TEXT: WATERDEEP: DRAGON HEIST
  Fireball
  
  Introduction
  Chapter	 3:	 Fireball is the real 'hook' of Waterdeep:
  Dragon	Heist. It's where the adventure starts in earnest, as
  an explosion of �ire pulls the adventurers from their leisurely
  lives at Trollskull Manor and right into the middle of a
  criminal investigation - and a hunt for 500,000 gold dragons!
  It's not an entirely �lawless ride, however. Because while
  the �ireball will certainly get the party's attention, it's not
  certain it will actually get them involved. And even if they do,
  their investigation might still come to a dead end - or a forced
  and unsatisfactory intervention by the DM. Lastly, the last
  stand in Gralhund Villa is an exciting and chaotic series of
  encounters, that can have even experienced DM's reeling.
  In this document, we seek to give you resources that'll help
  make running Chapter 3: Fireball manageable for you - and
  fun for your players! It's strongly recommended that you
  read through Chapter 3: Fireball before reading the resources
  included in this document. And remember: all advice is
  optional. You know best what works at your table.
  The	Hook. First, we'll give advice on how to make sure the
  �ireball-incident succeeds in getting the party involved.
  The	Investigation. Second, we'll go over the investigation
  itself, identifying problem areas, adding new optional clues
  and giving advice on how to make sure the party gets where
  they need to go without clumsy DM intervention.
  The	 Confrontation. Third, we'll take a closer look at
  Gralhund Villa and the series of encounters that play out
  here, ensuring that you're well prepared to handle the chaos.
  DM's	 Resources. Fourth, you're given a single page of
  condensed DM's Notes, easy to reference at the table, as well
  pages of statblocks for each encounter your party is likely to
  face during the chapter.
  The Hook
  The characters are dragged forcefully out of the downtime in
  Chapter 2 and into Chapter 3: Fireball, as a �ireball explodes
  in Trollskull Alley. It's a catastrophe certain to make the front
  pages of Waterdeep's many broadsheets for days to come. It's
  also meant to be the hook that gets the party involved in the
  �inal two chapters of the adventure.
  Here we encounter Chapter 3's �irst and biggest problem.
  Because while the party might initially get curious - and even
  examine the crime scene before the Watch arrives - they are
  quickly and expressly told by the authorities (Sergeant
  Cromley and Barnibus Blastwind) to stay away. With no
  expectation of reward and no personal connection to the
  incident - besides proximity - they might choose to comply.
  Some parties will always try to get involved simply because
  it's what's in front of them. But some parties won't. And
  that's an awful chance to take with the event that's supposed
  to hook them into the rest of the adventure. Below we'll look
  at a handful of different ways to motivate your party to
  investigate the incident on their own.
  Bad for Business
  If the characters have renovated Trollskull Tavern and run it
  as a business, you can use that as a tool of motivation.
  After interviewing the characters, sergeant Cromley tells
  them: "As you can surely understand, you're going to have to
  keep closed until we �ind whoever is behind this, or we're
  sure that you and your customers weren't the intended
  targets. Don't worry, it shouldn't take more than a month."
  This simple quip alone might nudge your party toward
  investigating on their own, to get their tavern opened faster.
  Note - Choosing your Villain
  Your 
  choice 
  of 
  villain 
  influences 
  Yalah's
  motivation - why she betrays Urstul Floxin, and
  who she's fetching the Stone of Golorr for. If we
  had to decide based on what's presented in this
  chapter, the Cassalanters seem the logical
  villains, since they are the leaders of the cult of
  Asmodeus, which the Gralhunds are also in.
  However, you don't have to choose a villain
  yet, if you're still in doubt about which one to
  pick. By the end of Chapter 3 the party still won't
  know who's behind everything, unless they've
  somehow gotten Yalah or Hrabbaz to speak
  (which is unlikely).
  We'll go more in depth with the choice of
  villain in a later product covering Waterdeep:
  Dragon Heist - Chapter 4.
  Renaer Neverember
  The chapter instructs to have Renaer speak with the party at
  some point during the investigation. But if you need to give
  the party a little push, you can choose to introduce him early.
  Simply have Renaer arrive just a few minutes after
  Sergeant Cromley and Barnibus Blastwind have �inished their
  interview with the characters: "I heard what happened.. I
  came as fast as I could. Is everyone alright? What a terrible,
  terrible tragedy - and the worst thing is, I think I might be to
  blame once again!" He then tells them the suspicion outlined
  in the chapter: that one of his father's spies, a gnome named
  Dalakhar, has been asking questions about him and the party.
  He thinks the dead gnome might be Dalakhar!
  If this isn't enough to get the party interested by, you can
  have Renaer ask (and even pay) the party to look into it
  (preferably without speaking with the Watch and making
  Renaer the main suspect in a murder investigation).
  Factions
  You can also have a faction ask the party to look into the
  incident. Below are mission statements from factions that
  have reason to want their own investigation:
  Bregan	 D'aerthe. Jarlaxle tells a member of Bregan
  D'aerthe: "A citywide search for suspicious individuals could
  put unwanted - and unwarranted - attention on us. Better
  that the real culprit is found fast, yes?".
  Force	Grey/Gray	Hands. Vajra Safahr tells a member of
  the Gray Hands: "It's not that I don't trust the Watch - I do! -
  but sometimes bureaucracy slows things down. I'd like you to
  �ind out what happened and resolve the matter quickly. I'm
  stepping on some prickly toes asking you to do this, so it has
  to be done unof�icially and off-the-books."
  Zhentarim. Davil Starsong tells a member of the
  Zhentarim: "With dead zhents - not ours, mind you - in the
  middle of this, it's bad for both the city and our business. We
  need this resolved before the Watch comes around here
  asking questions. You think you can handle that?"
  Harpers. Mirt tells a member of the Harpers: "The Watch
  are more likely to arrest the corpses for littering, than
  catching whoever's behind this debacle. We want you to see if
  you can't give them a helping hand, and get to the bottom of
  who's behind this disaster."
  1
  
  The Investigation
  If the characters get the right clues, their investigation should
  take them from Trollskull Alley to the House of Inspired
  Hands and then end at the Gralhund Villa. However, work can
  be done to strengthen the clues leading from one place of
  interest to the next. While you can always have an NPC or
  faction hand clues to the party, the investigation will feel
  more rewarding if the players have a chance on their own.
  Below we'll go over some of the clues presented in the
  chapter, as well as present ideas for adding additional clues.
  Speaking with Witnesses
  There's three witnesses with useful information. Jezrynne
  Hornraven saw the nimblewright throwing the bead that
  caused the �ireball, Fala Lefaliir can tell the party that a
  cloaked man survived and took something from the dead
  gnome, and Martem Trec has found the necklace	of	�ireballs
  the nimblewright used.
  Speaking	 to	 Jezrynne. Of all three victims, only
  Jezrynne's story is going to point the characters to the House
  of Inspired Hands. Therefore, it's a good idea to highlight her
  as a witness. As the party arrive on the scene, make sure to
  describe the middle-aged woman, a noble by the looks of her
  expensive (but sooth-stained) dress, who sits pale-faced on
  the street not far from the carnage. When a friendly character
  approaches, Jezrynne is easily coaxed with kind words and a
  sip of water to give her account of 'a puppet without strings'
  hurling something into the crowd.
  Speaking	 to	 Fala	 Lefaliir. Fala has some pretty
  important news: someone took something from the gnome
  and escaped. This clue tells the party two things. First, that
  the gnome was the likely target of the blast, and second, that
  something was stolen. It's not pivotal, but it's a good clue for
  the party to have. Since Fala was upstairs in their shop when
  the explosion happened, they can come down at any time in
  the minutes after the explosion to exclaim that: "He ran away!
  I saw him!" before giving their account of 'a cloaked man'
  taking something from the gnome and 'limping away'
  towards the exit by the Bent Nail, while 'looking over his
  shoulder' as if afraid of being followed.
  Speaking	to	Martem	Trec. To introduce Martec, you can
  have the two most perceptive characters roll a DC 10
  Perception while at the crime scene. If successful, a character
  notices the boy trying to hide something under his shirt, as
  he stares wide-eyed at the charred corpses. If a character
  confronts Martem, he gives his account of how the necklace	of
  �ireballs plopped into the rainbarrel after the blast.
  Optional	 Clue:	 Gond's	 Symbol. If a character searches
  the roof of Corellon's Crown, from where the nimblewright
  threw the bead, have them make a DC 10 Investigation or
  Perception check. On a success, they �ind a piece of cloth
  (from a cloak the nimblewright stole from the House of
  Inspired Hands) with a symbol on it: a toothed cog with four
  spokes. A character who's been in contact with Gond's temple
  or who succeeds on a DC 10 Religion check, recognizes it as
  Gond's holy symbol. If the party doesn't think to do this on
  their own, you can have Martem point towards the roof of
  Correlon's Crown and say: "It must've come from up there!",
  when the party asks him about the necklace	of	�ireballs.
  Speaking with the Victims
  If the characters use speak	with	dead to interrogate Dalakhar
  and the two zhents, they'll be able to learn Dalakhar's
  identity and intentions, as well as the name of the zhent's
  leader (Urstul Floxin) and their base (Gralhund Villa).
  Optional	 Clue:	 Wooden	 Man. None of the victims'
  answers point to the House of Inspired Hands (indeed, they
  might actually cause the party to instead head straight for
  Gralhund Villa!). However, if your party didn't learn about the
  nimblewright from the witnesses, you can have any one of
  the dead victims answer that "a weird, wooden man" threw
  something at them, if the party asks who caused the �ireball.
  Getting to Gond's Temple
  Now, just because the players have found out that the culprit
  is a magical construct, it doesn't necessarily mean they will
  head straight toward the House of Inspired Hands. In the
  book, we're told that a character local to Waterdeep realizes
  that they've seen similar creatures to the nimblewright
  during the annual Day of Wonders parade arranged by the
  House of Inspired Hands. This is obviously effective, as far as
  advancing the plot goes, but can also feel just a bit too easy.
  Here are �ive different ways the party might realize where
  to go, without it feeling undeserved:
  History. A character native to Waterdeep remembers
  seeing constructs in the Day of Wonders parade arranged by
  Gond's priests with a DC 10 Intelligence (History) check.
  Religion. A character pro�icient in Religion knows that
  Gond is the deity associated with the invention of magical
  constructs with a DC 10 Intelligence (Religion) check.
  The	 Symbol. If the characters searched the roof of
  Corellon's Crown and found the piece of cloak with Gond's
  symbol, this can also help point them to Gond's Temple.
  Day	 of	 Wonders. If you haven't yet �inished running
  chapter 2, you can describe the Day of Wonders parade
  happening during the downtime. Of course, this is only an
  option if the downtime occurs during autumn - or if you
  move the date.
  Helping	Hand. If everything else fails, the characters can
  ask any of the knowledgeable NPCs they know - Volo, Jarlaxle,
  Vajra, Mirt, etc. - and they'll be pointed to the temple.
  Nim's Secret
  Moving on with the investigation, the party �ind themselves
  at the House of Inspired Hands. It's here they meet Nim, who
  explains through sign language that it has created another
  nimblewright - which has since escaped. It's also here the
  party are supposed to �ind the Nimblewright	Detector, which
  will lead them to Gralhund Villa. There's three things to note:
  The	Right	Nimblewright. The chapter assumes that the
  characters know that Nim is not the nimblewright they're
  looking for, but doesn't explain why. To avoid the party
  getting it into their heads that Nim is the culprit, make sure
  Valetta explains that it isn't possible, because Nim is bound to
  the temple grounds by a powerful enchantment. This would
  also explain why Nim never used the Nimblewright	Detector.
  Finding	 the	 Nimblewright	 Detector. The characters
  only �ind the Nimblewright	 Detector if they think to search
  Nim's room. To ensure that they don't miss the main thing
  that'll get them towards Gralhund Villa, you can have Nim
  present it to the party, along with a plea that they return the
  other nimblewright unharmed. This is in contrast to Valetta's
  wishes, so she refuses to translate it to the characters, which
  could lead to a fun little debate in agitated sign language.
  Using	the	Nimblewright	Detector. The campaign book
  does not specify exactly how long a search takes, but only
  says it could take days. If we look at older maps of
  Waterdeep, the city is roughly 8 square miles all told. Since
  the detector �inds nimblewrights within 500 feet, they just
  have to get reasonably close to �ind it. If you have the party
  tell you, in order, which wards they comb through, counting a
  half day spent per ward seems about right.
  2
  
  The Confrontation
  Gralhund Villa is the 'dungeon' of Chapter 3, so to speak. It's
  where the party will �inally get dirt on their hands and blood
  on their blades - if they decide to, that is.
  Should They or Shouldn't They
  Immediately at the onset of this part of the chapter, the party
  is presented with a dilemma: go to the Watch or take matters
  into their own hands. Depending on your party, their
  af�iliations and their motivation for being involved, they
  might do one or the other. However, it does feel it would be a
  shame if the party simple leaves everything to the Watch.
  If you want to nudge the party toward going in themselves,
  you can give the following description as they arrive at
  Gralhund Villa (assuming they were lead there by the
  Nimblewright	Detector):
  You stand before a sprawling villa, enclosed by 12-foot-high
  stone walls. Through the bars of a huge and ornate iron
  door, you see a yard with huge trees and two footpaths that
  lead to a two-story brick building.
  And then adding, to the most perceptive characters:
  You suddenly realize that you can faintly hear the sound of
  metal clinging on metal coming from within the estate.
  Giving this prompt might make your characters decide to
  investigate for themselves, instead of heading for the Watch.
  Encounters in the Villa
  First, a quick overview of what the party might encounter:
  G2. Hurv Taldred (cult	 fanatic) and two mastiffs, or
  three shadows if the party approaches during the night.
  G8. Two zhent thugs guarding the stairs to G13.
  G12. Three spectres attack if Yalah's book is opened.
  G13. Four veteran guards battle three zhent thugs.
  G15. Urstul	Floxin is trying to get to Orond	Gralhund.
  G16. Yalah	Gralhund and Hrabbaz have just sent the
  nimblewright away with the Stone of Golorr.
  Depending on how the party handles the situation in
  Gralhund Villa, and which encounters they manage to bypass,
  they might have a very easy time or a very tough time. Below
  is some advice on how to balance things on the �ly.
  G13.	 Upstairs	 Foyer. When the characters arrive at the
  upstairs foyer, they �ind four wounded veterans facing three
  wounded thugs. This is a lopsided encounter that leaves at
  least three veterans alive. The veterans helps the party deal
  with Urstul Floxin (making it a trivial encounter), but in the
  end Yalah might have the veterans aid Hrabbaz against the
  party (in turn making this a very deadly encounter). If you
  want to minimize the veterans' impact on both possible
  encounters, you can �lip the script and have four thugs facing
  off against two veterans when the party arrive at G13.
  G15.	 Guest	 Suite. Urstul Floxin is already damaged and
  has no poison on his weapons, reducing his challenge rating
  to 3. This is probably a good thing, but it does make him very
  unimposing. You can compensate a little by at least making
  him smart. Just as the party arrive at the guest suite, he
  manages to kick down the door to G15B, and goes straight to
  his �lying	 snakes, unleashing them on the party. Having
  allies attacking the party allows the Zhentarim asssassin to
  deal sneak attack damage on one attack each turn.
  G16.	 Master	 Bedroom. The half-orc Hrabbaz is an
  absolute beast, with more than a 100 hit points and the
  potential to deal upwards of 40 damage each turn, as well as
  the ability to reroll failed saving throws twice. If the
  characters get into a �ight with Hrabbaz and are losing badly,
  you can have the Watch arrive just in time to save their lives
  (alerted by witnesses seeing the party go in, escaped
  servants or simply the noise of the battle). On the other hand,
  if the characters are having a too easy time at it, you can have
  Hurv Taldred arrive with his two mastiffs during the battle,
  assuming the party haven't already dealt with him.
  Dealing with Yalah
  The situation on the top �loor of Gralhund Villa is interesting -
  but also very chaotic. You have Urstul Floxin and his thugs
  �ighting Gralhund veterans while trying to capture Orond
  Gralhund, so they can pressure Yalah Gralhund and Hrabbaz
  to give up the Stone	of	Golor. Before running this part, it's a
  good idea to give some thought to what happens, when
  Urstul Floxin is dead or has �led the scene and the party �ind
  themselves alone with the Gralhunds, their bodyguard and
  any surviving house guards. Here are some suggestions:
  Thank	Tymora	you're	here! If Yalah thinks she can make
  it look like the Zhents are the sole culprits, if she knows the
  Watch is on the way, and/or if she doesn't have the numbers
  to con�idently �ight the party, she'll simply thank them for
  coming to her aid and offer the same explanation she
  would've given the City Watch. She'll feign complete
  ignorance if asked about the nimblewright.
  Kill	them! If Yalah feels the party knows too much (she's
  heard Orond spill the beans about everything, or the
  characters ask uncomfortable questions) and no great noise
  has been made (such as with the thunderwave spell), Yalah
  shrewdly asks the party if they've alerted the City Watch. If
  they say no, and she still has some guards left, Yalah will give
  the deadly order ("Kill them!"), preferring to leave no
  witnesses with accounts that con�lict with her own.
  I'll	never	tell! Under no circumstances will Yalah divulge
  who she's really working for or where the nimblewright has
  gone. If the characters resort to threats of torture or violence
  against her children, she'll protest loudly ("Assaulting a noble
  woman in her own home? You'll hang before sunset! You
  wouldn't dare!"). If this doesn't dissuade the party, you can
  have one of the servants from G19 arrive, shouting: "Milady,
  are you safe? We've send for the Watch - they're on the way!"
  A	Mutual	Understanding. If the party has learned about
  Yalah's dealings with the zhents, her and her husband's devil
  worship, or her involvement in the �ireball explosion in
  Trollskull Alley, but Yalah has no hope of defeating them (or
  has already been defeated herself), she might extend an offer.
  "Go now, before the Watch get here, and none of us will
  remember that you were ever here - as long as you do the
  same." If the party have behaved poorly (hurting servants or
  the Gralhunds, stealing stuff, etc.), they might be wise to at
  least consider this offer.
  Map of Gralhund Villa
  The DM's Guild does not allow reproductions of maps to be
  included in products sold on their site, but you can head over
  to ValeurRPG, where you'll �ind any free content we've
  created for Waterdeep: Dragon Heist.
  3
  
  DM's Notes
  Trollskull Alley
  Fireball	- An explosion right ouside early in the morning.
  DC 13 Arcana check to realize it's a �ireball.
  Victims	- male rock gnome (Dalakhar), two male humans
  with swords (zhents), old female, two female humans,
  male half-elf, two female hal�lings, two male hal�lings.
  DC	 15	 Perception/Investigation	 - �inds snake tattoo
  on a zhent's forearm and dry waste on the gnome's boots
  + 500 gp gemstones (DC 13 Sleight of Hand to steal).
  City	Guard	- After a few minutes, the City Guard arrives,
  cordons off the alley and guard the crime scene.
  City	 Watch	 - Sergeant Saeth Cromley and Barnibus
  Blastwind investigate the scene and knocks on doors.
  Interrogation	- Barnibus deduces that Dalakhar was the
  target and moving towards Trollskull Manor. Questions
  the party - who is the gnome, who knew him?
  Witnesses
  Fala	 Lefaliir	 - the wood elf saw a cloaked man take
  something from the dead gnome and limp away.
  Jezrynne	 Hornraven	 - the noblewoman saw 'a puppet
  without strings' hurling something into the crowd.
  Martem	Trec	- the young boy heard a plop and found a
  necklace	of	�ireballs with a broken clasp and two beads.
  Optional	Clue:	Gond's	Symbol	- Searching the rooftop
  �inds cloth with Gond's symbol. DC 10 Religion
  recognizes.
  Speaking with the Victims
  Dalakhar	- the gnome stole an artifact called the Stone	of
  Golorr from Xanathar's lair. He works for Dagult
  Neverember. Stone of Golorr is the key a large cache of
  gold hidden in the city. Wanted to deliver the stone to the
  party, because he heard they saved Renaer Neverember.
  Zhents	- Bashekk Ortallis and Wern Malkrave worked for
  Urstul Floxin and resided at Gralhund Villa. Their job was
  to catch Dalakhar, who had a valuable artifact.
  Optional	 Clue:	 Wooden	 Man	 - Any victim could have
  seen a wooden man throw a bead before the explosion.
  House of Inspired Hands
  Outside	 Description	 - Corner of Seawatch Street and
  Shark Street in Sea Ward. Looks like cross between temple
  and workshop. Toothed cog with four spokes on front.
  Nim's	Welcome	- Nim accidentally sends metal sparrow
  towards the party from the roof. Init 10, 60 feet speed, AC
  15, 1 HP, +0/1d3 piercing damage. Destroyed on impact.
  Main	 Hall	 - �illed with extraordinary creations on
  pedestals. Stand-outs: clock tower, wooden �lying
  machine, miniature dragon turtle, "waking helmet", model
  of red submarine shaped like manta ray.
  Valetta	- dragonborn priest leads the party up to Nim.
  Nim's	 Room	 - Door is locked. Valetta doesn't have the
  key. DC 20 Dexterity (Thieves' Tools) to open. DC 17
  Persuasion gets Nim to open, Valetta gives advantage.
  Speaking	 with	 Nim	 - uses sign language. Admits he
  build another nimblewright because he was lonely. Valetta
  orders acolytes to take away Nim's inventions.
  Nimblewright	 Detector	 - The party can �ind a
  Nimblewright Detector, or Nim presents it to them. Finds
  nimblewrights other than Nim within 500 feet.
  Valetta's	 Offer	 - Valetta offers the party 500 gp and a
  nonmagical invention to destroy the nimblewright.
  Search	by	Foot	- one ward each ½ day.
  Gralhund Villa
  Entering	- DC 15 Stealth to sneak in, pro�icient character
  can take disadvantage to give another character
  advantage. DC 15 Athletics to climb the 12-foot-high walls.
  G1.	Locked	Gates	- Arcane	Lock. DC 25 Athletics/DC 20
  Thieves' tools.
  G2.	Yard - Can see balcony (20 feet up, DC 15 Athletics).
  DC 13 Stealth to cross yard without Hurv (cult	fanatic)
  and two mastiffs attacking.
  G3.	Coach	House	- Four draft horses, black riding horse
  Maladar. Two cots. DC 20 Thieves' Tools to open lock.
  Treasure: Maladar has horseshoes	 of	 speed and two
  saddlebags with four 250 gp gold trade bars each.
  G4.	Guard	Barracks	- Ten bunk beds and footlockers.
  G5.	Kitchen	- The door to the kitchen is unlocked.
  G6.	Pantry	- Shelves of food and drink. Old male human
  and male hal�ling corpses. Door to street can be opened
  from outside with DC 20 Athletics, but makes noise.
  G7.	 Laundry	 Room	 - buckets, basins, mops, chamber
  pots. Middle-aged female human corpse on stairs to G19.
  Has ring of keys for all doors + locked cabintes in G8.
  G8.	 Great	 Hall	 - Two zhent thugs. Eight dead guards
  and two dead zhents. Sound of �ighting from the top of
  staircase to G13. Two chandeliers, dining table, chairs.
  Locked cabinets porcelain and silverware. Family portrait.
  G9.	 Parlor	 - Dainty chairs, chaise longue, wine cabinet,
  framed paintings of old Gralhunds. Two dead guards.
  G10.	Den	- beast heads, armor, bearskin rugs. Falcon.
  G11.	 Orond’s	 Study	 - Locked. DC 15 Thieves' Tools.
  Wrestling mat, chairs, naked men statues, bookshelf, desk.
  G12.	 Family	 Library	 - Bookshelves, ladders, lectern
  with a closed, locked tome on it, chairs, �ireplace. Tome is
  Gralhund family history (includes devil worship).
  Protected by magic. DC 15 Thieves' Tools or knock.
  Without keys, three specters attack for 1 minute.
  G13.	Upstairs	Foyer	- six guards and two zhents dead
  on the �loor. Three zhent thugs (20 hp) and four veteran
  (30 hp) guards �ighting. Door to master bedroom (G16)
  open - Lady Gralhund shouts: "The City Watch is on the
  way!". Door to G15A ajar. Characters hear kicking.
  G14.	Ballroom	- Locked. DC 15 Thieves' Tools. Mirrors,
  tapestries, big �ireplace, marble �loor, mural of orgy.
  G15.	 Guest	 Suite	 - G15A: bathroom with curtain and
  bath. G15B: bedroom with teleportation circle and three
  �lying	snakes in cage. Gralhund barricaded in G15B. DC
  18 Athletics to open. Urstul	 Floxin (50 hp, no poison)
  kicking door. Orond	 Gralhund surrenders and DC 10
  Intimidation gets him to tell all he knows (disadvantage if
  Yalah is near): Stone of Golorr is ancient creature and key
  to hidden vault with half million gp, House Gralhund
  bankrolls Zhentarim in Waterdeep including kidnap of
  Renaer, and Yalah sent nimblewright to retrieve the stone.
  G16.	 Master	 Bedroom	 - bed, locked trunk, bathtub,
  �ireplace, wardrobe, open glass doors. Yalah	 Gralhund
  and Hrabbaz. Yalah has ring of keys for all doors + the
  locked trunk. Yalah goes to G18 and makes a �inal stand.
  Wooden	Trunk: DC 15 Thieves' Tools. Folded clothes -
  DC 15 Perception �inds secret compartment with two holy
  symbols of Asmodeus and two red and gold robes.
  G17.	Balcony	- open glass door, large balcony and chairs.
  G18.	 Children’s	 Room	 - DC 15 Thieves' Tools. Three
  beds, wardrobes, desks. 13-year boy Zartan, 10-year boy
  Greth. 18-year sister Tomassin visiting cousin in Yartar.
  G19.	 Servants’	 Wing	 - Three rooms. The head butler
  and head maid have rooms to themselves. Largest
  chamber has six bunk beds. Nine servants (commoners)
  armed with improvised clubs.
  4
  
  G2. Yard
  5
  Shadow
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 16 (3d8 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2) 14 (+2) 13 (+1) 6 (–2) 10 (+0) 8 (–1)
  Skills Stealth +4
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning,
  thunder, bludgeoning, piercing, and slashing
  from nonmagical weapons
  Damage Immunities necrotic, poison
  Condition 
  Immunities 
  exhaustion, 
  frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Amorphous. The shadow can move through a
  space as narrow as 1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the
  shadow can take the Hide action as a bonus
  action. Its stealth bonus is also improved to +6.
  Sunlight Weakness. While in sunlight, the shadow
  has disadvantage on attack rolls, ability checks,
  and saving throws.
  Actions
  Strength Drain. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic
  damage, and the target's Strength score is
  reduced by 1d4. The target dies if this reduces its
  Strength to 0. Otherwise, the reduction lasts until
  the target finishes a short or long rest. 
  If a non-evil humanoid dies from this attack, a new
  shadow rises from the corpse 1d4 hours later.
  Hurv Taldred
  Medium humanoid (human), lawful evil
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 11
  Languages Any one language (usually common)
  Challenge 2 (450 XP)
  Dark Devotion. Hurv has advantage on saving
  throws against being charmed or frightened.
  Spellcasting. Hurv is a 4th-level spellcaster. His
  spell casting ability is Wisdom (spell save DC 11,
  +3 to hit with spell attacks). Hurv has the
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds,
  shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. Hurv makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to
  hit, reach 5 ft. or range 20/60 ft., one creature.
  Hit: 4 (1d4 + 2) piercing damage.
  Mastiff
  Medium beast, unaligned
  Armor Class 12
  Hit Points 5 (1d8 + 1)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 7 (–2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/8 (25 XP)
  Keen Hearing and Smell. The mastiff has advantage
  on Wisdom (Perception) checks that rely on
  hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage. If
  the target is a creature, it must succeed on a DC
  11 Strength saving throw or be knocked prone.
  
  G8. Great Hall
  G12. Family Library
  6
  Thug
  Medium humanoid (human), neutral evil
  Armor Class 11 (leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages Any one language (usually common)
  Challenge 1/2 (100 XP)
  Pack Tactics. 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
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: 5 (1d6 + 2) bludgeoning
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to
  hit, range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Specter
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8 + 0)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (–5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
  Damage Resistances acid, cold, fire, lightning,
  thunder, bludgeoning, piercing, and slashing
  from nonmagical weapons
  Damage Immunities necrotic, poison
  Condition 
  Immunities 
  charmed, 
  exhaustion,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands all languages it knew in
  life but can't speak
  Challenge 1 (200 XP)
  Incorporeal Movement. 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.
  Sunlight Sensitivity. While in sunlight, the specter
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5
  ft., one creature. Hit: 10 (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.
  
  G13. Upstairs Foyer
  7
  Thug
  Medium humanoid (human), neutral evil
  Armor Class 11 (leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Pack Tactics. 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
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: 5 (1d6 + 2) bludgeoning
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to
  hit, range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Veteran
  Medium humanoid (human), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 11 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Actions
  Multiattack. The veteran makes two longsword
  attacks. If it has a shortsword drawn, it can also
  make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one creature. Hit: 7 (1d8 + 3) slashing
  damage or 8 (1d10 + 3) slashing damge if used
  with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to
  hit, range 100/400 ft., one target. Hit: 6 (1d10 +
  1) piercing damage.
  
  G15. Guest Suite
  8
  Urstul Floxin
  Medium humanoid (human), lawful evil
  Armor Class 15 (studded leather)
  Hit Points 50 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +3, Perception +3,
  Stealth +9
  Damage Resistances poison
  Senses passive Perception 13
  Languages Common, Orc, Thieves' cant
  Challenge 3 (700 XP)
  Assassinate. During its first turn, the assassin has
  advantage on attack rolls against any creature that
  hasn't taken a turn. Any hit the assassin scores
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect
  that allows it to make a Dexterity saving throw to
  take only half damage, the assassin instead takes
  no damage if it succeeds on the saving throw, and
  only half damage if it fails.
  Sneak Attack (1/Turn). The assassin deals an extra
  13 (4d6) 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 assassin that isn't incapacitated and the
  assassin doesn't have disadvantage on the attack
  roll.
  Actions
  Multiattack. The assassin makes two shortsword
  attacks.
  Shortsword. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
  damage, and the target must make a DC 15
  Constitution saving throw, taking 24 (7d6) poison
  damage on a failed save, or half as much damage
  on a successful one.
  Light Crossbow. Ranged Weapon Attack: +6 to hit,
  range 80/320 ft., one target. Hit: 7 (1d8 + 3)
  piercing damage, and the target must make a DC
  15 Constitution saving throw, taking 24 (7d6)
  poison damage on a failed save, or half as much
  damage on a successful one.
  Flying Snake
  Tiny beast, unaligned
  Armor Class 14
  Hit Points 5 (2d4 + 0)
  Speed 30 ft., fly 60 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3) 18 (+4) 11 (+0) 2 (–4) 12 (+1) 5 (–3)
  Senses blindsight 10 ft., passive Perception 11
  Languages —
  Challenge 1/8 (25 XP)
  Flyby. The snake doesn't provoke opportunity
  attacks when it flies out of an enemy's reach.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage plus 7 (3d4)
  poison damage.
  Orond Gralhund
  Medium humanoid (human), neutral evil
  Armor Class 15 (breastplate)
  Hit Points 9 (2d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 11 (+0) 9 (-1) 14 (+2) 16 (+3)
  Skills Deception +5, Insight +4, Persuasion +5
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry. The noble adds 2 to its AC against one
  melee attack that would hit it. To do so, the noble
  must see the attacker and be wielding a melee
  weapon.
  
  G16. Master Bedroom
  9
  Yalah Gralhund
  Medium humanoid (human), neutral evil
  Armor Class 15 (breastplate)
  Hit Points 9 (2d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 11 (+0) 16 (+3) 14 (+2) 16 (+3)
  Skills Deception +5, Insight +4, Persuasion +5
  Senses passive Perception 12
  Languages Common and Infernal
  Challenge 1/8 (25 XP)
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry. The noble adds 2 to its AC against one
  melee attack that would hit it. To do so, the noble
  must see the attacker and be wielding a melee
  weapon.
  Hrabbaz
  Medium humanoid (half-orc), neutral evil
  Armor Class 12
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 15 (+2) 17 (+3) 10 (+0) 14 (+2) 12 (+1)
  Saving Throws Str +8, Con +6
  Skills Athletics +8, Intimidation +4, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Orc
  Challenge 5 (1,800 XP)
  Indomitable (2/day). Hrabbaz can reroll a saving
  throw that he fails. He must use the new roll.
  Relentless Endurance (1/long rest). When Hrabbaz
  is reduced to 0 hit points but not killed outright,
  he drops to 1 hit point instead.
  Actions
  Multiattack. Hrabbaz makes three attacks with his
  morningstar.
  Morningstar. Melee Weapon Attack: +8 to hit,
  reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing
  damage, plus 3 (1d6) piercing damge if Hrabbaz
  has more than half his hit points remaining.
  
  A Valeur RPG
  DM's Resource
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Fireball a Waterdeep Dragon Hei - Fireball.pdf