TEXT: House Rosznar
  House Rosznar
  (Jalanvaloss too!!)
  We fly high 
  and stoop swift
   
  
  House Rosznar
  Written for players, dungeon masters and game
  designers,  this document is designed to provide
  both  historical  and  current  details  on  House
  Rosznar. If you’re a player who chose the noble
  background for your character, a dungeon master
  looking for additional flavor for your players, or a
  game designer wanting to add House Rosznar into
  your campaign, this is intended to be a resource for
  everyone. 
  This document also serves as a compliment to
  both  Waterdeep  
   Dragonheist
  –
   and  Waterdeep
  Dungeon of the Mad Mage.
  The author attempted to keep historical House
  details  as  close  to  canon  as  possible.  As  fifth
  edition details of the House are very limited, some
  current details on the family and properties are not
  canon and homebrewed for this document to fill in
  the blanks and provide opportunity for storytelling
  and development.
  Credits
  By: Firbolg Factory
  Art: 
  Cover by Eduard Grutzner
  City art by William Hogarth
  Waterdeep map Cartography Stock Art ©
  by  Derek  Ruiz  /  Elven  Tower  Cartog-
  raphy. 
  Sources
  Boyd, Eric and others. Dragons of Faerûn,
  2006.
  Boyd,  Eric  and  others.  Cloak  &  Dagger,
  2000.
  Greenwood Ed. The Ruins of Undermoun-
  tain, 1991.
  Greenwood  Ed.  “The  Wyrm  of  Many
  Spells”, Dragon Magazine #243, 1998.
  Perkins,  Christopher  and  others.  Water-
  deep  – Dungeon of the Mad Mage, 2018.
  Perkins,  Christopher  and  others.  Water-
  deep  Dragonheist
  –
  , 2017.
  Schend, Steven and others.  City of Splen-
  dors, 1994.
  Schend,  Steven  and  others.  Lands  of
  Intrigue, 1997.
  v 2.2
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
  likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
  artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
  4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  Certain other art released to the public domain and free of copyright restrictions. Certain fonts by Solbera and Ners. Ce rtain other fonts licensed under the SIL Open Font License. To view
  a copy of this license, visit https://scripts.sil.org.  
  2
  House Rosznar
  
  Once one of Waterdeep’s wealthiest families,
  House Rosznar (RAWJ-nar) has fallen far and is
  only  now  recovering.  Now  known  for  wine-
  making, quality gems, and a strong portfolio of
  real estate investments, the family is originally
  from Amn, where it built its wealth their in the
  slave  trade  and  illicit  poison  manufacturing.
  Over a century ago, the Waterdavian branch of
  the family attempted to disassociate itself with
  their Amnian relatives, forbidding any contact
  between  the  two  branches  of  the  family  to
  distance itself from the slave trade; however,
  the mysterious death of the matriarch, Lady
  Estrip Rosznar, forced the Lords of Waterdeep
  to recognize the claims and connections of the
  Amnian relatives. Shortly after, the family was
  stripped of its Waterdavian nobility and gener-
  ally shunned throughout the area.
  House Rosznar has a grand estate in the Sea
  Ward as well as a wine shop, a gem store, and
  numerous  investment  properties  throughout
  Waterdeep.  They  also  have  significant  vine-
  yards in Amphail and other parts of the region.
  Virtually every citizen of Waterdeep has heard
  of the Rosznar family due to its sordid past and
  recent success at regaining its place in Water-
  deep’s nobility. The family’s motto "We fly high
  and stoop swift” usually leaves more questions
  than answers, but some believe that’s the way
  the family intends it.
  See the Rosznar Properties section for more 
  details on Amphail.
  Family Details
  Stripped of nobility for a century, the Rosznars
  never fully left the City of Splendors, choosing
  to maintain the family’s interests and working
  on the eventual petition to formally return to
  the city’s ranks of nobility. House Rosznar has
  significant  vineyard  holdings  in  the
  surrounding areas, including vineyards around
  Amphail, in the foothills of the Sword Moun-
  tains. Their most famous wine is the Scarlet
  Rosznar wine (Appendix D), which originated
  in Amn (where its called Rosznar Ruby) and
  has been successfully reproduced in Amphail.
  The two wines are said to taste almost identical
  with only the sharpest enophiles being able to
  tell the difference. Scarlet Rosznar often goes
  upwards of 50 gp per bottle.
  Despite disassociating itself from the slave
  trade, the family hasn’t completely given up the
  discrete business of poisons. Particularly,  the
  family has perfected a secret mix called  ‘Red
  Hyd’ (Appendix D) that appears and tastes like
  a fine red wine. The ingenious nature of the
  wine makes it harmless in modest quantities
  and has no noticeable affect on a humanoid at
  all, but is fatal if too much is consumed. Those
  who use the poison often joke ‘must have had
  one too many’.
  House History
  479, the  beginning. House Rosznar rose  to
  nobility in Amn, where the family first made its
  name in the slave trade. 
  1252,  the  ennobled. Expanding  its  reach
  north, the  family  made  a  name  for  itself  in
  landowning  and  winemaking  and  earned  its
  title of nobility in Waterdeep. 
  1350’s,  dragon  troubles.   Agents  of  the
  House in Amn set fire to several Waterdeep
  properties  owned  by  Jalanvaloss,  a  steel
  dragon, for  retaliation  of some prior offense
  related  to  the  wyrm’s  schemes.  Jalanvaloss
  retaliated by killing two blue dragons working
  for the family, protecting its assets  cementing
  –
  a dispute that lasts to this day.
  1380’s, the banishment. Being found guilty
  of  slavery,  smuggling  and  other  crimes,  the
  family was striped of its noble title.
  1420’s,  the  split. Deeply  divided  over  the
  trade in slaves and poisons, the house splits
  into House Hydcont (based in Amn) and House
  Rosznar (based in Waterdeep).
  1480’s, the return.  After a century of peti-
  tioning and a long struggle to distance itself
  from the slave trade and other illegal activities,
  House Rosznar was finally allowed to regain its
  title  of  nobility  in  Waterdeep  with  a  proven
  renewed  focus  on  winemaking,  real  estate
  investments, and gem  trading. The family  is
  still  trying  to  overcome  its  dark  past  and
  disgraced reputation. 
  Dragonheist  Waterdeep
  –
   took place in 1492 
  DR.
   
  3
  House Rosznar
  
  Notable Historical Members
   Lord Daigar Rosznar (Amn): Patriarch who
  order the burning of several of Jalanvaloss’s
  properties in Waterdeep in 1352. 
   Lord Tobem Rosznar (Waterdeep):  Son of
  Lord Daigar Rosznar and figure-head leader
  of the House that moved from Amn to Water-
  deep  and  who  took  a  ‘cut  and  thrust’
  approach to noble life.
   Dower  Lady  Miilal  Hydcont  (Amn):
  Daughter  of  Lord  Daigar  Rosznar,  ‘The
  Witch Widow’, she was the brother of Tobem
  Rosznar and leader of House Hydcont, the
  Amnian branch of House Rosznar and the
  driving  force  behind  the  slave  and  poison
  trade, which she discretely funneled through
  her brother’s books.
   Captain Arbas Rosznar (Amn): An infamous
  military figure in Amn who was known for his
  blatant  murdering,  extortion  and  other
  heinous  acts.  Prisoners  often  disappeared
  under  his  command,  some  of  which  later
  appeared in other parts of Faerûn as escaped
  slaves.
   Trellin  Rosznar  (Waterdeep):  Cousin  to
  Miilal Hydcont and Tobem Rosznar who led
  the family in Waterdeep for several years.
   Arayana  Rosznar  (Waterdeep):  Wife  of
  Trellin Rosznar.
   Lady  Estrip  Rosznar  (Waterdeep):
  Daughter  of  Trellin  and  Arayana  Rosznar,
  she  held  sole  power  of  the  Waterdavian
  family for  many  years  and  kept  the  Amn
  family at a distance. Her mysterious death
  forced the Lords of Waterdeep to recognize
  the claims and connections of the Amnian
  relatives, with the revocation of the family’s
  nobility following not long after.
   Kressando  Rosznar
   (Waterdeep): 
  Very
  recently  deceased  after  being  recruited  by
  members  of  House  Hydcont  and  sent  to
  Skullport  with the directive of  setting up a
  secret relationship with the Xanathar Guild
  to reestablish the Hydcont’s presence in the
  city’s slave trade. 
  Family Crest
  The family crest is a royal blue falcon on a field
  of white; a close derivative of House Hydcont,
  which is a crimson falcon on a field of light
  green.
  Arms:  royal blue
  Falcon:  white
  The family uses their crest on its wine bottles
  as a  mark  of  quality,  although  it  is  a  long-
  standing joke in Waterdeep that it is a mark of
  the finest tasting poison in the city.
  The Current House
  House Rosznar is currently led by Rolteme and
  Azalea Rosznar. There are approximately  15
  living  members of the  Rosznar family  in the
  Waterdeep registry.
  Monarchy
  Patriarch: Rolteme Rosznar
  Matriarch: Azalea Rosznar
  Heir: Esvele Rosznar, daughter of Rolteme and
  Azalea Rosznar, is secretly the “Black Viper”
  and  has  adopted  that  personality  to  strike
  fear into the noble families who’ve spurned
  her  own  disgraced  family. She  enjoys  the
  legend she’s rebuilding around herself and is
  determined to make those who disrespect her
  family’s name suffer. The easy marketability
  of gems she siphons from the family’s busi-
  ness provides Esvele the financial means to
  pursue  her  secret  activities  (as  well  as  a
  convenient  channel  to  liquidate  stolen
  jewelry) and the family’s secret involvement
  in the poison trade helps provide her with
  connections in the  seedier  parts  of  Water-
  deep. While not an active agent of the Zhen-
  tarim,  she  has  frequent  business  dealings
  with  them.  She  knows  the  location  of  the
  Vault of Dragons and has extensive knowl-
  edge of  the sewers, passages, and  tunnels
  under  Waterdeep.  See  Appendix  A  for  a
  history of the Black Viper.
  4
  House Rosznar
  
  Other Members of Note
   Simeel Rosznar (LG female human  bard):
  Cousin  of  Esvele,  Simeel  secretly  serves
  Jalanvaloss, a steel dragon residing in Water-
  deep (Appendix A). She is a real estate agent
  for House Rosznar, but secretly serving Jalan-
  valoss, often working to insure Jalanvaloss
  gets first look at the best properties but also
  understanding the delicate balance needed to
  avoid  suspicions  within  the  family.  Simeel
  and  Esvele  are  not  aware  of  each  others’
  secret identities.
  Faction Relationships
  House
   Rosznar 
  has
   relationships 
  with
  numerous factions.
  Bregan D’aerthe. While ties aren’t as strong
  as those that exist with the Zhentarim, Bregan
  D’aerthe has found House Rosznar quite useful
  and keeps an active relationship with them.
  Emerald  Enclave.  While  the  relationship
  with the Emerald Enclave is warm, the goals of
  the Enclave and House Rosznar don’t typically
  have much overlap.  
  Gray Hands. The Gray Hands have a cold
  relationship  with  House  Rosznar as  they
  suspect  their  involvement  in  several  seized
  poison caches. 
  Harpers. House Rosznar has a good relation-
  ship with the Harpers who are aware of the
  pressure coming from House Hydcont to wrap
  House Rosznar back into the slave trade. The
  Harpers are well aware that a warm relation-
  ship with the family is an easy tactic to work
  against House Hydcont.
  Lords’ Alliance. As with many nobles, House
  Rosznar  maintains  a  relationship  with  the
  Lords’  Alliance,  often  inviting  prominent
  members  to  their  vineyards  in  Amphail  and
  giving them first pick on new gem shipments. 
  Order of the Gauntlet. The Order and House
  Rosznar have a strong relationship as winning
  the Order over was one of the key requirements
  to  the  Lords  of  Waterdeep  allowing  House
  Rosznar’s formal return to the city. At least one
  member of the House is an agent of the Order
  of the Gauntlet.
  Xanathar  Guild.  The  Guild  gives  House
  Rosznar a wide berth as it is very aware that
  any rumors of activity between the House and
  the Guild will spark unwanted attention to the
  Guild’s activities in Waterdeep. It is aware of
  the relationship between House Rosznar and
  the Order of the Gauntlet and chooses not to
  deal with the trouble a relationship with House
  Rosznar would bring. 
  Zhentarim.  The Zhents have an active rela-
  tionship with House Rosznar and one of their
  best customers of their Red Hyd poisons. Some
  believe at least one family member is an active
  agent of the Zhentarim. 
  Guild Memberships
  House Rosznar is actively involved in guilds in
  Waterdeep,  with  membership  guaranteed  for
  any interested family member. Once a family
  member has put in the required time with a
  guild, promotion to Master is almost assured.
   The Jewelers’ Guild
   The Vintners’, Distillers’, & Brewers’ Guild
  Deities
  The family’s favored deity is Chauntea, goddess
  of agriculture; however, some members of the
  family  still  secretly  worship Talona,  the
  goddess of disease and poison.
  Rival Houses
  With House Rosznar involved in multiple busi-
  nesses, numerous family  rivalries are impos-
  sible to avoid, some based on business competi-
  tion, some based purely on jealousy, some on
  long-standing historical hatred.
  Houses  Cragsmere,  Husteem,  Thann,
  Urmbrusk.  Land  ownership  in  and  around
  Waterdeep is a fierce competition and these
  families owe a large portion of their wealth to
  the real estate industry. Sabotaged properties
  and  other  efforts  to  devalue  estates  and
  commercial buildings recently for sale are not
  unheard of. 
  House Hydcont. This is the Amnian branch
  of House Rosznar. While the families share the
  same ancestors, long-standing animosity exists
  between the two houses related to the separa-
  tion of the Rosznars from the Hydconts and the
  Hyndconts continued efforts to infiltrate  and
  influence the Rosznars to reestablish Hydcont’s
  slave  and  poison  trade  in  Skullport.  The
  Hydconts continue to scheme to bring House
  Rosznar back under their control. 
   
  5
  House Rosznar
  
  House Alliances
  Despite its checkered past, House Rosznar is
  well-liked  by  much of  Waterdeep’s  nobility,
  somewhat due to its recent efforts to repetition
  for its nobility status in the city.
  Houses Amcathra, Ammakyl, Melshimber,
  and Thann. These houses represent the other
  main  winemakers  in  Waterdeep,  which  is
  commonly a friendly business rivalry. As Water-
  deep  holds  an  endless  supply  of  wine
  consumers, the houses have built strong rela-
  tionships  with  each  other  over  time,  often
  sharing grape cuttings as each growing area
  produces a slightly different flavor.
  Lathkule. This family is famous for its gem
  prospecting, mining and gemcutting  activities
  and is a frequent wholesale supplier of gems
  for  House  Rosznar’s  gem  trading  activities.
  When the family’s gem store, Rosznar’s Fine
  Jewels, gets an order for a rare gem, House
  Lathkule is usually their first stop.
  Jalanvaloss
  Jalanvaloss (Appendix A) is a steel dragon that
  has lived in Waterdeep for more than a century
  and  has  developed  a  particular  affinity  to
  members of House Rosznar that are actively
  resisting  the  efforts  of  House  Hydcont  to
  reassert itself in Waterdeep. In 1352, agents of
  House Rosznar in Amn (now House Hydcont)
  set fire to several of her properties in Water-
  deep as revenge for some other prior conflict –
  and  she  has  never  forgotten,  always  taking
  delight in House Hydcont’s troubles and willing
  to help cause more. 
  While  typically  a  strong  ally  to  House
  Rosznar, when it comes to real estate holdings,
  Jalanvaloss is very much a competitor and often
  demands property in payment for any favors.
  Welcome to the Family
  Waterdeep  Dragonheist
  –
   provides the opportu-
  nity to begin a character as part of the Rosznar
  family, 
  through 
  the  noble  background
  (Appendix F). It is recommended that the char-
  acter  be a periphery family member and not
  directly  involved  in  family  politics  unless
  approved by the Dungeon Master. Whether the
  character was born in another city or a cousin
  of a cousin, all family members are given a
  signet ring (linked at end of document). Other
  family member benefits include:
  Downtime Activity. As a downtime activity,
  you can work  in  the family  wine  or jewelry
  stores for 10 gp per workweek, with no risk of
  complication.
  Family Goods. You have the ability to obtain
  almost any gem sourced from Faerûn costing
  1,000 gp or less at a 25 percent discount from
  Player Handbook prices (larger gems are at a
  10  percent  discount  and  can  take  several
  weeks to obtain). Once per month, you are can
  receive one bottle of Scarlet Rosznar wine and
  one bottle of Red Hyd poison at no cost. You
  also have the connections to obtain any other
  poison in the Dungeon Master’s Guide at a 25
  percent discount.
  Family as a Group Patron
  Even if not an actual member of the family, a
  character can use the House as a group patron.
  The perks are the same as those noted in the
  ‘Welcome to the Family’ section (but without
  the  signet  ring).  Roles  can  include  advisor,
  bodyguard, informant, house staff, messenger,
  real  estate  agent,  or  others  with  Dungeon
  Master approval.
  6
  House Rosznar
  
  Rosznar Properties
  House  Rosznar owns five main properties in
  Waterdeep  including  a  sprawling  estate,  a
  newly acquired tower, a realtor’s office, a gem
  store, and a wine shop. It has several wineries
  scattered  throughout  the  region  and  in  the
  foothills of the Sword Mountains. In addition, it
  owns numerous investment properties in the
  city and surrounding areas. 
  R1. Rosznar Estate
  Located in the Sea Ward on Thunderstaff Way
  between Copper Street and Shield Street, west
  of  High  Road,  the  Rosznar main  estate
  (Appendix D) includes two 2- and 5-story build-
  ings. 
  R2. Yellowspire Tower
  Newly acquired by Esvele Rosznar who gained
  an interest in the building after several weeks
  of  research  in  the  archives  of  Waterdeep’s
  libraries, this building is still under renovation,
  being  brought  up  to  the  various  Waterdeep
  building codes. Named Yellowspire Tower due
  it to being made of bricks with a pale yellow
  tint,  it  is  typically occupied  by  at  least  four
  guards employed by the family. The tower is
  located in the Sea Ward, in the center of the
  block  between  Breeze’s  Cut  and  Aurenaar
  Street, west of Street of the Singing Dolphin.
  Viperfang (Appendix C) is currently mortared
  solidly behind a 1-foot stone (which shields it
  from  detect magic) in the base of the tower,
  where it has sat for a century.
  See chapter 4, encounter 7, of Waterdeep  –
  Dragonheist for a map of the ‘Old Tower’. 
  Depending on the season chosen in Waterdeep 
   Dragonheist
  –
  , the tower is located in the Dock 
  Ward, Castle Ward, Trades Ward, or Sea 
  Ward. In the summer season version it is in the
  Sea Ward where it is occupied by Esvele 
  Rosznar. This document considers the tower to
  be in the Sea Ward.
   
  7
  House Rosznar
  
  R3. Rosznar’s Realty
  The Rosznars have numerous investment prop-
  erties in Waterdeep and the surrounding areas.
  These  properties  are  managed through their
  office in the Sea  Ward (Appendix  E), which
  serves clients looking to buy/sell property and
  functions as a real estate management office
  for their many portfolio properties.
  R4. Rosznar’s Fine Jewels
  Rosznar’s Fine Jewels (Exhibit E) focuses on
  selling gems to investors,  wholesalers looking
  for loose cut gems to set into jewelry, and the
  occasional arcane customer looking for spell
  components. In the Trade’s Ward, the building
  includes both a retail store and a large metal
  room-sized vault lined with stone with multiple
  physical  locks  and  arcane  wards.  The  store
  contains most common and rare gems costing
  up to 1,000 gp, and it can obtain most any gem
  found in Faerûn under 5,000 gp, given several
  weeks notice with a hefty down payment.
  R5. Rosznar’s Wines
  Rosznar’s Wines (Exhibit E) is a wine boutique
  that  sells  primarily  its  own  wines  and  finer
  wines imported from vineyards across Faerûn.
  It has recently started wine tasting nights with
  an  exclusive  guest  list  to  help  improve  the
  family name. Wines are sold by the bottle and
  the more commonly in stock wines include:
  Amphail Mushroom Wine
  15 gp
  Kara-Tur White
  25 gp
  Nimpeth White
  25 gp
  Sembian Icewine
  25 gp
  Silver Marches White
  25 gp
  Haerlu Red
  30 gp
  Scarlet Rosznar
  50 gp 
  Purple Hills (Tyther) Red
  60 gp
  Aglarond Blood Wine
  100 gp
  Rashemen Firewine
  100 gp
  Vineyards
  House Rosznar has several vineyards along the
  sword coast (and is always on the lookout for
  more),  with  the  vineyards  around  Amphail
  producing some of their finest wines. The vine-
  yards,  frequently  visited  by  family  members
  during growing and harvesting seasons, have a
  small  staff  of  commoners,  although  the
  seasonal workforce grows significantly during
  harvest season.
  Amphail 
  Amphail, population roughly 700, lies on the
  Long  Road,  about  three  days’  ride  north  of
  Waterdeep in the foothills of the Sword Moun-
  tains. The town is named after Amphail the
  Just, one of Waterdeep’s early warlords, who is
  said  to  haunt  the  surrounding  hills  in  spirit
  form, frightening away monsters. Horses are
  bred and trained here, rich Waterdavians main-
  tain secluded estates in the hills, and farmland
  is  plentiful.  Stands  of  dark  duskwood  and
  spruce trees are everywhere.
  In one corner of the town square stands the
  Great Shalarn, a black stone statue of a famous
  war stallion bred in Amphail long ago. Gelded
  by  a  prankster,  the  rearing  horse  is  often
  painted  bright  colors  by  highspirited  locals.
  Children are allowed to hurl stones at birds
  perched on the statue, to keep it free of drop-
  pings. The children often climb it themselves
  and cling precariously to the high, tilted saddle,
  waving their arms and commanding imaginary
  armies into battle. Within spitting distance of
  the statue is the Stag-Horned Flagon, a cozy
  tavern.
  Sword Coast Adventurer’s Guide and Storm 
  King’s Thunder have additional information on 
  Amphail.
  8
  House Rosznar
  
   
   
  
  Appendix A. NPC’s
  Jalanvaloss
  In many ways, she’s more Waterdavian than
  most Waterdavians.
  - Laeral Silverhand
  Jalanvaloss is a steel dragon that has resided
  in  Waterdeep  at  one  point  or  another  for
  centuries, having been touched by the dragon-
  staff of Ahghairon long ago. 
  Not having a typical horde of treasury, Jalan-
  valoss has an affinity for real estate and covets
  the property deeds humans are so fond of. She
  fully  or  partially  owns  numerous  shops
  throughout Waterdeep (although always with at
  least  a  controlling  share),  with  some  of  the
  more  famous  being  the  House  of  Pride
  Perfumes (J1), Meiroth’s Fine Silks (J2), The
  Sword’s Rest Inn (J3); Firesong Villa (J4), and
  Stagdown Manse (J5). One feature all of her
  properties have in common is that they all have
  upper-floor  apartments; at  least  one  in  each
  building is never rented and has its own secret
  entry linked to cellars, nearby stables, or the
  sewers. She’s shown a particular weakness for
  properties around the High Forest, where she
  dreams  of  founding  her  own  kingdom,
  commanding an army of human adventurers.
  In  her  true  form,  Jalanvaloss  looks  like  a
  slender, 30-foot-long dragon with shiny steel-
  gray  scales  covering  her  body, steely  talons,
  and blade-like horns that sweep back from her
  narrow head. She assumes a different human
  shape for visiting each property. Very few know
  of her true identity, but broader rumors exist of
  a steel dragon who once lived in Waterdeep
  that left a vast horde hidden in the city, perhaps
  in the sewers or in a well guarded tomb some-
  where in the City of the Dead. Some versions of
  these  rumors  state  that  the  caches  contain
  nothing but clothing, makeup, and accessories
  that support her many human personas; other
  versions state they contain a small mountain of
  deeds  for  properties  throughout  the  Sword
  Coast.
  She is deeply enmeshed in the schemes of
  Waterdeep’s  merchant  nobility  and  has  long
  opposed  the  Cult  of  the  Dragon,  actively
  helping  preventing  it  from  establishing  a
  foothold in Waterdeep (including the slaying of
  the black  dragon, Nabalnyth  when he estab-
  lished a presence in the Rat Hills outside of the
  city). She has a particular affinity to followers
  of Lathander and Pelor, as well as members of
  House Rosznar.
  Spellcasting.  Also known as ‘The Wyrm of
  Many Spells’, she was magically altered in her
  youth when she was the steed of the wizard
  Rathtalies, resulting in her acquiring the ability
  to cast spells as a 12th level wizard when in
  human shape. She’s collected many spells and
  has created a few of her own.
  Tactics. Jalanvaloss is constantly scheming,
  displaying an aptitude and a love for all manner
  of tangled intrigues. She is constantly nurturing
  new agents and allies, few of whom know the
  true identity of their benefactor. As with most
  steel dragons that avoid combat where it can,
  the Wynn of Many Spells avoids situations that
  might  lead  to  physical  combat  whenever
  possible, but once she enters into battle, her
  fury is unmatched. If possible, she attempts to
  maneuver the field of battle to her advantage
  before such hostilities erupt.
  Group Patron
  Jalanvaloss  is  an  enthusiastic  fan  of  adven-
  turers  and enjoys  their  company. She  could
  easily be willing to insert herself into the roll of
  a group patron, although that doesn’t stop her
  from constantly manipulating them. 
  Perks.  Parties  with  Jalanavaloss  as  their
  patron might receive the following perks:
   Discounts. You receive a 10 percent discount
  at any establishment owned by Jalanvaloss.
   A Dragon’s Charm. Jalanvaloss’s charm has
  rubbed off on you, you can cast the  friends
  cantrip once per day.
   Always a Way Home. You have access to a
  permanent  teleportation circle located in a
  secret room of Meiroth’s Fine Silks, located
  in the Trades Ward of Waterdeep.
  Contact. Jalanvaloss’s main contact with the
  group  is  a  well  known  real  estate  broker,
  Simeel Rosznar (LG female human bard).
  Agents. Jalanvaloss has developed a strategy
  of using multiple real estate agents to insure
  land owners don’t know the true buyer’s iden-
  tity.  Adventures  will  often  be  tasked  with
  scouting properties, negotiating prices with all
  variety  of  land  owners,  collecting  rents,  or
  expelling unwanted tenants.
  10
  House Rosznar
  
  Jalanvaloss
  Huge dragon (steel), neutral good
  Armor Class 19 (Natural Armor) 
  Hit Points 243 (18d12 + 126) 
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
  Saving Throws Dex +5, Con +12, Wis +6, Cha +10
  Skills Arcana +8, History +8, Perception +6, Stealth
  +5
  Damage Immunities Acid
  Senses Blindsight 60 ft., Darkvision 120 ft., Passive
  Perception 21
  Languages Common, Draconic, Elvish
  Challenge 16 (15,000 XP)      Proficiency Bonus +5
  Legendary Resistance (3/Day). If Jalanvaloss fails a
  saving throw, she can choose to succeed instead.
  Spellcasting (Human form only). Jalanvaloss is a 
  12th-level spellcaster. Her spellcasting ability is 
  Intelligence (spell save DC 16, +8 to hit with spell 
  attacks). While in human form, Jalanvaloss can cast 
  project image once per day and has the following 
  wizard spells prepared:
  Cantrips (at will): acid splash, friends, mage hand, 
  message, minor illusion
  1st level (4 slots): charm person, mage armor
  2nd level (3 slots): acid arrow, arcane lock, detect 
  thoughts, suggestion
  3rd level (3 slots): counterspell, fast friends, 
  scattergloom
  4th level (3 slots): arcane eye, steelsting, vitriolic 
  sphere
  5th level (2 slots): geas, modify memory
  6th level (1 slot): mass suggestion
  Actions
  Multiattack. Jalanvaloss can use her Frightful Pres-
  ence. She then makes three attacks: one with her 
  bite and two with her claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 17 (2d8 + 8) bludgeoning damage.
  Frightful Presence. Each creature of Jalanvaloss’s 
  choice that is within 120 feet of her and aware of 
  her must succeed on a DC 18 Wisdom saving throw 
  or become frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a 
  creature's saving throw is successful or the effect 
  ends for it, the creature is immune to Jalanvaloss’s 
  Frightful Presence for the next 24 hours.
  Breath Weapons (Recharge 5 6). 
  –
  Jalanvaloss uses 
  one of the following breath weapons.
  Acid Breath.  Jalanvaloss breathes acid in a 60-foot 
  long, 5-foot wide line. Each creature in that area 
  must make a DC 20 Constitution saving throw, 
  taking 58 (13d8) acid damage on a failed save, or 
  half as much damage on a successful one.
  Paralyzing Breath. Jalanvaloss exhales paralyzing 
  gas in a 60-foot cone. Each creature in that area 
  must succeed on a DC 20 Constitution saving throw
  or be paralyzed for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Change Shape. Jalanvaloss magically polymorphs 
  into a humanoid or beast that has a challenge rating
  no higher than her own, or back into her true form. 
  She reverts to her true form if she dies. Any equip-
  ment she is wearing or carrying is absorbed or 
  borne by the new form (Jalanvaloss’s choice).
  In a new form, Jalanvaloss retains her alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and Intelligence,
  Wisdom, and Charisma scores, as well as this 
  action. Her statistics and capabilities are otherwise 
  replaced by those of the new form, except any class 
  features or legendary actions of that form.
  Legendary Actions
  Jalanvaloss can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. She regains spent legen-
  dary actions at the start of her turn.
  Detect. Jalanvaloss makes a Wisdom (Perception) 
  check.
  Tail Attack. Jalanvaloss makes a tail attack.
  Wing Attack (Costs 2 Actions). Jalanvaloss beats 
  her wings. Each creature within 10 feet of her must 
  succeed on a DC 21 Dexterity saving throw or take 
  15 (2d6 + 8) bludgeoning damage and be knocked 
  prone. She can then fly up to half her flying speed.
   
  11
  House Rosznar
  
  Jalanvaloss’s Lair
  Jalanvaloss doesn’t patrol and defend a terri-
  tory as most dragons do, her lair could be said
  to be the entirety of Waterdeep; although she’ll
  happily share the city with other dragons hiding
  in human form that don’t disturb city life. She
  will reveal herself; however, to savagely fight off
  any wyrm who dares threaten Waterdeep or
  citizens in its immediate surroundings.
  Lair Actions
  On initiative count 20 (losing initiative ties), the
  dragon takes a lair action to cause one of the
  following effects:
   Jalanvaloss creates fog as if it had cast the fog
  cloud spell. The fog lasts until initiative count
  20 on the next round.
   A blisteringly cold wind blows through the
  area  near the dragon. Each creature within
  120 feet of the dragon must succeed on a DC
  15 Constitution saving throw or take 5 (1d10)
  cold  damage.  Gases  and  vapors  are
  dispersed  by  the  wind,  and  unprotected
  flames  are  extinguished.  Protected  flames,
  such as lanterns, have a 50 percent chance of
  being extinguished.
  Regional Effects
  The  region  containing  a  legendary  Steel
  dragon’s lair is warped by the dragon’s magic,
  which  creates  one  or  more  of  the  following
  effects. Jalanvaloss has chosen to only use her
  regional effects to benefit the residents of the
  City of Splendors, as a political  move to help
  keep both the  Blackstaff and the ever-bother-
  some Watchful Order of Magists and Protec-
  tors from arguing against her removal from the
  city.
   Once  per  day,  Jalanvaloss can  alter  the
  weather in a 6-mile radius centered on  The
  Market in Waterdeep. She doesn’t need to be
  outdoors; otherwise the effect is identical to
  the  control  weather spell.  Jalanvaloss  typi-
  cally  uses  this  to make the  weather more
  comfortable for the residents (southern wind
  in the winter, etc).
   Within  1  mile  of  the  walls  of  Waterdeep,
  winds buoy non-evil creatures that fall due to
  no act of  Jalanvaloss’s  or her allies.  Such
  creatures descend at a rate of 60 feet per
  round  and  take  no  falling  damage. Water-
  deep Griffon Cavalry riders have found this
  particularly  helpful  although  they  are  not
  aware of the true source of the effect.
  If Jalanvaloss dies, changed weather reverts to
  normal, as described in the spell, and the other
  effects fade in 1d10 days.
  Steel dragons are metallic and appear in 
  Waterdeep  Dungeon of the Mad Mage
  –
  , as 
  well as in multiple legacy publications. Jalan-
  valoss is described in several legacy publica-
  tions and is on D&D Beyond, https://www.dnd-
  beyond.com/monsters/1809457-jalanvaloss 
  Black Viper (Historical)
  Your turn to contribute  may the rest of your
  –
  day be as nice.
  -The Black Viper
  The original Black Viper persona was created
  by Alauneth Orrane, from Amphail, when she
  made  a  lair  for  herself  in  Undermountain,
  becoming infamous for daringly robbing Water-
  davian nobles and merchants, usually accompa-
  nied by clouds of smoke that often knocked out
  victims.  She always left a note with just the
  phrase  “The Black Viper” scrawled on it. Her
  thefts were more a statement than a source of
  income and included heists such as stealing
  arms  from  inattentive  guards  and  snatching
  bridal gifts from bedchambers.
  In  later  years  she  allied  herself  with  the
  Shadow Thieves, originally as a scout and later
  in the formal role as Silhouette of Shadows, the
  leader of the Waterdeep sect of the organiza-
  tion. In this role she focused on recruiting and
  thieving to gain material that could be used to
  blackmail nobles and merchants in the event
  they  were  needed  to  help  counter  threats
  against the guild’s activities.
  Her  weapon,  the  viperfang,  is  currently
  hidden  in  Yellowspire  Tower.  She  was  also
  rumored to own a  +3 mithral chain shirt, the
  dartdasher,  slippers of shadowwawlking, and
  other magic items; the whereabouts of which
  are unknown. See Appendix C for magic item
  descriptions.
  Waterdeep  Dragonheist
  –
   has more details on 
  Esvele Rosznar, and her role as the current 
  Black Viper.
  12
  House Rosznar
  
  Appendix B. Spells
  Fast Friends
  3rd level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Concentration, up to 1 hour
  When you need to make sure something gets
  done, you can't rely on vague promises, sworn
  oaths,  or  binding  contracts  of  employment.
  When you cast this spell, choose one humanoid
  within range that can see and hear you, and
  that can understand you. The creature must
  succeed on a Wisdom saving throw or become
  charmed  by  you  for the duration. While  the
  creature is charmed in this way, it undertakes
  to perform any services or activities you ask of
  it in a friendly manner, to the best of its ability.
  You can set the creature new tasks when a
  previous task is completed. or if you decide to
  end its current task. If the service or activity
  might  cause  harm  to  the  creature.  or  if  it
  conflicts with the creature's normal activities
  and desires. the creature ca n make another
  Wisdom saving throw to try to end the effect.
  This save is made with advantage if you or your
  companions  are  fighting  the  creature.  If  the
  activity would result in certain death for the
  creature, the spell ends.
  When the spell ends, the creature knows it
  was charmed by you.
  At Higher Levels.  When you cast this spell
  using a spell slot of 4th level or higher, you can
  target  one  additional  creature  for  each  slot
  level above 3rd.
  Fast friends is found in Acquisitions Incorpo-
  rated.
  Scattergloom
  3rd level evocation
  Casting Time: 1 action
  Range: 35 feet (100-foot radius)
  Components: V
  Duration: Concentration, 3 rounds
  You create four cylinders of magical darkness
  within the area, which randomly and rapidly
  move around at ground level. The cylinders of
  shadow (called "glooms") occupy space 5-foot
  square and 10 feet tall, and cannot leave the
  area of the spell. A creature with darkvision
  can't see through this darkness, and nonmag-
  ical light can't illuminate it.
  The glooms are under your  limited control.
  While  the spell is in  effect, you can use an
  action to direct a controlled gloom to attach
  itself  to and envelop a particular  target and
  follow it. The target is surrounded by magical
  darkness  unless  it  successfully  makes  a
  Wisdom saving throw, which cause the gloom
  to dissipate. Once the gloom is attached to a
  target, a gloom stays with the target until the
  spell expires.
  At Higher Levels.  When you cast this spell
  using a spell slot of 4th level or higher, the
  duration  increases  by  1 round for  each  slot
  level above 3rd.
  Scattergloom is on D&D Beyond, https://
  www.dndbeyond.com/spells/1049675-scatter-
  gloom, and is a revision of the spell in Dragons 
  of Faerûn.
   
  13
  House Rosznar
  
  Steelsting
  4th level evocation
  Casting Time: 1 action
  Range: 140 feet (25-foot cylinder)
  Components: V
  Duration: Instantaneous
  This spell brings into being a brief maelstrom
  of dagger-like flying darts of enchanted force,
  that whirl and flash about within  the spell’s
  area of effect, slicing all creatures they come
  into contact with. Each creature in a 10-tall by
  25-foot wide cylinder centered on a point of the
  caster’s choosing must make a Dexterity saving
  throw. A target takes 6d4  force damage on a
  failed  save,  or  half  as  much  damage  on  a
  successful one.  
  The  magical  blade-like  “darts”  the  spell
  creates  are  emissions  of  a  whirling  magical
  field.  Shields  and  armor  can’t  stop  them,
  though a wall or closed door can; rather than
  ricocheting off a partial barrier such as a shield,
  a dart simply “dissolves” back into the field and
  flares into sharpness again on the other side of
  the barrier.
  At Higher Levels.  When you cast this spell
  using a spell slot of 5th level or higher, the
  damage increases by 1d4 for each slot level
  above 4th.
  Steelsting is on D&D Beyond, https://www.dnd-
  beyond.com/spells/1049647-steelsting, and is a
  revision of the spell in Dragons of Faerûn.
  Appendix C. 
  Magic Items
  Dartdasher
  Weapon (rapier), rare 
  You have a +1 bonus to attack
  and  damage  rolls  made  with
  this  magic  weapon.  While
  wielding this weapon, you are
  immune  to
   magic  missile.
  When  you are  subjected  to a
  magic missile spell, the weapon
  absorbs it. On your next turn,
  you can use an action to direct
  it at a new target; otherwise the
  spell drains harmlessly away.
  Dartdasher is on D&D Beyond, https://www.d-
  ndbeyond.com/magic-items/3625292-dart-
  dasher , and is a revision of the item in Water-
  deep, City of Splendors. 
  Viperfang
  Weapon (dagger), very rare
  Custom-built to the Black Viper’s specifications
  by  the  shade Hadrhune,  this  unique  black
  dagger has a curved blade and serrated edge.
  You gain a +2 bonus to attack and damage
  rolls made with this magic weapon.
  You can use an action to cause thick, black
  poison to coat the blade. The poison remains
  for  1  minute  or  until  an  attack  using  this
  weapon  hits  a  creature.  That  creature  must
  succeed on a DC 16 Constitution saving throw
  or  take  2d10  poison  damage  and  become
  poisoned for 1 minute. The dagger  can't  be
  used this way again until the next dawn.
  Viperfang is a dagger of venom with a +2 bonus
  and is a revision of the item in Waterdeep, City 
  of Splendors. 
  14
  House Rosznar
  
  Slippers of Shadowwalking
  Wondrous Item, very rare (requires attunement)
  These soft black slippers were originally fash-
  ioned by the human necromancer Marune, in
  his attempts to give the Shadow Thieves an
  edge over the Lords of Waterdeep. When worn,
  they enable the wearer to shadowwalk once per
  day. 
  To use the slippers, you must be in an area of
  shadowy  illumination.  You  and  any  creature
  you touch are then transported along a coiling
  path of shadowstuff to the edge of the Material
  Plane where it borders the Plane of Shadow.
  The effect is largely illusory, but the path is
  quasi-real. You can take more than one crea-
  ture along with you (up to 1 per your level), but
  all must be touching each other.
  In the region of shadow, you move at a rate of
  50  miles  per  hour,  moving  normally  on  the
  borders of the Plane of Shadow but much more
  rapidly relative to the Material Plane. Thus, you
  can use this item to travel rapidly by stepping
  onto the Plane of Shadow, moving the desired
  distance, and then stepping back onto the Mate-
  rial Plane.
  Because of the blurring of reality between the
  Plane of Shadow and the Material Plane, you
  can’t make out details of the terrain or areas
  you  pass  over  during  transit,  nor  can  you
  predict perfectly where your travel will end. It’s
  impossible  to  judge  distances  accurately,
  making the  item virtually useless for scouting
  or spying. Furthermore, when the item’s effect
  ends, you are shunted 1d10 x 100 feet in a
  random horizontal direction from your desired
  endpoint. If this would place you within a solid
  object, you are shunted 1d10 x 1,000 feet in the
  same  direction.  If  this  would  still  place  you
  within a solid object, you (and any creatures
  with  you)  are  shunted  to  the  nearest  empty
  space available, but the strain of this activity
  induces each creature with level 1 exhaustion
  (no save).
  Shadowwalk can also be used to travel to
  other  planes  that  border  on  the  Plane  of
  Shadow, but this usage requires the transit of
  the Plane of Shadow to arrive at a border with
  another  plane  of  reality.  The  transit  of  the
  Plane of Shadow requires 1d4 hours.
  Any creatures touched by you when the slip-
  pers are used also makes the transition to the
  borders of the Plane of Shadow. They may opt
  to follow you, wander off through the plane, or
  stumble  back  into  the  Material  Plane  (50%
  chance for either of the latter results if they are
  lost  or  abandoned  by  you).  This  effect  is
  negated for any unwilling creature that success-
  fully makes a DC10 Wisdom saving throw.
  This item is on D&D Beyond, https://www.dnd-
  beyond.com/magic-items/3625307-slippers-of-
  shadowwalking, and is a revision of the item in 
  Waterdeep, City of Splendors.
  Appendix D. 
  Equipment
  Red Hyd
  Type:  Poison  (Ingested)  Cost:  150  gp      
  Weight: 3 lb
  While most poison comes in a vial, Red Hyd
  comes in a wine bottle. Tasting like red wine
  with hints of oak, berries, and herbs, a creature
  that  has  consumed  more  than  one  standard
  wine-glass sized container of this poison must
  make  a  DC  16  Constitution  saving  throw
  approximately 1 hour after consumption of the
  second glass. On a failed save, it takes 6 (1d12)
  poison damage per glass of poison consumed
  and is poisoned for 24 hours. On a successful
  save, the creature takes half damage and isn't
  poisoned. For purposes of calculating damage,
  a partially  consumed  glass  counts  as  a  full
  glass.
  Ingested. A creature must ingest at least one
  wine-glass sized container of poison to suffer
  its effects. 
  Wine, Scarlet Rosznar 
  (bottle)
  Type: Drink Cost: 50 gp Weight: 3 lb
  This  ordinary  rare  wine,
  tasting of oak and berries, is
  produced  in  the  Amphail
  region of the Sword Coast and
  is a product of House Rosznar.
   
  15
  House Rosznar
  
  Appendix D. Rosznar Estate
  First Floor
  Main House
  1. Main social area
  2. Main dining area
  3. Staff area
  4. Privy
  Staff House
  5. Break area
  Guest House
  4. Privy
  6. Main social/living area
  Stables
  7. Family stables
  16
  House Rosznar
  
  Second Floor
  Main House
  1. Master bedroom
  2. Private bath
  3. Bedrooms
  4. Privy
  8. Private Study
  Staff House
  4. Privy
  7. Staff sleeping area
  Guest House
  3. Bedrooms
  4. Privy
  5. Lounge area
  Stables
  4. Privy
  6. Hay loft and storage
  7. Staff sleeping area
   
  17
  House Rosznar
  
  Third Floor
  Main House
  1. Bedrooms
  2. Storage
  3. Privy
  Fourth Floor
  Main House
  1. Library
  2. Bedrooms
  3. Privy
  18
  House Rosznar
  
  Fifth Floor
  Main House
  1. Private apartment
  2. Kitchen
  3. Bath
  4. Bedroom
  5. Balcony
  Basement
  1. Main Kitchen
  2. Wine cellar
  3. Staff sleeping area
  4. Storage
  5. Privy
  6. Passage to sewer
   
  19
  House Rosznar
  
  Appendix E. Other Rosznar Properties
  Rosznar’s Realty Floor
  Located in the Sea Ward, this office building has a
  front and back  office  as well as a foyer by the
  street.
  Rosznar’s Fine Jewels
  Located in the Trade’s Ward, this building has a
  front  showroom  and  a  large  vault  in  the  back,
  consisting of wood, stone, and steel walls. It has
  several  guards and wards spells cast on the door
  and on the bags and boxes of gems inside the vault.
  Rosznar’s Wines
  Located in the Castle Ward, this store has a
  clerk’s  counter in the front, a large room
  with tables and wine racks set up for wine
  tasting events, and wine storageuse in the
  back.
  20
  House Rosznar
  
  Appendix F. 
  Background 
  While the Player’s Handbook provides a noble
  background which can be used for a character,
  the Sword Coast Adventurer’s Guide provides a
  more specific Waterdavian noble background.
  Waterdavian Noble
  You are a scion of one of the great noble fami-
  lies of Waterdeep. Human families who jeal-
  ously guard their privilege and place in the City
  of Splendors, Waterdavian nobles have a repu-
  tation  across  Faerûn  for  being  eccentric,
  spoiled, venal, and, above all else, rich.
  Whether you are a shining example of the
  reason for this reputation or one who proves
  the rule by being an exception, people expect
  things of you when they know your surname
  and what it means. Your reasons for taking up
  adventuring likely involve your family in some
  way:  Are  you  the  family  rebel,  who  prefers
  delving in filthy dungeons to sipping zzar at a
  ball? Or have you taken up sword or spell on
  your family’s behalf, ensuring that they have
  someone of renown to see to their legacy?
  Work with your  DM to come up with the
  family  you  are  part  of  —there  are  around
  seventy-five lineages in Waterdeep, each with
  its  own  financial  interests,  specialties,  and
  schemes. You might be part of the main line of
  your  family,  possibly  in  line  to  become  its
  leader one day. Or you might be one of any
  number of cousins, with less prestige but also
  less responsibility.
  Skill Proficiencies: History, Persuasion
  Tool Proficiencies: One type of gaming set or
  one musical instrument
  Languages: One of your choice
  Equipment: A set of fine clothes, a signet ring
  or brooch, a scroll of pedigree, a skin of fine
  zzar or wine, and a purse containing 20 gp
  Feature: Kept in Style
  While you are in Waterdeep or elsewhere in the
  North, your house sees to your everyday needs.
  Your name and signet are sufficient to cover
  most of your expenses; the inns, taverns, and
  festhalls you frequent are glad to record your
  debt and send an accounting to your family’s
  estate in Waterdeep to settle what you owe.
  This advantage enables you to live a comfort-
  able lifestyle without having to pay 2 gp a day
  for it, or reduces the cost of a wealthy or aristo-
  cratic lifestyle by that amount. You may not
  maintain a less affluent lifestyle and use the
  difference as income—the benefit is a line of
  credit, not an actual monetary reward.
  Suggested Characteristics
  Use the tables for the noble background below
  as the basis  for your traits  and motivations,
  modifying the entries when appropriate to suit
  your identity as a member of a Waterdavian
  family.
  Like other nobles, you were born and raised
  in a different world from the one that most folk
  know—one that grants you privilege but also
  calls you to fulfill a duty befitting your station.
  Your bond might be associated with your family
  alone, or it could be concerned with another
  noble house that sides with or opposes your
  own. Your ideal depends  to some extent on
  how you view your role in the family, and how
  you intend to conduct yourself in the world at
  large as a representative of your house.
  d8
  Personality Trait
  1
  My eloquent flattery makes everyone I 
  talk to feel like the most wonderful and 
  important person in the world. 
  2
  The common folk love me for my kind-
  ness and generosity. 
  3
  No one could doubt by looking at my re-
  gal bearing that I am a cut above the un-
  washed masses. 
  4
  I take great pains to always look my best 
  and follow the latest fashions. 
  5
  I don’t like to get my hands dirty, and I 
  won’t be caught dead in unsuitable ac-
  commodations. 
  6
  Despite my noble birth, I do not place 
  myself above other folk. We all have the 
  same blood. 
  7
  My favor, once lost, is lost forever. 
  8
  If you do me an injury, I will crush you, 
  ruin your name, and salt your fields. 
   
  21
  House Rosznar
  
  d6
  Ideal
  1
  Respect. Respect is due to me because 
  of my position, but all people regardless 
  of station deserve to be treated with dig-
  nity. (Good) 
  2
  Responsibility. It is my duty to respect 
  the authority of those above me, just as 
  those below me must respect mine. 
  (Lawful) 
  3
  Independence. I must prove that I can 
  handle myself without the coddling of my
  family. (Chaotic) 
  4
  Power. If I can attain more power, no 
  one will tell me what to do. (Evil)   
  5
  Family. Blood runs thicker than water. 
  (Any) 
  6
  Noble Obligation. It is my duty to pro-
  tect and care for the people beneath me. 
  (Good) 
  d6 Bond
  1
  I will face any challenge to win the ap-
  proval of my family. 
  2
  My house’s alliance with another noble 
  family must be sustained at all costs. 
  3
  Nothing is more important than the other 
  members of my family. 
  4
  I am in love with the heir of a family that 
  my family despises. 
  5
  My loyalty to my sovereign is unwavering. 
  6
  The common folk must see me as a hero 
  of the people. 
  d6
  Flaw
  1
  I secretly believe that everyone is be-
  neath me. 
  2
  I hide a truly scandalous secret that 
  could ruin my family forever. 
  3
  I too often hear veiled insults and threats
  in every word addressed to me, and I’m 
  quick to anger. 
  4
  I have an insatiable desire for carnal 
  pleasures. 
  5
  In fact, the world does revolve around 
  me. 
  6
  By my words and actions, I often bring 
  shame to my family. 
  Family Brooch
  To serve as a player 
  reminder of family benefits, a
  family brooch is a magic 
  item that lists the benefits 
  noted under the “Welcome 
  to the Family” section, which
  can be added to a character’s
  inventory. While listed as a 
  magic item for sharing 
  purposes, there are no other 
  magical benefits. The item 
  can be found here: https://
  www.dndbeyond.com/magic-
  items/3614783-rosznar-
  signet-ring.
  22
  House Rosznar
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Forgotten Realms/Waterdeep/House Rosznar v2.2 (Sanitized).pdf