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  Publisher: Eastman Dunn Press
  Designers: Benjamin L. Eastman and Matt Dunn
  Proofreading: Evan Perlman. Any and all errors are ours
  and ours alone.
  Logo: Sean Maroney
  Interior Design: With the help of Scott Tolksdorf's
  Homebrewery website.
  Artwork: Page backgrounds by Nimgyu. Map of Handout A
  by Dyson Logos, of whom we are proud supporters of his
  Patreon. All other artwork is from the public domain or made
  available through the DMs Guild Community Art Packs.
  Contact Us: eastman.dunn.press@gmail.com
  This adventure is inspired by our love of TV and movies that
  depict heists. The Complication Point mechanic described
  herein is inspired by roleplaying games like Dungeon World,
  7th Sea and Modiphius' 2d20 system used in Star Trek
  Adventures. We strongly encourage you to purchase these
  games to explore different ways to tell your 5E D&D stories.
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  A busy day in the Docks Ward near the Coven safehouse.
  e
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  T
  he chimneys of Trollskull Manor must be
  repaired before you can open for business.
  With repair bills piling up, you lack the gold
  pieces, or dragons, to pay the Guild of
  Stonecutters, Masons, Potters and Tile-
  makers.
  Luckily for you, a skilled steeplejack has his own problem
  that you are uniquely suited to resolve. While transporting
  her employer’s jewelry, the steeplejack's wife was robbed. He
  knows where the thieves fenced the jewelry, and he’s willing
  to repair the chimneys at a considerable discount if you can
  recover the jewelry before it’s missed.
  In Waterdeep, they say that one hand washes another. Can
  you help the steeplejack in exchange for affordable repairs?
   
   
   
   
  While enjoyable whenever low-level PCs are in
  Waterdeep, Leverage adventures work best when
  the PCs are working to reopen Trollskull Manor.
  Instead of joining factions, the PCs aid guild
  members who need the PCs’ skills. As one hand
  washes the other, the guild members provide
  discounted or free work to repair the tavern.
  This adventure can easily be adapted for higher
  levels by increasing the DC of challenges. Consider
  increasing the listed DC by 1 for 3rd and 4th level
  characters or by 2 for 5th level characters.
   
  After saving Floon Blagmaar in Chapter 1 of Waterdeep:
  Dragon Heist, Volo rewarded the player characters (PCs)
  with the deed to Trollskull Manor. Once the heart of Trollskull
  Alley, the tavern has seen better days. To reopen for business,
  the PCs must scrabble together enough coin for repairs and
  Guild licenses.
  At the top of the list for repairs are Trollskull Manor’s five
  chimneys. If the tavern can’t stay warm during the winter and
  dry during the summer, the PCs can’t attract customers.
  Because of its cavernous ceilings, all five chimneys must
  function — and none of them seem to function.
  The PCs solicited three bids from licensed members of the
  Guild of Stonecutters, Masons, Potters and Tile-makers.
  Including guild license, the lowest offer is 250 gp. Even if the
  PCs can pool their resources to pay the full fee, it may not be
  the best use of their limited resources.
   
  A steeplejack name Cole Clambertop visits Trollskull Manor
  with a problem. While transporting jewelry owned by her
  employer, House Rosznar, his wife Gilamund was robbed. He
  tells the PCs where the jewelry has been fenced and is
  awaiting transport. If they can return the jewelry before the
  Rosznars learn of its absence, he will repair the Manor’s five
  chimneys at cost.
  Going to the Docks Ward, the PCs easily find the safehouse
  where the Coven, a Rashemi gang, operates the fence
  operation. The PCs “case the joint” by investigating how the
  safehouse is operated. They must be wary, as the Coven’s
  “matriarch” Cybill Radomir pays local citizens to keep their
  eyes open and the City Watch keep their eyes turned.
  Based upon the information learned, the PCs next infiltrate
  the safehouse. They may impersonate guild members making
  an unscheduled delivery of food and ale that’s already paid in
  full, or they may dance across rooftops before descending
  through an ajar third-story window. They may pose as thieves
  desperate to fence stolen property through the Coven, or they
  may even use flames to flush out the thieves!
  No matter their approach, something eventually goes
  wrong and the heist goes sideways. Gang members may
  come across the PCs skulking through the safehouse, or the
  PCs may stumble into a cunning alarm. The PCs may be
  betrayed by a close confidante or a corrupt member of the
  City Watch, or Cybill may even make an offer that turns one
  PC against the others!
  Once they obtain the stolen jewelry, the PCs flee over
  rooftops or by the streets or sewers, returning to Trollskull
  Manor. They give the jewelry to their new friend Cole, saving
  money on repairs 
   but making new enemies in turn.
   
  It is a quiet morning in Trollskull Alley. While you work to
  repair a curtain rod, a fire genasi wanders in through the front
  door. He pulls a still-functioning chair from a pile of debris in
  the center of the tavern  Dragging it up to the bar, he calls out,
  “Let me get the house special.”
  A disembodied hand pulls a dusty brown bottle from behind
  the bar and pours the last dregs into a small tumbler. The fire
  genasi takes a sip before smiling in relief  He utters, “It’s been
  too long, Lif.”
  Seated at the bar is Cole Clambertop (CG male fire genasi
  commoner), who is being served by Lif (specter), the spirit of
  the last owner of Trollskull Manor. The PCs recognize Cole
  as a steeplejack who offered to repair the chimneys. When
  approached, Cole tells the PCs that he has come to revise his
  previous offer. Instead 250 gp, he’s willing to fix all five
  chimneys for 100 gp — so long as the PCs can help him out
  of a jam.
  If the PCs entertain his offer, Cole discloses the following
  information:
  Cole’s wife Gilamund (LN female Illuskan human
  commoner) works for House Rosznar. Her employer
  tasked her with transporting jewelry for repair in the
  Trades Ward.
  While returning with the repaired jewelry, Gilamund was
  robbed by a crew of thugs headed up by her estranged
  cousin Olan Kemble (CE male Illuskan human thug).
  3
  Waterdeep: Leverage
  
   
    
  Lady Rosznar has not discovered the missing jewelry —
  yet. Upon discovery, Gilamund will certainly lose her job.
  If the connection to her cousin is discovered, she will
  likely be convicted of theft. Under the Code Legal,
  Gilamund would be sentenced to one month’s hard labor
  and be fined the value of the stolen jewelry (300 gp) plus
  another 500 gp.
  Via shady guild connections, Cole knows the location of
  Olan’s fence. He also knows that the stolen jewelry won’t be
  moved out of Waterdeep for at least another day. If the PCs
  can recovery the jewelry, he can repair all five chimneys for
  the cost of supplies and a guild license (100 gp).
  Cole absolutely refuses to introduce the PCs to his guild
  connections. Because time is of the essence, he also
  dissuades the PCs from speaking with his wife. Should the
  PCs insist, Cole invites them to speak to Gilamund after
  work. While she provides evidence that her cousin has gone
  into hiding, Gilamund doesn’t know where Olan has fled.
  Attempts to find him in Waterdeep are dead ends.
  Once the PCs agree to help, Cole provides more
  information about the fence operation. Cybill Radomir (CE
  female Rashemi human spy) is the leader of a gang called the
  Coven that is affiliated with the Xanathar's Guild. The Coven
  operates a safehouse in the Dock Ward where they keep the
  stolen goods until they can be moved outside the city. With
  violence between the Black Network and the Xanathar's
  Guild spilling into the streets, the gang operates more
  brazenly. Most gang members serve as muscle to protect the
  operation while Cybill appraises the stolen goods.
  Neither Cole nor Gilamund know how the Coven moves
  the fenced goods from the safehouse to the dockyard. More
  information about their operation is found the sidebar below.
   
   
   
   
   
   
  Cybill is a tall woman aged around 30 years  She
  favors clothing that is earthen red or muddy brown,
  and she wears her dark hair back in a ponytail  She
  always carries a dagger at her side, and some say
  her eyes can pierce your very soul
  Like Cybill, most of the gang members are
  Rashemi, an ethnic group from northeastern
  Faerûn. A matriarchal society, the gang members
  are Rashemi men who unquestioningly follow the
  gang “mother,” Cybill.
  Rashemi are renowned for their stubbornness
  and tenacity on the battlefield. While just as
  resolute as their countrymen, the members of the
  Coven prefer a life of robbery and racketeering to
  that of battle  Some suggest that the Coven would
  take more pleasure in slaying a Hidden Lord of
  Waterdeep than a Red Wizard of Thay
  The Coven’s business model is simple — the
  gang provides a safe house where thieves can sell
  stolen property. The Coven uses a handy haversack
  to move the property from the safehouse to a
  music hall near the docks. There, the stolen goods
  are sold to merchants and ship captains who take
  the goods and antiquities abroad.
   
  n  
   
   
  n  
   
  While Cole's directions are precise, it takes about an hour to
  navigate everyday Waterdhavian traffic into the Docks Ward.
  Approaching from the north, you spot the safehouse from a
  distance due to its distinctive five-story tower. As you draw
  closer, you begin passing abandoned warehouses, tenements
  and busy grog halls serving thirsty sailors.
  Making their way to the Dock Ward, the PCs easily find the
  Coven’s three-story safehouse. You should provide the PCs
  with the map of the neighborhood (Handout A). The map also
  lists the height of each building measured in stories. The
  hideout is a three-story building with a tower that sits along
  the main thoroughfare.
  n
  Once in the neighborhood, the PCs can investigate the
  safehouse. The PCs can spy on the safehouse while browsing
  at local shops or supping at a nearby tavern. The PCs also
  may gain easy entry to the many warehouses, poorhouses
  and tenements that dominate the Docks Ward.
  Through investigating the neighborhood, the PCs learn
  information about the safehouse structure and Coven’s
  schedule. Most information is uncovered with successful DC
  13 skill checks. Once the PCs succeed on four skill checks,
  they should have enough information to devise a plan to
  infiltrate the safehouse and recover the jewelry. If a PC fails a
  check by 5 or more, mark one complication point. (See the
  Complication Point sidebar on the next page.)
  The PCs may use the following methods to case the joint.
  This is not intended to be exclusive, and you should reward
  player ingenuity. Be sure to grant advantage and
  disadvantage based upon the scenario.
  If the PCs monitor entry and exit from the safehouse, roll
  Perception or Insight checks. If successful, the PCs
  identify a watch pattern and the times where “customers”
  commonly come laden with contraband. The PCs also
  notice a third-story window that’s always ajar.
  If the PCs sneak into nearby warehouses or tenements to
  peer through the safehouse’s windows, roll Stealth
  checks. Trusting the locals, the Coven has become sloppy
  in hiding its illegal activity. The PCs can plainly observe
  gang members accepting stolen goods through third story
  windows. While contraband is generally taken to the
  North Tower, some thieves are invited into the Tower.
  If the PCs spend time at a nearby grog hall called Etna’s,
  roll Arcana or Investigation checks. A nearby raven is
  resting on a railing, pretending to peck at a snail while
  watching the hall. When a hill dwarf sorcerer cloaked in
  the garb of the Watchful Order of Magists and Protectors
  leaves, the raven follows her back to the safehouse.
  If the PCs contact members of one of the many
  Waterdhavian guilds, roll History or Persuasion checks.
  There is a secret entrance along the east wall where the
  guilds can deliver meat, cheese, beer and anything else
  that the gang orders.
  4
  Waterdeep: Leverage
  
   
    
  If the PCs start a commotion in the street or nearby alley,
  roll Athletics or Performance checks. Other PCs can
  observe how quickly the seven gang members stationed
  on the first floor respond to the disturbance.
  At the conclusion of this section, the PCs should have an
  idea as to the number and capability of the Coven. The PCs
  also should have enough information to develop an approach
  to infiltrate the safehouse.
  To conduct its illegal operation, the Coven pays local
  residents to keep an eye out for anything strange. The PCs
  can remain generally inconspicuous by passing a DC 10
  Stealth check (use passive Stealth scores unless the PCs are
  actively trying to avoid detection).
  The PCs are unlikely to realize that they have been spotted.
  The locals do not approach the PCs, but instead report them
  to the Coven. If spotted, all DCs are increased by 2 in Section
  III (Infiltration).
  The Coven has also bribed local law enforcement. If the
  PCs report the illegal activity to the City Watch, Sergeant
  Dannin Pegos (LN rock gnome guard) promises to take
  action against the gang. He or another guard later tip off the
  Coven about the PCs, therefore increasing future DCs by 2.
  (This increase doesn’t stack if the locals also tip off the gang.)
   
  Once they’ve cased the joint, the PCs should decide upon
  their approach to infiltrating the safehouse. The PCs may use
  the following methods to infiltrate the safehouse. This is not
  intended to be exclusive, and you should reward player
  ingenuity. Be sure to grant advantage and disadvantage based
  upon the scenario.
  Taking this approach, the PCs gain entrance to the safehouse
  by posing as thieves fencing stolen goods. Once inside the
  safehouse, the PCs can negotiate their way into the North
  Tower.
  To execute this approach, the PCs must have an object
  worth fencing. If it glitters, sparkles or is worth 100 gp or
  more, Cybill likely can find a buyer for it. The Coven takes a
  30% cut for members of Xanathar’s Guild, but Cybill works
  with independent thieves for a 50% cut.
  To get past the front door, the PCs must convince the thugs
  to let them in. This requires a successful DC 10 Charisma
  (Deception, Intimidation or Persuasion) check. Should they
  fail, the PCs may retry but must use a different skill.
  Once in the safehouse, the PCs are taken to the second
  floor where they meet Gudahl (CE male Rashemi human
  thug). Gudahl is a suspicious man who vets anyone before
  meeting Cybill. The PCs must succeed on two DC 12
  Charisma (Deception, Persuasion) checks for failing twice
  before they are permitted in the North Tower. If the PCs fail,
  Gudahl allows them entry but eyes them suspiciously (mark
  two complication points).
  The PCs finally meet Cybill in the North Tower. To ensure
  they’re on the level, the PCs must succeed at three DC 13
  Charisma (Deception, Persuasion) checks before suffering
   
  Normally, a PC discerns the consequences of failed
  checks immediately  While this functions
  efficiently during combat or dungeon crawls, it may
  bog down heist adventures which rely heavily on
  skill checks.
  Instead, Leverage  Waterdeep uses the
  “Complication Points” mechanic. Instead of
  suffering the immediate consequences of a failed
  check, the PCs succeed at a cost — one or more
  complication points  Failed checks can alert foes as
  to the PCs presence, leading them to coordinate
  stronger and better armed allies  Failed checks may
  also mean that it takes longer for PCs to complete
  tasks  Every failure generates a narrative resource
  that the DM later draws upon to engage in creative
  storytelling that serves to keep the plot moving
  When the threat of failure is more remote,
  complication points are generated when the PCs
  fail by 5 or more. For example, the threat posed to
  the PCs who are Casing the Joint (Section 2) is
  much more distant than the threat posed to PCs
  who are actively infiltrating the safehouse (Section
  3). In the more direct and dangerous scenarios, any
  failure generates a complication point
  Whenever appropriate, the DM can spend
  complication points to create a new threat or
  condition which the PCs must overcome. In this
  adventure, you can spend complication points in
  Section IV (The Heist Goes Sideways) or Section V
  (Conclusion)
  three failures. The PCs may substitute Intelligence (Arcana,
  History, Nature, Religion) or Wisdom (Medicine, Survival)
  checks when relevant to the item being fenced. If the PCs fail
  these checks, Cybill may feign trust. Mark three complication
  points.
  Once the PCs have convinced Cybill that they’re
  trustworthy, she opens a hidden cabinet to pay them for the
  items. At this time, the PCs can see the stolen jewelry 
  although failure here almost certainly means that the heist
  will go sideways imminently. (Most likely, Cybill awakens a
  mimic posing as the secret cabinet — see Section IV.)
  With this approach, the PCs impersonate guild members
  delivering goods to the Coven. With the backdoor open, the
  PCs sneak into the North Tower and recover the jewelry.
  To execute this approach, the PCs need a willing member
  of a guild such as the Bakers’ Guild, the Fellowship of Salters,
  Packers and Joiners, or the Vintners’, Distillers’ and Brewers’
  Guild. Alternatively, the PCs may borrow (or perhaps
  "borrow") badges of guild membership.
  The gang members are suspicious because no delivery was
  scheduled for this week. If the PCs succeed on a DC 12
  Charisma (Deception, Intimidation, Persuasion) check, the
  gang members open the door and let them into the first floor
  of the safehouse. While being directed where to place the
  goods, the PCs may choose to assassinate their handlers.
  5
  Waterdeep: Leverage
  
   
    
  While infiltrating the safehouse, the PCs may be
  able to emerge from the shadows and attack a
  single gang member. Instead of bogging down the
  heist with initiative and combat, the PC can choose
  to silently kill or incapacitate the unnamed gang
  member. With each assassination, mark down two
  complication points that you can use later in the
  adventure. If that PC has the Sneak Attack ability,
  mark down one complication point instead.
  Named gang members, like Cybill, Olan and
  Gudahl, cannot be assassinated.
  The PCs may also decide to trick their handlers by
  succeeding on a DC 12 Charisma (Deception) check, thereby
  locking the handlers in first floor rooms.
  Moving to the second and third floors, each PC must tiptoe
  around the safehouse to avoid waking slumbering gang
  members. By succeeding at two DC 13 Dexterity (Stealth)
  check, the PCs reach the entrance to the North Tower. Mark
  one complication point for each failure.
  The PCs can gain entrance by picking a lock to the Tower
  (DC 16). They may also convince Cybill to open the door with
  a DC 15 Charisma (Deception) roll.
  Once in the North Tower, the PCs can convince Cybill to
  disclose the location of the stolen jewelry with a DC 15
  Charisma (Intimidation, Persuasion) check. The PCs also
  can locate the secret cabinet with a DC 20 Wisdom
  (Investigation, Perception) check. (Elves always have
  advantage on this check.)
  With this approach, the PCs infiltrate the safehouse through
  the ajar third-story window. Once inside, the PCs can sneak
  into the North Tower and recover the stolen gems.
  To execute this approach, the PCs must be able to reach
  this window. They can scale up the wall using a rope and
  grappling hook. From the roof of another building, they may
  leap to the roof of the safehouse or string up a zipline. Once
  on the roof, the PCs can descend through the window.
  Every PC that scales the wall must make a DC 10 Strength
  (Athletics) or DC 13 Dexterity (Acrobatics) check. PCs who
  fail this check still scale the wall, but they alert gang
  members inside the building. Mark one complication point
  for each failure.
  To descend through the ajar window, the PCs must gain
  access to the roof of an adjacent building. To leap to the
  safehouse roof, every PC must make a DC 12 Strength
  (Athletics) or DC 15 Dexterity (Acrobatics) check. PCs have
  advantage on these checks if they use a zipline or similar
  device to move from one roof to another.
  PCs who fail this check still make the leap, but their
  landing alerts gang members inside the building. Mark one
  complication point for each PC's failure.
  Feet planted firmly on the third floor, each PC must evade
  gang members by succeeding at a DC 13 Dexterity (Stealth)
  check to get to the entrance to the North Tower. Mark one
  complication point for each failure.
  The PCs can gain entrance by picking a lock to the Tower
  (DC 16) or by convincing Cybill to open the door with a DC
  15 Charisma (Deception) roll.
  Once in the North Tower, the PCs can convince Cybill to
  disclose the location of the stolen jewelry with a DC 15
  Charisma (Intimidation or Persuasion) check.
   
   
   
   
  With this approach, the PCs use an outside force to drive the
  Coven from safehouse. While the gang members address this
  outside force, the PCs dart into the building and recover the
  stolen jewelry.
  To use this approach, the PCs must be able to influence an
  outside force. This could be an organization such as a guild
  or the City Watch, or it can be a natural force such as fire.
  While members of the local City Watch are in the pocket of
  the Coven, the crime occurred in the Trade Ward. There, the
  PCs find that Sergeant Melbus Bobby (LG female Illuskan
  human bandit captain) is more concerned with the theft
  from a notable family. If the PCs succeed on three DC 13
  Charisma (Deception or Persuasion) checks before three
  failures, Sergeant Bobby arranges to raid the safehouse that
  very night. In the aftermath of the raid, the PCs have free
  reign of the safehouse to search for the secret cabinet.
  The PCs may be able to manipulate a guild member into
  shutting down the safehouse. For a 50 gp fee, the Cellarers’
  and Plumbers’ Guild can condemn the building and eject the
  Coven from the building for at least a tenday. For another
  meager 20 gp fee, each PC can join the guild on a trial basis
  to gain access to the safehouse. Searching the North Tower,
  the PCs can locate the secret cabinet with a DC 20 Wisdom
  (Investigation, Perception) check, the PCs locate the stolen
  jewelry. (Elves have advantage on this check.)
  The PCs may take a more direct approach to smoke out
  the Coven by setting the safehouse on fire. Most structures in
  the Dock Ward are constructed with wood, and fire spreads
  quickly in this tightly-constructed neighborhood. Regardless
  of race, background or profession, everyone in the Dock
  Ward pitches in to put out the fire 
   lest the fire consume
  their home or businesses.
  Once the building is on fire, the gang members abandon
  the safehouse to fetch water pails. In the tumult, the PCs can
  enter the smoking safehouse and gain ready access to the
  North Tower. In her haste to abandon the safehouse, Cybill
  left the door and the secret cabinet ajar. The PCs can stride
  into the safehouse and recover the stolen jewelry.
    
    
  If the PCs start a commotion in the streets, it
  draws the attention of the locals, the safehouse
  guards and perhaps even the City Watch  This may
  aid other PCs who are sneaking into the safehouse,
  or it may aid PCs in escaping when the Heist Goes
  Sideways. As lumbering or heavily-armored PCs
  may not be suited for this heist, parties may
  supplement their approach and raise a strategic
  ruckus
  6
  Waterdeep: Leverage
  
   
    
  Arson is dangerous and very illegal. Roll 1d8+1 to determine
  the number of structures in the neighborhood consumed
  before the fire is extinguished. Mark that many complication
  points. If caught while escaping (see Section IV), the PCs are
  likely tried and convicted of the crimes of arson and
  damaging property.
    
    
  With this approach, the PCs fight their way into the
  safehouse. If the PCs elect this option, the heist immediately
  goes sideways. The PCs should have no fewer than three
  encounters in the safehouse 
   one at the ground floor,
  another on the third floor and one in the North Tower where
  Cybill keeps the stolen jewelry. These encounters cost 1 less
  complication point than normal.
  At any time, the PCs could pivot from their approach and
  engage in violence. If the gang members are not assassinated
  or knocked unconscious within the first round of combat,
  they shout, alerting the rest of the gang. You may instead use
  a complication point for the gang member to raise the alarm
  during the first round of combat.
  If an alarm is raised, the PCs encounter a complication.
  See Section IV for ways that the heist might go sideways.
   
   
   
   
  Cybill keeps the stolen jewelry in a secret cabinet in her
  office. If she can’t be convinced or cajoled into disclosing its
  location, the PCs can locate the cabinet with a DC 20
  Wisdom (Investigation, Perception) check. (Elves have
  advantage on this check.)
  In addition to the stolen jewelry, Cybill keeps other jewels
  and coins in the secret cabinet worth 300 gp. Mark 1
  complication for every 100 gp stolen.
  Depending upon the season, the PCs face a different villain
  in Waterdeep: Dragon Heist. You may replace the assorted
  coins and jewels with an object that is owned or desired by
  the villain. Once in their possession, the PCs draw unwanted
  attention from the villain.
  Spring: Cybill has a counterfeit stone of Golorr that she
  has promised to the Xanathar.
  Summer: Cybill smuggled in the poison that the
  Cassalanters intend to use for their Founder’s Day feast.
  Fall: Cybill has promised a Jarlaxle a letter containing
  compromising information about a member of the Lord’s
  Alliance. He intends to use the letter to flip that member
  into supporting his membership in the Alliance.
  Winter: Cybill intercepted a letter from Thay suggesting
  that Manshoon is in Waterdeep. She has been negotiating
  with the Black Network for its return (lest any of his
  enemies learn of his whereabouts).
   
   
   
   
   
   
   
   
  There is no such thing as a perfect crime, and the PCs have
  likely generated several complication points after failing
  checks. Here is where the hammer falls on the PCs.
  You may use the below ideas for when the heist goes
  sideways. This list is neither exclusive nor exhaustive, and
  you can modify ideas to match the scenario. Be sure to listen
  to the PCs, who may inadvertently suggest great ideas.
   
   
   
   
  An abbreviated version of the Code Legal is found
  on page 222 of Waterdeep  Dragon Heist  For
  convenience, the punishment for a list of likely
  offenses is provided so you can remind the PCs of
  likely consequences.
  Assaulting a citizen carries a sentence of
  flogging, imprisonment up to a tenday and
  damages up to 1,000 gp.
  Arson carries a sentence of death or hard labor
  up to 1 year, with fines and damages covering
  the cost of repairs — plus 2,000 gp.
  Burglary carries a sentence of imprisonment up
  to 3 months and damages equal to the value of
  the stolen goods plus 500 gp.
  Murdering a citizen without justification carries
  a sentence of death or hard labor up to 10
  years, and damages up to 1,000 gp to the
  victim’s kin.
  Robbery carries a sentence of hard labor up to 1
  month and damages equal to the stolen goods
  plus 500 gp.
  `
  It’s a Trap! One of the PCs clatters into a simple trap
  constructed from pots and pans that is intended to make
  noise. (1 point). For each additional complication point you
  spend, it deals an additional 1d10 bludgeoning, piercing or
  slashing damage to that PC (your choice). For an additional 2
  complication points, the trap is coated with a poison that puts
  the target to sleep. This poison duplicates the effects of a 1st
  level sleep spell.
  Brute Squad: The PCs are confronted by two armed thugs
  (1 point). Add another thug for each additional point spent.
  Late Night Rendezvous: Lovers engaged in an amorous
  embrace witness the PCs assassinate one of the gang
  members. Believing the man to be innocent, they report the
  incident to the City Watch. Two guards of the City Watch
  arrive at the safehouse during the heist (1 point). Add one
  additional guard for each additional point spent.
  Backdraft: A highly flammable material stored in the
  safehouse erupts in flame, causing the fire to spread more
  quickly than expected. The PCs cannot gain access to the
  first floor of the safehouse to escape (1 point). For each
  additional point you spend, fire consumes another floor of the
  safehouse (maximum 3).
  Liquid Courage: While pouring themselves through the
  city streets, a group of drunkards spy the PCs while
  infiltrating the safehouse. Emboldened by liquid courage,
  these eight commoners decide to confront the PCs for the
  thieves they aren’t. (2 points)
  Enchanted, I’m Sure: The PCs trigger the alarm spell cast
  by the mage Nura Steelfingers (LE female hill dwarf
  sorcerer). She casts a careful charm person spell on one of
  the PCs (2 points). If the PC fails the DC 14 Wisdom saving
  throw, that PC can’t attack Nura and treats her like an ally.
  7
  Waterdeep: Leverage
  
   
    
  Betrayed! Someone that the PCs confided in before the heist
  informs on them to Cybill. Two thugs are posted at each
  ground exits (2 points).
  Watched: While in the safehouse, either Sergeant Pegos
  or Sergeant Bobby catches the PCs in the act (3 points).
  An Offer You Can’t Refuse: Cybill makes an offer that’s
  generous enough to make a PC switch sides (3 points). This
  favor may have a tangible value up to 250 gp or an intangible
  value up to 500 gp. You can spend two additional points to
  double the gold piece caps, or four additional points to
  quadruple the gold piece caps.
  Cybill may dangle forgiveness of a crime against citizens.
  While most involve onerous fines, the fact that a judgment
  has not been issued means that its value is intangible.
  That’s No Bookshelf: Cybill keeps a mimic in the
  safehouse to guard the most valuable objects. This mimic
  could show up almost anywhere in the safehouse and attack
  the PCs (3 points).
   E
  !
   E
  !
  While the stolen jewelry is now in their possession, the
  Coven and its many allies are aware of the heist. Soon to be
  outnumbered by unsavory individuals, the PCs should flee
  before being captured by thieves or the Watch.
  There is no one way to escape the safehouse, and the PCs
  are encouraged to think creatively. What follows are three
  likely options for PCs to escape, but you should creatively
  modify ideas to match their ideas.
   
   
   
   
   
   
  If the PCs flee through the streets, use the Chase rules in
  Chapter 6 of the Dungeon Master’s Guide (p. 252-255). Based
  on how the heist goes sideways, the PCs may be pursued by
  gang members, the City Watch or drunken hooligans. You or
  the PCs may roll on the Urban Chase Complications table.
  Each PC can end the chase by getting more than 120 feet
  from their pursuers or by succeeding on a DC 15 Dexterity
  (Stealth) check. Should any PCs suffer a level of exhaustion
  or fail to hide from their pursuers, they will be captured and
  haled before a magister for judgment in accordance with the
  Code Legal.
  c n  
   
   
  c n  
   
   
  Instead of rushing out a door, the PCs may elect to flee across
  the rooftops of the Dock Ward. Refer to Handout A, which
  denotes the height in stories of each building.
  Until they exit the map, each PC rolls DC 10 Strength
  (Athletics) or DC 12 Dexterity (Acrobatics) checks. If the PC
  moves to a higher roof, the DC increases by 5. If a PC moves
  to a lower roof, the DC decreases by 5.
  Failure does not mean that PCs fail from the roofs. Instead,
  they become easier to recognize and track. Mark one
  complication point for each failure. These may only be used
  at the conclusion of the adventure.
   
  The PCs may instead elect to flee through the sewer system
  below the Docks Ward. To gain entry, they first must reach
  the grate (see the starred circle on Handout A).
  To navigate the sewers, the PCs must rely on their sense of
  direction (Insight or Survival), knowledge of the city (History),
  and sensory clues (Perception). To escape, they must succeed
  on four skill checks before three failures.
  After the sixth check, their pursuers activate the sewer’s
  sluice levels, suddenly sending waves of fetid water crashing
  through the stone tunnels. As this makes the PCs
  memorable, mark 2 complication points.
  n
  The escaping PCs are able to return the stolen jewelry to
  Cole before Gilamund’s employers realize that it was ever
  missing. The following day, the grateful steeplejack makes
  good on his word, delivering the brick and mortar. He spends
  the next tenday repairing the chimneys and does not seek
  payment until the work is complete. The craftsmanship is
  impeccable.
  If the PCs offer to pay him more than the agreed upon rate,
  he refuses their kind offer. He offers to refer other guild
  members to Trollskull Manor should they have similar
  problems.
   
   
   
   
  If they successfully recover the jewelry and escape the heist,
  the PCs earn 200 XP. (If they try and fail to recover the
  jewelry, the PCs still earn 150 XP.) The PCs may also have
  taken up to 300 gp from the secret cabinet.
   
  c
   
  n
   
  c
   
  n
  The PCs’ actions have not gone unnoticed in Waterdeep.
  Before the conclusion of the adventure, you should spend
  your remaining complication points. As follows is a list of
  suggested complications; as always, the DM is encouraged to
  think creatively.
  Guild Friend: You suspect that Cole has called in favors
  with other guilds. Choose two guilds from the list on page
  12 of Waterdeep: Dragon Heist; one-time repairs by these
  guilds are discounted by 10%. (1 point, usable once)
  Harpers: Many have learned that you helped an innocent
  family out of tight spot. As the Harpers sponsor those who
  do good, you can call in a small favor at any time. (1 point)
  Enemy of My Enemy: By taking down the Coven, you
  have struck a blow against the Xanathar’s interests in the
  Dock Ward. The Zhents of the Black Network owe you a
  favor that you can call in at any time — but it comes with a
  drawback. (1 point)
  Watched Closely: They can’t prove anything yet, but the
  City Watch knows who you are. They have advantage on
  Wisdom (Perception) checks to notice you whenever
  you’re in Waterdeep. (2 points)
  The Unblinking Eye of Sylgar: Stealing from the Coven
  means that you’ve crossed the Xanathar. His gang
  members trail you whenever you’re in the Dock Ward (1
  point). Gang members fight, carouse and disrupt business
  in Trollskull Alley (3 points). A bandit captain and 3 thugs
  ambush the PCs in a darkened alley. (5 points)
  8
  Waterdeep: Leverage
  
   
    
   
   
   
   
   
   
   
   
  9
   
  i
   
  i
  Medium humanoid (any race), any alignment
  m
   
  m
   
   15 (studded leather)
   
   65 (10d8 + 20)
   30 ft.
  15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
   
   Str +4, Dex +5, Wis +2
   Athletics +4, Deception +4
   passive Perception 10
   any two languages
   2 (450 XP)
  Actions
  i
   The captain makes three melee attacks:
  two with its scimitar and one with its dagger, or the
  captain makes two ranged attacks with its daggers.
   Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
   Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) piercing damage. >
   Ranged Weapon Attack: +5 to hit, range
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
  damage.
  Actions
   The captain adds 2 to its AC against one
  melee attack that would hit it. To do so, the captain
  must see the attacker and be wielding a melee
  weapon.
  m
  r
  m
  r
  Medium humanoid (any race), any alignment
  m
   
  m
   
   10
   
   4 (1d8)
   30 ft.
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
   passive Perception 10
   any one language (usually Common)
   0 (10 XP)
  Actions
   Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage.
  Medium humanoid (any race), any alignment
   
   16 (Chain Shirt, Shield)
   
   11 (2d8+2)
   30 ft.
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
   Perception +2
   passive Perception 10
   any one language (usually Common)
   1/8 (25 XP)
  Actions
   Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage.
   Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 5 (1d8 + 1) piercing damage, two
  handed.
   Ranged Weapon Attack: +3 to hit, reach
  20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
  damage.
  
   
    
  .
  10
  i i
  i i
  Medium monstrosity (shapechanger), neutral
  m
   
  m
   
   12 (natural armor
   
   58 (9d8+18)
   15 ft.
  17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
   Stealth +5
   
   acid
   mm
   mm
   prone
   darkvision 60 ft., passive Perception 11
   2 (450 XP)
   The mimic can use its action to
  polymorph into an object or back into its true,
  amorphous form. Its statistics are the same in each
  form. Any equipment it is wearing or carrying isn 't
  transformed. It reverts to its true form if it dies.
  e (
   
   
  )
  e (
   
   
  )  The mimic adheres to
  anything that touches it. A Huge or smaller creature
  adhered to the mimic is also grappled by it (escape
  DC 13). Ability checks made to escape this grapple
  have disadvantage. 
  e 
   
   
  e 
   
   
   While the mimic remains motionless, it is
  indistinguishable from an ordinary object. 
  The mimic has advantage on attack rolls against any
  creature grappled by it.
  Actions
   Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
  damage. If the mimic is in object form, the target is
  subjected to its Adhesive trait.
   Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
  damage plus 4 (1d8) acid damage.
  r
  Medium humanoid (any race), any alignment
  m
   
  m
   
   12
   
   44 (8d8+8)
   30 ft.
  11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
   
   Con +4, Cha +4
   Arcana +2, Perception +3
   passive Perception 13
   any two languages
   2 (450 XP)
   The sorcerer is a 4th-level spellcaster.
  Its spellcasting ability is Charisma (spell save DC
  12, +4 to hit with spell attacks). It has the following
  spells prepared:
  Cantrips (at will): fire bolt, friends, mage hand,
  ray of frost, shocking grasp
  1st level (4 slots): alarm, charm person, fog
  cloud
  2nd level (3 slots): misty step, shatter 
   
   
   
   
  )
   
   
   
   
  )  The sorcerer can cast a
  spell without using verbal or somatic
  components.
  Actions
   Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage. >
   Ranged Weapon Attack: +4 to hit, range
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
  damage.
  
   
    
  Medium undead, chaotic evil
   
   12
   
   2 (5d8)
   0 ft., fly 50 ft. (hover)
  1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
  m
   
  m
   
   acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing
  from nonmagical weapons
   
   necrotic, poison
   mm
   mm
   charmed, exhaustion,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained, unconscious
   darkvision 60 ft., passive Perception 10
   understands all languages it knew in life
  but can't speak
   1 (200 XP)
   
   The specter can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
   
   While in sunlight, the specter
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Actions
   Melee Spell Attack: +4 to hit, reach 5 ft., one
  creature. Hit: (3d6) necrotic damage. The target
  must succeed on a DC 10 Constitution saving
  throw or its hit point maximum is reduced by an
  amount equal to the damage taken. This reduction
  lasts until the creature finishes a long rest. The
  target dies if this effect reduces its hit point
  maximum to 0.
  Medium humanoid (any race), any non-lawful
  alignment
   
   12
   
   27 (6d8)
   30 ft.
  10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
   Deception +5, Insight +4, Investigation +5,
  Perception +6, Persuasion +5, Sleight Of Hand
  +4, Stealth +4
   passive Perception 16
   any two languages
   1 (200 XP)
   
  n
   
  n  On each of its turns, the spy can
  use a bonus action to take the Dash, Disengage, or
  Hide action.
   
   
  )
   
   
  )  The spy deals an extra 7
  (2d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, or when
  the target is within 5 ft. of an ally of the spy that
  isn't incapacitated and the spy doesn't have
  disadvantage on the attack roll.
  Actions
  i
   The spy makes two melee attacks.
   Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
   
   Ranged Weapon Attack: +4 to hit,
  reach 30/120 ft., one target. Hit: 5 (1d6 + 2)
  piercing damage.
  
   
    
  13
  Medium humanoid (any race), any non-lawful
  alignment
   
   11 (leather armor)
   
   32 (5d8+10)
   30 ft.
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
   Intimidation +2
   passive Perception 10
   any one language (usually Common)
   1/2 (100 XP)
   
   The thug has advantage on an attack
  roll against a creature if at least one of the thug's
  allies is within 5 ft. of the creature and the ally isn't
  incapacitated.
  Actions
  i
  c
  i
  c  The thug makes two melee attacks.
   Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: (1d6 + 2) bludgeoning damage.
   
   Ranged Weapon Attack: +2 to hit,
  reach 100/400 ft., one target. Hit: (1d10) piercing
  damage.
  
   
    
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Forgotten Realms/Waterdeep/Leverage Waterdeep E1 - One Hand Washes the Other (Printer Friendly) (Final) v1.1 (Sanitized).pdf