol they located
  and notified. If the group managed to locate all six patrols, he
  includes a bonus that brings the total reward to 100 gold.
  Each player is also awarded 125 XP for each located patrol,
  and a bonus 250 XP for locating all six.
  13
  Appendix A: Bonus Objective 1
  
  Appendix B: Bonus Objective 2 -
  Appendix B: Bonus Objective 2 -
  Replacement Banner
  Replacement Banner
  B
  efore the race begins, one of the racers
  approaches the party with another request for
  help. In the chaos within the staging area
  during the kidnapping and subsequent
  investigation, the banner representing their
  ward has gone missing. The racers all have
  banners that proudly display the colors and
  symbol of the ward they are representing. This racer is
  hoping a replacement banner can be obtained before the race
  begins, and has come to the group to request assistance
  towards that goal. The colors and symbol on each ward’s
  banner can be found in the table on page 9. The DM can
  choose which banner went missing or roll a 1d6 to randomly
  pick one. 
   
  This optional bonus objective gives the players a chance to be
  creative or show off some less frequently used skills their
  characters may possess. There are three possible approaches
  the players may take towards accomplishing this goal:
  The characters find an appropriate craftsperson to swiftly
  create a new banner for the racer.
  The characters obtain the required materials and use
  their own skills to create the banner.
  The players themselves actually draw or create the
  banners as if their characters had created them.
   
  A new banner will require fabric, colored dyes, and a set of
  weaver's tools. These items typcally cost 1 gold each.
  Finding Crafters
  Finding Crafters
  The easiest approach would be for the players to track down
  NPCs who have the materials and skills to quickly create a
  new custom banner. Despite the holiday, the party is likely to
  find a shop or two open within the Trade Ward. 
   
  The party will have to convince the crafters to perform the
  task in a short period of time. Most custom orders require
  days or weeks to complete, and this one is being requested
  within an hour or two. The players can roleplay this
  negotiation with the crafter NPC. A successful DC 14
  Negotiation check or DC 12 Intimidation check convinces the
  crafter to get to work immediately. The cost will also be quite
  inflated due to the rushed timeframe.  
   
  The starting price is 30 gold for the creation of the banner. A
  successful DC 16 Negotiation check convinces the merchant
  to reduce the cost to 25 gold.
  Character Made Banner
  Character Made Banner
  If the characters are inclined to attempt to make it
  themselves, that is another option for replacing the banner.
  They will still need to acquire the materials as listed below,
  but they may be able to be a bit more creative in how they
  obtain these items. For example, the fabric could come from
  a character’s cloak, a bedroll, or a burlap sack the party is
  carrying. A character may be in possession of weaver's tools
  that include the items needed. If they do not have the
  required materials, they can buy them in the Trade Ward. 
  Once they have all the items, it’s up to the players to decide
  what skills they use to create the banner. A character who
  has a crafting background and proficiency with weaver's tools
  may use the tools to make checks on the crafting results.
  Other skills may also be acceptable if the characters can
  come up with a logical explanation regarding how that skill
  might help with the project.
  Player Made Banner
  Player Made Banner
  This approach presents a fairly unique opportunity – it lets
  the players demonstrate some creativity by constructing the
  banners themselves. This option could utilize pen and paper,
  colored markers, digital drawing programs, or any number of
  creative tools. With this approach, it’s less about locating and
  utilizing the materials needed in Waterdeep, and more about
  allowing the players to have fun creating something artistic
  themselves. 
  More than one player can create a banner, which offers an
  opportunity for some friendly competition. The racer will only
  select one banner to wear during the race itself, but may be
  impressed with multiple banners and agree to use them in
  future races. The DM has discretion on whether to proclaim
  one or more winners. The winner may be selected by the DM,
  or the players can vote among themselves on which one they
  like the best as the final banner that should be presented to
  the racer.
  Rewards
  Rewards
  The racer is happy to cover the cost for any expenses
  incurred to create the banner. They also award the group an
  additional amount of gold based upon the quality of the
  banner. Determining the quality is at the DM’s discretion
  regardless which method is used. A banner of the highest
  quality yields a reward of 50 gold, whereas a banner of low
  quality only rewards 10 gold. The racer may also promise the
  characters an additional reward if they happen to win the
  race, since that means the banner brought them good luck. If
  the racer wins, they reward the group with an additional 50
  gold. Each player is also awarded 300 XP for their efforts.
  14
  Appendix B: Bonus Objective 2
  
  Appendix C : Monsters and NPCs
  Appendix C : Monsters and NPCs
  15
  15
  Goblin Boss
  Goblin Boss
  Small humanoid, neutral evil
  Armor Class
  Armor Class 17 (chain shirt, shield)
  Hit Points
  Hit Points 21 (6d6)
  Speed
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)
  Skills
  Skills Stealth +6
  Senses
  Senses darkvision 60 ft., passive Perception 9
  Languages
  Languages Common, Goblin
  Challenge
  Challenge 1 (200 XP)
  Nimble Escape.
  Nimble Escape. The goblin can take the Disengage
  or Hide action as a bonus action on each of its
  turns.
  Actions
  Multiattack.
  Multiattack. The goblin makes two attacks with its
  scimitar. The second attack has disadvantage.
  Scimitar.
  Scimitar. Melee Weapon Attack: +4 to hit, reach
  5ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Javelin.
  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.
  Reactions
  Redirect Attack.
  Redirect Attack. When a creature the goblin can see
  targets it with an attack, the goblin chooses
  another goblin within 5 feet of it. The two goblins
  swap places, and the chosen goblin becomes the
  target instead.
  Goblin
  Goblin
  Small humanoid, neutral evil
  Armor Class
  Armor Class 15
  Hit Points
  Hit Points 7 (2d6)
  Speed
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  8 (-1) 14 (+2)
  10 (+0)
  10 (+0) 8 (-1) 8 (-1)
  Skills
  Skills Stealth +6
  Senses
  Senses darkvision 60 ft., passive Perception 9
  Languages
  Languages Common, Goblin
  Challenge
  Challenge 1/4 (50 XP)
  Nimble Escape.
  Nimble Escape. The goblin can take the Disengage
  or Hide action as a bonus action on each of its
  turns.
  Actions
  Scimitar.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  Appendix C : Monsters and NPCs
  Appendix C : Monsters and NPCs
  
  16
  Warhorse
  Warhorse
  Large beast, unaligned
  Armor Class
  Armor Class 11
  Hit Points
  Hit Points 19 (3d10+3)
  Speed
  Speed 60 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)
  Senses
  Senses passive Perception 11
  Languages
  Languages Common, Goblin
  Challenge
  Challenge 1/2 (100 XP)
  Trampling Charge.
  Trampling Charge. If the horse moves at least 20 ft.
  straight toward a creature and then hits it with a
  hooves attack on the same turn, that target must
  succeed on a DC 14 Strength saving throw or be
  knocked prone. If the target is prone, the horse can
  make another attack with its hooves against it as a
  bonus action.
  Actions
  Hooves.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning
  damage.
  Kervir Sordig
  Kervir Sordig
  Medium humanoid, chaotic neutral
  Armor Class
  Armor Class 18
  Hit Points
  Hit Points 52 (8d8+16)
  Speed
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
  Saving Throws
  Saving Throws Con +4, Wis +2
  Senses
  Senses passive Perception 10
  Languages
  Languages Common
  Challenge
  Challenge 3 (700 XP)
  Mounted Combatant.
  Mounted Combatant. Kervir Sordig is a dangerous
  foe to face while mounted. While he is mounted
  and isn’t incapacitated, he gains the following
  benefits:
  Sordig has advantage on melee attack rolls
  against any unmounted creature that is smaller
  than his mount.
  Sordig can force an attack targeted at his mount
  to target him instead.
  If Sordig's mount is subjected to an effect that
  allows it to make a Dexterity saving throw to take
  only half damage, it instead takes no damage if it
  succeeds on the saving throw, and only half
  damage if it fails.
  Actions
  Multiattack.
  Multiattack. Kervir Sordig makes two melee attacks.
  Lance.
  Lance. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 10 (1d12 + 3) piercing damage.
  Disadvantage on targets within 5 feet. 
  Greatsword.
  Greatsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  Reactions
  Parry.
  Parry. Kervir Sordig adds 2 to his AC against one
  melee attack that would hit him. To do so, Kervir
  must see the attacker and be wielding a melee
  weapon.
  Appendix C : Monsters and NPCs
  
        Defend A
  Defend A
  Defend A
  Defend A
  Defend A
  Defend A
  Defend A
  Defend A
  Defend A
  Defend A     
     Festival
  Festival
  Festival
  Festival
  Festival
  Festival
  Festival
  Festival
  Festival
  Festival     
     From Ruin
  From Ruin
  From Ruin
  From Ruin
  From Ruin
  From Ruin
  From Ruin
  From Ruin
  From Ruin
  From Ruin     
   
   
   
  Spring in the city of Waterdeep is a spectacular time 
  of year. The crowds are gathering for the annual races  
  celebrating the Plowing and Running festival.  
   
  Behind the scenes, an unknown conspirator works to 
  disrupt the day's festivities. One of the racers has 
  disappeared under mysterious circumstances and 
  threatens to turn the joyous occasion into a scene 
  of chaos. Those organizing the event are looking 
  for brave and discreet volunteers to locate the 
  missing racer and find out who is behind the plot 
  to disrupt the event. Can the adventurers solve 
  the mystery before it's too late?  
   
   
   
          A Dungeons & Dragons Adventure for 
                    characters of levels 4-6  
    as a supplement to Waterdeep: Dragon Heist.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Steve Jaspor Orr/Steve Jaspor Orr - The Plowing and Running.pdf