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  This adventure is dedicated to the memory of Dan Klink, an
  adventurous soul who passed away far too soon.
  Publisher: Eastman Dunn Press
  Designers: Benjamin L. Eastman and Matt Dunn
  Proofreading: Evan Perlman. Any and all errors are ours
  and ours alone.
  Special Thanks: Miel Violet and her gaming group.
  Logo: Sean Maroney
  Interior Design: With the help of Scott Tolksdorf's
  Homebrewery website.
  Artwork: Page backgrounds by Nimgyu. Map A by Dyson
  Logos, of whom we are proud supporters of his Patreon. We
  have gently remixed his work by adding room numbers and
  removing the original title. 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 television 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.
  e  
  e  
  Carters and coachmen taking the High Road through the
  Sourthern Ward.
  e
  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.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton,
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  Emile-Boéchat 31, 2800 Delémont, CH. Represented by
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  All other original material in this work is Eastman Dunn
  Press © 2019 and published under the Community Content
  Agreement for Dungeon Masters Guild. Not for resale.
  Permission granted to print or photocopy this document for
  personal use only.
  2
  Leverage: Waterdeep
  
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A
  s more customers trickle into Trollskull Manor,
  you find that service has become standing room
  only. After much of the furniture was destroyed
  while the tavern stood derelict, you discover
  that you must replace most of your tables,
  benches and stools.
  One of your neighbors has worse luck than you — he has a
  degenerate gambler brother-in-law who is about to lose his
  livelihood. Luckily for you, they’re both in the furniture
  business, and you’ve developed a reputation for helping these
  kind of people. If you can sneak into an elegant gala and
  recover leatherworking tools from a dastardly coachman,
  they will fill Trollskull Manor with all the furniture you need.
  When planning a job of this magnitude, it’s imperative not
  to put the cart before the horse. Can you infiltrate the gala
  and recover the leatherworking tools before time runs out?
   
  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
  requisite guild licenses.
  Having repaired much of the Manor, the neighbors have
  begun to frequent the establishment again. With the sudden
  influx of customers, the PCs realize that they lack most of the
  furniture require to run a busy tavern. They are now in search
  of new and used couches, tables and stools — to say nothing
  of the empty party room that is sitting unused.
  The PCs solicited multiple bids from licensed members of
  the Guild of Fine Carvers. Including guild license, the lowest
  offer runs 300 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.
   
  One resident of Trollskull Alley is Talisolvanar “Tally”
  Fellbranch, a half elf woodcarver who owns the Bent Nail. He
  is aware of the PCs’ need for furniture, and he already
  tendered a bid for the work.
   
   
   
   
  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.
  Tally’s got a problem of his own 
   a degenerate gambler of a
  brother-in-law named Horus Dobbins. After defaulting on a
  loan, Horus' prized (and magical) leatherworking tools were
  recently repossessed. In two days' time, the tools will be sold
  unless Horus can come up with the 1000 gp he owes the
  Fellowship of Carters and Coachmen — a sum he doesn't
  have.
  If the PCs can retrieve the tools before they’re sold, Tally
  will build 300 gp worth of furniture. To further sweeten the
  pot, Horus will upholster 300 gp worth of furniture.
  Tonight is the Coachmens’ Gala, and the Fellowship’s guild
  house will be open to all kinds of people — servants,
  guildmasters, celebrities and nobles. By casing the guild
  house, the PCs determine several ways to infiltrate the Gala.
  Making their way into the Gala, the PCs interact with
  several guests and knit together clues about the whereabouts
  of the magical tools. They must be careful because the
  coachman Valenzo Arraletti and his chief of security, Mr.
  Burglbap Wuggamub, are watching at all times.
  Moving upstairs, the PCs are able to find the desk where
  the magical tools are kept. Once in hand, the PCs might think
  they’re home free.
  No matter their approach, something eventually goes
  wrong and the heist goes sideways. Valenzo or Mr.
  Wuggamub may trail them upstairs, or a drunken Horus may
  reveal their true identity in front of the whole Gala. They
  might even set off a magnetic security countermeasure that
  traps them to the floor!
  With tools in hand, the PCs can escape the gala by donning
  cunning disguises, traipsing through the sewers or by high-
  speed coach chase through the streets of Waterdeep! They
  give the tools to their new friend Tally, saving money on
  repairs 
   but making new enemies in turn.
   
  While you try to balance a plank of wood across two uneven
  sawhorses, a half elf with a familiar face drags an ill-dressed
  human with a bruised left eye into the taven  “Come on
  Horus,” the half elf says. “These are the heroes who are going
  to save your family.”
  Talisolvanar “Tally” Fellbranch is a half elf woodcarver who
  owns the Bent Nail, the woodshop in Trollskull Alley. He
  introduces the human as his brother-in-law Horus Dobbins, a
  member of the League of Skinners and Tanners. Tally has a
  proposition for the PCs.
  Until recently, Horus was part owner in a set of magical
  leatherworking tools used to upholster fine leather furniture.
  Horus made a fine living as a tanner and upholsterer, and his
  work can be found in many villas throughout Waterdeep.
  Horus is also a degenerate gambler who has never found a
  bet he wouldn’t take. The League took partial ownership in
  his magical tools in exchange for 250 gp, and he has recently
  defaulted on a massive 1000 gp loan from the Fellowship of
  Carters and Coachmen (“the Fellowship”). He received
  3
  Putting the Cart Before the Horse
  
   
    
  his bruised eye when the Fellowship enforcers repossessed
  the magical tools, which will be sold in two days’ time.
  Losing the tools would be traumatic for Horus’ business,
  which is thriving in spite of his luck at the gaming table.
  Tally’s sister and her three children would likely need to move
  into the Bent Nail (which is an already cramped space).
  Tally knows the PCs are still hard up for coin, and he
  suspects that the PCs would engage in acts of derring-do as
  part of a deal. If the PCs can recover Horus’ magical tools, he
  will build 300 gp worth of furniture free of charge. (He also
  intends to get his brother-in-law treatment for his gambling
  addiction.)
  Tally also remembers when the residents of Trollskull Alley
  would rent out the Manor’s party room. He finds it sad that
  it’s being unused because he would like to reserve it for his
  daughter’s 8th birthday party next month. To sweeten the pot,
  he has convinced Horus that it’s in his best interest to craft
  300 gp of his finest leather furniture to go in the party room.
  If the PCs accept his offer, Tally discloses 3 pieces of
  information. For every Leverage: Waterdeep adventure the
  PCs have previously completed, he discloses one additional
  piece of information.
  The magical tools are being stored at the Road House —
  the Fellowship’s guildhall in the Southern Ward.
  The Fellowship sent out feelers to many fences in
  Waterdeep. They want to sell the magical tools as soon as
  possible to avoid a competing claim from the League.
  Tonight is the Coachmens’ Gala, the one night a year
  where celebrities and nobles attired in black ties and party
  dresses hobnob with the carters and coachmen that
  convey them across the City of Splendors.
  The Gala’s guest list has doubled in the past week, and the
  Fellowship is scrambling to find enough workers to staff
  the event.
  If the PCs use Tally's name while shopping at Nurneene’s
  Marvelous Masks in the Castle Ward, the proprietor will
  make sure that the PCs get whatever clothing they want
  (at full price, however).
  Horus knows more than Tally, but he doesn’t trust the PCs.
  A successful DC 13 Charisma (Intimidation or Persuasion)
  check helps loosen his tongue, and he discloses the following
  information:
  The coachman who repossessed the magical tools was
  named Valenzo Arraletti.
  Valenzo is known to act without the knowledge of the rest
  of the Fellowship, who may not even know that he loaned
  Horus the money.
  After Valenzo’s repossession, Horus was visited by a
  woman calling herself the Lady Catherine. She arrived in
  the finest carriage he’d ever seen, and she was very
  interested in his story.
  Avid readers of the Waterdeep Wazoo have already heard
  about the upcoming Gala. Its gossip pages are abuzz with
  news about who will attend and who has been snubbed, as
  well as who Waterdhavian celebrities will be wearing.
   
  n  
   
   
  n  
   
  Once the PCs accept the job, Tally provides them with
  accurate directions to the Road House.
  You take the High Road south past the City of the Dead and
  through the Trades Ward  Reaching the corner of Coach Street
  and Carter’s Way, you see the Fellowship’s guildhall — the
  Road House.
  Business over the last decade has been good for the
  Fellowship of Carters and Coachmen, and this is most
  apparent than when you survey the Road House. Surrounded
  by ten-foot-tall brick walls, this broad mansion is painted
  white. Its windows are covered with dark blue shutters that
  match the guild's uniform, and in the courtyard are statues of
  carters and coachmen performing their thankless work.
  While most of the Road House is a single story, there is a
  small second story toward the front of the mansion — almost
  like a small bowler cap, waiting to be doffed to a loyal client
  The PCs can spend time around the Road House trying to
  find ways into the Gala. High-ranking members of the
  Fellowship of Carters and Coachmen are onsite coordinating
  the Gala, directing caterers and deliveries around the Road
  House. Security guards keep watch throughout the premises
  under the direction of Mr. Burglbap Wuggamub (see sidebar
  on page 5 for more information).
   
  Normally, a PC discerns the consequences of failed
  checks immediately. While this functions
  effectively during combat or dungeon crawls, it
  may bog down heist adventures which rely heavily
  on skill checks.
  Instead, Leverage: Waterdeep uses the
   
   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 II) is
  much more distant than the threat posed to PCs
  who are sneaking around upstairs where they don’t
  belong (Section IV). 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.
  Throughout the adventure, you will see
  recommendations on ways to spend these points.
  4
  Leverage: Waterdeep
  
   
    
   
  Mr. Burglbap Wuggamub (NE male 
  ) is the head of security for all of the
  Fellowship’s major events. He is a master of
  stealth, seeming both everywhere and nowhere at
  the same time. As a bullywug, he should easily
  stand out in a crowd, but this well-dressed
  gentlefrog appears whenever you least expect him.
  He can be seen in one place and be in another
  place the moment you turn around. Conversely, he
  may pop out from behind a bush, politely asking
  the PCs what they are doing.
  Feel free to use him to surprise to PCs who think
  they are being stealthy. In Section II and III, you can
  spend 1 complication point to have him pop out of
  nowhere and question the PCs. (In Section IV and
  V, you must spend 3 points instead.)
  Outside the gates, three urchins are begging for spare
  change. The first is a portly turami boy named Jenks, the
  second is a tiefling boy wearing an eye patch named
  Squiddly, while the third is a deaf Illuskan girl named Nat
  who communicates through sign language. (Her companions
  understand her and will translate on her behalf).
  If the PCs give the urchins at least 2 silver pieces, the
  urchins later repay the favor by helping the PCs throughout
  the adventure. (See the Spotted! sidebar and the Chase
  Through the Streets description in Section V.)
   
  By sneaking around nearby buildings, the PCs can identify
  the following points of entry where infiltration can occur.
  PCs that succeed on a DC 10 Wisdom (Perception) check
  see the servants' entrance at the ground floor of the Road
  House.
  PCs that succeed on a DC 12 Wisdom (Perception) check
  spot a small patio on the on the small second floor roof.
  PCs that succeed on a DC 15 Wisdom (Perception) check
  spy a secret door in the wall that surrounds the Road
  House.
  PCs that succeed on a DC 15 Wisdom (Insight or
  Perception) check notice a large man-made pool on the
  premises. There is a large pool drain that leads to the
  sewers, and it looks like a person could squeeze through.
   
  Most deliveries of food, drink and desserts will be made by
  other guilds on the day of the Gala. PCs who have a guild
  contact and succeed on a DC 13 Charisma (Intimidation or
  Persuasion) check can help make deliveries. Unless they
  have a favor to call in, the PCs should expect to owe the guild
  a favor (3 complication points, usable only at the Adventure
  Conclusion).
  Delivery people gain access to locations around the first
  floor of the Road House where their goods are expected to be
  delivered.
  e  
  e  
  Outside the gates, an elf holding a quill and clipboard watches
  you pensively. “Are you looking for work?” the elf inquires.
  “Do you need some?”
  K’linq (N high elf commoner) is the owner of The Taste of
  Home and was hired to coordinate the Gala. As the guest list
  doubled in the past week, K’Linq is looking to hire anyone
  competent who is willing to work for as little as 5 sp. (K’Linq
  is willing to pay upt o 1 gp for someone with the right skills.)
  Like the elven god Corellon Larethian, K’Linq is neither
  male nor female. If addressed as “he” or “she,” K’Linq gently
  requested to be addressed by name or as “they.”
  K’Linq directs willing PCs to different locations in the
  Road House based on their professed skill set. If hired to
  work at the party, the PCs have an excuse to be onsite at the
  Road House during the heist.
  Cooks and Servers. As the guest list has nearly doubled in
  the past week, K’Linq is scrambling to find enough staff to
  work the Gala. Anyone willing to work as a server or
  bartender is hired on the spot.
  Cooks must demonstrate special skills by succeeding at a
  relevant DC 13 ability check. This ability check could be
  modified by skills like Medicine, Nature or Survival, or tool
  proficiencies like brewer’s supplies or cook’s utensils. A PC
  hired as a cook is expected to work the whole day.
  Servers and cooks are given a tour of the Road House on
  the afternoon of the Gala. They are shown the locations
  where they are expected to work.
  Entertainers. Tonight's guests expect to be entertained.
  While the headliners have been booked for months, K’Linq
  still needs other entertainers — musicians, dancers,
  storytellers and comedians. PCs who succeed at a DC 12
  Performance check will be hired as entertainers.
  Entertainers are given a tour of the main floor of the Road
  House on the morning of the Gala where they are assigned
  their rooms for the evening.
  5
  Putting the Cart Before the Horse
  
   
    
  Valets. The carters and coachmen attending the Gala
  intend to arrive in style, and they have reserved their best
  carriages for the event. With most coachmen in attendance or
  off-duty, K’Linq must hire non-members as drivers.
  Valets are given access to the stables attached to the Road
  House. After delivering the guests, they are expected to
  remain in the stable until the Gala ends (when they will drive
  the guests home).
  c
   
  l
  c
   
  l
  With the expanding guest list, the Fellowship must hire
  additional security guards. PCs with the Criminal or Soldier
  backgrounds are hired on the spot. K’Linq tests PCs with
  lesser pedigree by asking them to find the dagger hidden in
  K’Linq’s coat. A successful DC 13 Wisdom (Perception) or
  Dexterity (Sleight of Hand) check correctly suggests that it is
  concealed in K’Linq’s collar.
  In the afternoon, security guards are given a tour of the
  Road House, including “the upstairs.” Due to their proximity
  to the Coachmen’s chief of security, Mr. Burglbap Wuggamub,
  each PC who is a security guard generates 1 complication
  point.
  With so many members of high society attending the
  Coachmen’s Gala, the Fellowship has hired many guards to
  secure the premises against danger. At the same time, the
  Fellowship has invited dozens of new faces onsite to prepare
  for and work at the Gala.
  Thus, the PCs can remain generally inconspicuous by
  passing a DC 12 Dexterity (Stealth) check (use passive
  Stealth scores unless the PCs are actively trying to avoid
  detection). Failure means that the PCs have been Spotted!
  The PCs are unlikely to realize that they have been spotted.
  Unless they are making an overtly dangerous act, the security
  guards are instructed to report their description to Mr.
  Wuggamub. If spotted, all DCs are increased by 2 in Sections
  III and IV.
  The urchins Nat, Squiddly and Jenks are begging outside
  the Road House. PCs who treat them with kindness see their
  investment repaid in kind, as the urchins run interference on
  their behalf of the PCs — thereby removing the effects of
  being Spotted.
  e  
   
   
   
  e  
   
   
   
  Instead of casing the joint, the PCs may use this time to find
  other ways into the Gala.
  The PCs may attempt to obtain an invitation. PCs with the
  Noble background can obtain an invitation with a successful
  DC 10 Charisma (Persuasion) check — or a 20 gp bribe. PCs
  also can obtain an invitation by calling in favors with another
  guild. This requires a successful DC 13 Charisma
  (Persuasion or Intimidation) check.
  The PCs may also attempt to make their own invitation by
  using a forgery kit. The PC makes a Wisdom (Forgery Kit)
  check which serves as the DC for the Investigation check to
  detect the forgery. A PC may also pay 20 gp for a forged
  invitation (DC 16 to identify as a forgery).
   
   
   
   
   
   
   
   
  It may occur to some PCs that their skills are not
  particularly suited to infiltrating the Gala. These
  PCs should be encouraged to serve as event staff
  like security guards or valets.
  While having a valet on the outside provides an
  escape plan for when the heist goes sideways,
  these PCs can provide precious little help while
  their companions are inside the Road House.
  At the cost of 3 complication points, the PCs
  can borrow sending stones from Ranaer
  Neverember. This provides the characters with
  some agency in the heist — even if it’s via magical
  walkie talkie.
  If a PC on the inside needs to create a brief
  diversion, the valet PC could create a distraction by
  fighting with a guard or another valet. A cunning
  PC may also know which coach belongs to each
  guest, as well as their corresponding driver.
  Damage or theft may be enough to pull that guest
  out of the party.
  The PCs may also disguise themselves as athletes or
  adventurers of sufficient renown who would not require an
  invitation. This requires appropriate accoutrement to pull off,
  generally with an outfit worth at least 20 gp. The
  effectiveness of the disguise is determined by a Wisdom
  check, modified by proficiency in the Disguise Kit (if used).
  More brazen PCs may disguise themselves as celebrities or
  nobles. This requires appropriate accoutrement to pull off,
  generally with an outfit that costs at least 20 gp. The
  effectiveness of the disguise is determined by a Wisdom
  check, modified by proficiency in the Disguise Kit (if used).
  6
  Leverage: Waterdeep
  
   
    
   
   
   
   
  Having cased the joint, the PCs should have identified
  multiple ways to enter to the Gala. Feel free to modify the
  below boxed text to fit the situation.
  Throngs of Waterdhavians wait outside the gates of the Road
  House, waiting for the next coach to arrive carrying a noble,
  famous adventurer or other celebrity. As the doors open, the
  onlookers scramble to see who is about to walk down the red
  carpet into the Coachmens’ Gala. Burly security guards protect
  the main entrance.
  A broad red carpet has been rolled out from the front door
  of the Road House. As you exit your coach, you walk between
  metal statues adorned with the uniform of the Fellowship.
  An enormous freshly-carved statue of a rearing horse sits at
  the entrance to the Road House. There, a servant asks to take
  your jacket, providing a receipt for the end of the evening.
  After the PCs choose their approach, refer to the closest
  option below.
   
   
   
   
   
   
  Kemya Hearthember (LE blue dragonborn sentinel), an
  attentive security guard, scrutinizes each invitation before
  allowing entry. Kemya works closely with the head of security,
  Mr. Burglbap Wuggamub.
  By Invitation. The PCs can present invitations, whether
  forged or legitimate, to gain access to the Gala.
  PCs who use real invitations gain access without a
  problem — unless they’re underdressed for the Gala (1
  complication point). If the PCs insist upon entering, Kemya
  demands that they wear the “loaner jacket” — an
  unfashionable purple blazer that makes them stick out in the
  crowd (2 additional complication points).
  Each PC who uses forged invitations are subject to greater
  scrutiny. Kemya makes a Wisdom (Insight) check with a +2
  bonus opposed by the result of the Forgery check. Mark 1
  complication point if Kemya beats their result, and 3 points if
  Kemya succeeds by 10 or more. (Kemya is under orders to
  keep the line moving, but he notifies Mr. Wuggamub of any
  gatecrashers.)
  Mark 1 complication point for each undisguised PC who
  enters with an invitation. These points are only usable only at
  the Adventure Conclusion.
    
    
    
    
  A map of the main floor has not been included
  with this adventure. When playtesting, we have
  found that fixed maps limit creativity. Instead, the
  “theater of the mind” provides greater flexibility
  for DMs to create compelling scenes. It also
  encourages player engagement, as they have the
  agency to create and set their own scenes.
  We certainly understand that this is not
  everyone’s prefered approach. You may wish to
  repurpose maps from Waterdeep: Dragon Heist.
  By Impersonation. While most people require an
  invitation to attend the Gala, certain Waterdhavians are so
  well known that they can’t be turned away from the door
  without consequences. Accordingly, Mr. Wuggamub has
  explicit orders to allow high society free entry to the Gala.
  PCs who impersonate another individual must bluff their
  way past Kemya without an invitation. PCs posing as athletes
  or adventurers must succeed on a DC 15 Charisma
  (Deception or Persuasion) check, while PCs posing as nobles
  and celebrities must succeed on a DC 13 Charisma
  (Deception or Persuasion) check. PCs that fail this check are
  still permitted entry, but incur 1 complication point (3
  complication points if posing as nobles or celebrities).
  Once through the door, must conduct themselves in a
  manner befitting that individual. These PCs must succeed on
  a DC 10 Charisma (Deception or Persuasion) check to pass
  for athletes or adventurers, or a DC 13 Charisma (Deception
  or Persuasion) check to pass for nobles or celebrities.
  By Working the Gala. PCs who are working the Gala gain
  immediate access through the servants’ quarters. While in
  their designated work areas, no one asks any questions. PCs
  must succeed at a DC 13 Dexterity (Stealth) check to move
  into a location where they aren’t expected to work. With every
  failure, mark 1 complication point.
   
   
   
   
  PCs can arrange to be delivered in a large crate along with
  other supplies. This generally requires a 10 gp bribe, but is
  free if that PC helped make deliveries that day.
  The PC must remain quiet while being jostled about the
  crate. Mark down 1 complication point for any PC that fails a
  DC 13 Concentration check while in the crate.
   
   
   
   
  PCs can sneak onto the grounds of the Road House and in
  through the servant entrance. Each PC that makes a
  successful DC 13 Dexterity (Stealth) check gets into the Road
  House without problems. Mark 1 complication point for each
  PC that fails this check.
  7
  
   
    
  After sneaking onto the grounds, the PCs may also try to
  scale the wall and reach the second-floor patio. While this
  allows the PCs to skip much of this section, it is very risky.
  Each PC scaling the wall must make a DC 15 Dexterity
  (Stealth) check. On a failure, that PC generates 1d6+1
  complication points. On a success, that PC only generates
  1d4+1 complication points. The party can’t generate more
  than 10 complication points when using this method.
  The pool behind the Road House drains into the sewer
  system. PCs with access to the sewer system can infiltrate
  the Road House by opening the drain from the other side.
  (They may even obtain assistance from the Cellarers’ and
  Plumbers’ Guild if the PCs successfully completed “Waste
  Not, Want Not.”) By swimming the length of the man-made
  pool, the PCs arrive at the members-only entrance to the
  Roadhouse. Wet guests are denied entrance until they have
  dried off (2 complication points).
   
   
   
   
   
   
  The Coachmen’s Gala is the talk of the town and has
  attracted the attention of all Waterdeep. The Fellowship paid
  the Waterdeep Wazoo to run articles talking up the Gala. As a
  result, many of the NPCs featured in Appendix B of
  Waterdeep: Dragon Heist might make an appearance. These
  could be nobles like Esvele Rosznar or Yalah Gralhund, or
  perhaps guild representatives like Hammond Kraddoc or
  Ukloria Stonemarrow. Mirt the Moneylender might even cozy
  up to one of the PCs, perhaps plucking hors d'oeuvres from
  their serving tray!
  The following individuals of interest are also present for
  the Gala. The PCs may learn the information from talking
  with the individuals, or they might overhear it through
  conversation.
  Reginald K. Bartrum (CE male Illuskan human spy) is a
  ginger-haired thief who used a forged invitation to get into the
  Gala. His main goal is to steal the magical tools. He doesn’t
  know where they’re hidden, but he has a hot lead that they’re
  somewhere “upstairs.”
  He speaks Thieves’ Cant and is willing to split proceeds
  with anyone in the business who helps him obtain the tools.
  (If necessary, he’ll turn heel to save himself.)
  The Far Traveller Ymerverra (CN female air genasi priest of
  Shaundakul) has come from faraway Kara-Tur. Her bluish
  skin and exotic clothing cause her to stick out like a sore
  thumb 
   even among the Waterdhavian elite. It is customary
  for a priest to be present for galas, and among the guests is
  considered a coup that the Far Traveller is in attendance.
  While most guests give her a wide berth, Ymerverra is
  actually very friendly. She tells any PC that approaches her
  that the winds blow mysteriously across this whole event. An
  aura of suspicion hangs over everyone with a magic item,
  including the Lady Catherine Sevilla (see below).
  Dunning Swanseger (LG female lightfoot halfling
  commoner) carved the wooden statue of the rearing horse at
  the entrance of the Road House. She is wearing a white
  cotton shirt and leather work apron under her polka-dotted
  “loaner jacket,” and she is the only guest not finely dressed.
  Dunning really didn’t want to come to the Gala, as high
  society soirees are high above her station. Last night,
  however, she had a dream where someone was selling her
  childhood Sea Ward home. When she went to see the home,
  she was attacked by flying swords and an empty suit of armor.
  She was saved by Elminster, the Sage of Shadowdale.
  In the dream, Elminster warned Dunning that a former
  lord of Waterdeep was using her former home to hide a huge
  transaction in Waterdeep. He also told her to attend the Gala
  because, “there will be plenty of people looking to escape.”
  She doesn’t know how much of it was true, but she came
  because, “Elminster told me so.”
  If asked about the wooden statue she carved, she mentions
  offhand that it took longer than she expected because the
  Coachmen wanted it to be hollowed out. “I have no idea why,
  but they paid for the extra work.”
  Cybill Radomar (CE female Rashemi human spy) is a
  fence and the head of the Coven, a gang affiliated with the
  Xanathar’s Guild. She is clearly uncomfortable in her fine
  clothes, fidgeting in search of the right posture. She is really
  here to do business with Valenzo Arraletti, an up-and-coming
  coachman who has magical tools that he wants to fence.
  If she recognizes any PCs from “One Hand Washes the
  Other,” she notifies Valenzo (mark 2 complication points for
  each PC). If the PCs she recognizes are working at the Gala,
  she doesn’t tell him right away (these complication points are
  usable only at the Adventure Conclusion).
  Myrial Darkwood (CG female Chondathan human Knight
  of the Blue Moon) is a Knight of the Blue Moon. She wears
  the holy symbol of Selûne around her neck, and she is
  dressed in chainmail glamored as shimmering blue dress.
  She is paying close attention to Reginald and Valenzo, and
  while she can’t explain it, she knows that something is awry
  with those two.
   
   
   
   
   
   
   
   
  These knights are warriors who use the phases of
  the moon to convert magical power into martial
  prowess. For more information about this order,
  including the full subclass, see Selûne’s Gaze
  8
  Leverage: Waterdeep
  
   
    
   
   
   
   
   
   
   
   
  The following members of the Fellowship of Carters and
  Coachmen are mingling with the guests. PCs may interact
  with them or might overhear their conversations while
  working the party.
  Valenzo Arraletti (CE male Illuskan human spy) is an up-
  and-coming coachman in the Fellowship. After Horus
  defaulted on a not-insubstantial loan, Valenzo forcibly
  repossessed the tools on the Fellowship’s behalf. Until they
  can be sold through a fence, he is keeping them locked in the
  desk in Room 8 upstairs (see Section IV).
  PCs should make a DC 15 Wisdom (Perception) check the
  first time they are around Valenzo. If successful, they see the
  outline of a slender key underneath his silken shirt. A PC can
  obtain the key with a successful DC 20 Dexterity (Sleight of
  Hand) check. On a failed check, the PC generates 5
  complication points. This key opens the desk in Room 8
  upstairs (see Section IV).
  The “Lady” Catherine Sevilla (LE Illuskan human mage) is
  a matronly woman with ice-white hair that is tied at the top of
  her head. She is a commander in the Fellowship of Carters
  and Coachmen who arranges transportation for nobles to
  have risqué affairs all across Waterdeep. Her renowned
  discretion means that she has the coin of many influential
  Waterdhavians.
  She knows that Valenzo is trying to fence the magical tools
  and is worried that this will create strife with the League of
  Skinners and Tanners (who claim partial ownership). After
  observing them work the room, she deduces that the PCs are
  searching for the tools, and she will pull a PC aside and offer
  her aid. If the PCs accept her assistance (3 complication
  points, usable only at the Adventure Conclusion), she tells
  them that Valenzo is likely keeping the tools in a room other
  than his bedroom upstairs.
  Civilar Barrett Miramichi, Ret. (LN male Illuskan human
  noble) is the current Speaker of the Coachmen’s Guild. He is
  balding, but his imposing height and round midsection mean
  that all but the tallest Waterdhavians can see his bushy
  mutton chops. As a former military officer, he wears a
  gleaming silver breastplate and dress uniform for all these
  events.
  Miramichi is aware of the dispute over the magical tools.
  He feels that it’s a petty squabble over a gambling debt, and
  the magisters can handle matters if necessary. Either Horus
  owes the coins and the repossession is valid, or Valenzo will
  make the skinners whole.
   
   
   
   
  The following individuals are working at the party. PCs who
  are guests at the party may talk with them, while PCs
  working the Gala may be under their supervision.
  The Cormyrean Lustre is a troupe of traveling musicians
  hired for the main stage. While not working the room with
  their melodies, these four half elf bards are paying close
  attention to their crowd.
  The PCs can speak to these musicians during their short
  break between sets. The musicians freely gossip about the
  people in the crowd, including Valenzo, Myrial and the Lady
  Catherine. The musicians know the general description of
  each individual, plus one piece of juicy gossip that couldn’t
  possibly be true. (Or could it?)
  Faharn Stoutkeg (CN male mountain dwarf thug) is an
  adventurer entertaining the crowd with his savage centaur,
  Shavotar.
  Faharn grew tired of the adventuring life and ran off to
  become a circus entertainer. He clearly lacks the skills to
  perform for high society, butchering attempts at clever
  wordplay and struggling cracking his whip.
  Having mastered their simple act long ago, Shavotar pays
  closer attention to the crowd. He notices that Dunning is very
  underdressed and wonders why she was even allowed
  through the door. He also sees an older human woman (the
  Lady Catherine) and a dapper human male (Valenzo) holding
  several side conversations in the room. Shavotar couldn't
  hear what was said over the crack of Faharn’s whip.
  Miel Stargust (N female half elf commoner) is the head
  chef for the Gala. Having seen her workload double without
  the corresponding doubling of staff, she is struggling to cope
  with the added stress. She struts around the kitchen with a
  wooden spoon, swatting at the knuckles of sous chefs who
  she feels are ruining her recipes.
  Earlier that afternoon, Miel stormed out of the kitchen in
  frustration. She saw a dashing man in guild accoutrement
  (Valenzo) exhibiting a set of tools to a cloaked individual. She
  does not believe anyone saw her.
  n
   
   
   
  n
   
   
   
  During the course of the Gala, other guests mingle and
  approach the PCs. Unless the the PCs can deflect attention
  with an appropriate DC 15 ability check, they may generate
  additional complication points.
  Can I Get Your Autograph? A renowned PC is
  recognized by a guest who’s a big fan. It draws attention to
  the PC and the party (1 point).
  I Know Your Face From Somewhere! A guest
  remembers a PC from a past encounter and realizes she’s
  not who she says she is (1 point).
  Tattlers. Workers grow suspicious of the PCs and inform
  their manager (1 point, or 2 if a PC poses as a servant).
  You’re No Jhak Q’Netty. A guest intimately knows the
  noble that the PC is impersonating (3 points).
  Similarly, the PCs’ antics during the Gala may draw other
  unwanted attention.
  Cutting a Rug. A PC's mishaps on the dancefloor make
  them memorable to everyone at the party. That PC has
  disadvantage on all Dexterity (Stealth) checks (1 point).
  Too Interesting. A PC's characterful antics have attracted
  attention of guests wondering their true identity (1 point).
  Wardrobe Malfunction. A PC’s disguise fails in a small
  fashion, leading guests to realize that something’s awry (1
  point). The disguise fails in a dramatic fashion, revealing
  his true nature to all (3 points).
  9
  Putting the Cart Before the Horse
  
   
    
   
   
   
   
  An abbreviated version of the Code Legal is found
  on page 222 of Waterdeep: Dragon Heist. For your
  convenience, the punishment for a list of likely
  offenses is provided so you can remind the PCs of
  likely consequences.
  Impersonating a noble carries a sentence of
  flogging, imprisonment up to a tenday and a
  fine up to 500 gp.
  Disturbing the peace carries a sentence of a
  fine up to 25 gp and edict.
  Burglary carries a sentence of imprisonment up
  to 3 months and damages equal to the value of
  the stolen goods plus 500 gp.
  Assaulting a citizen carries a sentence of
  flogging, imprisonment up to a tenday and
  damages up to 1,000 gp.
  Remember though — everything is legal if you
  don’t get caught.
   
   
   
   
  n
   
   
   
   
  n
  At the conclusion of this section, the PCs likely know the
  following information:
  The tools are upstairs.
  The tools are locked in a desk.
  Valenzo has the key around his neck.
  At this time, the PCs should look to move upstairs to find
  the magical tools.
  Map A
   e
   
   e
   
  PCs with permission or an excuse to go upstairs may move
  between the levels without raising suspicion. Otherwise, PCs
  must succeed at a DC 12 Dexterity (Stealth) check to sneak
  upstairs. Each failure generates 1 complication point.
  Once upstairs, the PCs can search for the magical tools.
  The following locations are keyed to Map A.
  As the PCs shouldn’t be present upstairs, you should create
  a sense of urgency. The longer they tarry, the more likely it is
  that anyone could stumble upon them in the act. If the PCs
  enter more than 5 rooms, visibly add 1 complication point to
  the pool.
   
  This staircase leads to a large upstairs foyer which is floored
  with ceramic tile. To prevent cold feet, the Fellowship has a
  few throw rugs and finely woven runners on the floor.
   t
  e 
  t
   t
  e 
  t
  This room holds mops, brooms, and buckets to clean the
  surrounding rooms.
   t
   C
   t
   C
  This room stores all the clean linens, sheets, and towels for
  use by the staff.
   
   
   
  s
   
   
   
  s
  This bedroom is reserved for honored guests and is typically
  used for any meetings that require constant attention.
  Tonight, guests who can’t hold their liquor may be found
  sleeping here.
  10
  Leverage: Waterdeep
  
   
    
   
  s 
   
  s 
  This bedroom is reserved for members of the Fellowship that
  are working overnight. There is a modest feather bed next to
  a dresser. A signed copy of Volo’s Guide to Monsters sits in a
  bookcase on the far wall.
   
  t 
   
  t 
  The adjoining open-air patio has places to sit and enjoy an
  outdoor breakfast.
   
   
  e
   
   
  e
  This room is reserved for the Speaker of the Fellowship. The
  accommodations are lavish, but not exotic. Tapestries, a fine
  bed and large bookshelf, desk and chair all make the room
  look lived in, but large.
   
   
   
   
  This large walk-in closet is filled with the Speaker’s finest
  clothing. The PCs may think to use his clothing as disguises.
   
   
   
   
  Any permanent servants who are on duty use this room for
  sleeping and living. There is a simple bed and trunk to store
  everyday clothing, as well as a dresser full of clean uniforms.
   
  s 
   
  s 
  This is the Fellowship’s guild library with walls lined with
  book shelves containing past ledgers and policy manuals.
  Along the north wall is a table, chairs and a dormant
  fireplace.
  Also in this room is Valenzo’s locked desk. If they have
  Valenzo’s key, they can use it to unlock the desk. If using
  thieves' tools, the desk can be opened with a successful DC
  14 Dexterity check, or it can be forced open with a successful
  DC 19 Strength (Athletics) check (1 complication point).
  Wrapped in a canvas sack bearing the markings of the
  League of Skinners and Tanners are the magical tools.
  With a successful DC 15 Wisdom (Perception) check, the
  PCs notice a safe hidden in the room. Using thieves' tools,
  the safe can be picked with a successful DC 17 Dexterity
  check. It can also be busted open with a successful DC 22
  Strength (Athletics) check (5 complication points). In the safe,
  the PCs find 100 gp in assorted coins as well as the current
  ledgers for this year’s earnings.
  At your discretion, the PCs also find one unexpected
  treasure. Just exactly what this treasure is differs for each
  season of Waterdeep: Dragon Heist that you’re playing.
  Spring. A scroll marked with a single symbol — a circle
  with ten distant spokes radiating out from its radius. The
  first time a creature holding the scroll speaks the name of
  the Xanathar, it teleports the beholder from its lair for 1
  minute. Once summoned, the Xanathar is disoriented for
  3 rounds before trying to kill everyone left in sight. At the
  end of the minute, the Xanathar teleports back to his last
  location, and the scroll becomes a non-magical piece of
  paper.
  Summer. Five pages torn from a book. Anyone who
  doesn’t read Infernal suffers headaches when trying to
  read the pages. These were taken from Ammalia
  Cassalanter’s Red Grimoire.
  Fall. Three boat tickets to ride on a Luskan ship called the
  Eyecatcher. Included are directions to the pier where it is
  docked (see Chapter 7 of Waterdeep: Dragon Heist.)
  Winter. A slender oak wand bearing the symbol of the
  Black Network. This can be used as an arcane implement,
  and its wielder has advantage on all Charisma (Deception)
  checks with Zhentarim. Manshoon can always scry on the
  creature holding this wand.
  Valenzo has been negotiating with the villain for the return of
  each object. Taking the object generates 5 complication
  points which is usable only at the Adventure Conclusion.
   
   
   
   
  Valenzo is the only ranking member of the Coachman’s Guild
  that stays here all the time. His room is the busiest and most
  lived in, containing many small personal effects. He has
  several blankets over the bed, of various hues. There is a
  large trunk at the foot of the bed. A bookcase sits nearby, half
  filled with books and half filled with little wood carvings of
  different animals. A desk and chair sit on the opposite wall,
  for personal work.
   
   
   
   
  This small bedroom is where Mr. Wuggamub lives and
  sleeps. The whole room is dark foul smelling and the bed is
  soaking wet. There is an earthy smell coming from one
  corner of the room, adding an unsettling air to the room.
  11
  Putting the Cart Before the Horse
  
   
    
   
   
   
   
   
   
   
   
  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 and you
  start spending your complication points.
  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.
  A Sordid Little Affair. Lovers have snuck upstairs to
  engage in an amorous adventure of their own. Finding the
  PCs rooting around upstairs, they report back to Kemya, who
  comes armed with a maul and 2 thugs (3 points).
  An Offer You Can’t Refuse. Valenzo is waiting for the PCs
  in the Chronicler’s Study. He 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 2 additional points to double the gp
  caps, or 4 additional points to quadruple the gp caps.
  Confrontation. Intoxicated, Horus goes to the Gala and
  demands his tools back in front of everyone. While causing a
  scene, he reveals the true identity of one or more PCs to the
  whole Gala (3 points, plus 1 point for every other PC outed).
  Congestion. After a fleeing guest knocked over the wooden
  statue of the horse, an ethereal horse erupted from its
  shattered shell. The logjam created by the front entrance
  means you must find another escape route (2 points).
  Extra Security. A room upstairs is guarded by unexpected
  guards or behind complicated security they didn’t expect,
  such as:
  3 flying swords (1 point)
  Animated armor (2 points)
  Rug of Smothering (3 points)
  Fired. Your supervisor notices that you’re not at your
  station and heads off to find you. Tracking you upstairs, she
  wanders in just as you’re taking the magical tools (1 point).
   
   
   
   
   
   
  Yes, some metals aren’t magnetic — but we’re not
  metallurgists (and we suspect that you aren’t
  either). Furthermore, the Player’s Handbook
  doesn’t list what kind of metal that armor and
  weapons are crafted from, and your players
  probably haven’t even considered this question
  until now.
  To make life easier, these are arcane magnets
  that attract all kinds of metal, regardless of their
  magnetic properties
  Positively Magnetic. Opening the safe triggers the security,
  turning on arcane magnets. All unattended objects, including
  the magical tools, are stuck to the ground and require a
  successful DC 15 Strength check to lift (3 points). For players
  wearing metal armor, each foot of movement costs 5 extra
  feet until they leave the room (5 points).
  Ribbit. Mr. Wuggamub has followed the PCs with a heavy
  weapon. He's heavily armored (AC 15; 1 point). He's tougher
  (+10 HP; 2 points). He's unkillable (+30 HP; 5 points).
  Tampered Food. The PC consumed tainted food and
  drink. The PC must succeed on a DC 11 Constitution saving
  throw or be poisoned for the remainder of the adventure (3
  points per player).
  The Brute Squad. The magical tools are guarded by 2
  thugs (1 point, or 0 points if a PC working security is one of
  the thugs). Actually, they're 2 sentinels.
  The Ol’ Double Cross. Reginald came to an earlier
  agreement with the Lady Catherine about the magical tools.
  Now that the PCs have outlived their usefulness, he calls up
  4 thugs under the employ of the Fellowship.
  The Unexpected Guest. Ever fashionably late, Ranaer
  Neverember shows up to the Gala as the PCs are escaping
  through the main floor. He stops them to ask how that "magic
  furniture" job worked out (1 point).
  12
  Leverage: Waterdeep
  
   
    
   
   
   
   
   
   
  While the stolen magical tools are now in their possession,
  the Fellowship is now aware of the heist. Soon to be
  outnumbered by unscrupulous guards, the PCs should flee
  before being captured by security or the Watch.
  Upon moving to this section, you should identify which PC
  is carrying the magical tools or the unexpected treasure.
   
   
  s
   
   
  s
  PCs with knowledge of the pool drain may leap from the roof
  into the pool. PCs which make a DC 15 Strength (Athletics)
  check plunge into the pool unharmed, while those that fail
  suffer 2d6 bludgeoning damage.
  Once they reach the pool drain, the PCs must make a
  successful DC 15 Strength (Athletics) check to open the
  drain. From there, they have access to the sewers.
  As an aquatic being, Mr. Wuggamub effortlessly pursues
  the PCs into the pool and through the sewers. So long as he
  lives, he fights to repay the Fellowship’s faith in his skills. If
  he has 5 hp or fewer, however, he tries to carry away any
  unconscious PC.
   
  s
  s
   
  s
  s
  As the heist goes sideways, guests attending the Gala may
  flee in terror. PCs who assume a different disguise may try to
  blend into the throng of guests and escape through the front
  door, magical tools in hand.
  Before being allowed to leave, Mr. Wuggamub and Kemya
  line up all the guests to inspect them for the missing tools,
  asking for any information about the theft of the magical tools
  to step forward. PCs who fail a DC 12 Charisma (Deception)
  check are searched by the security guards (1 complication
  point, usable only at the Adventure Conclusion). A PC is
  searched with the tools on their person is captured (see the
  Adventure Conclusion).
   
   
   
   
   
   
  With so many important guests on hand, the stable is filled
  with many coaches. Most of their drivers are congregated
  outside the stables, rolling dice and drinking alcohol
  “borrowed” from the kitchen.
  PCs who act quickly can steal a coach before its driver
  realizes what’s going on. This generates 1 complication point
  usable only at the Adventure Conclusion. If a PC works as a
  valet, no complication points are generated.
  As the PCs flee the Road House, Valenzo, Mr. Wuggamub
  and other members of the Fellowship give chase. This
  creates a dangerous high-speed race through the streets of
  Waterdeep.
  You should use the Chase rules in Chapter 6 of the
  Dungeon Master’s Guide (p. 252-255) with the following
  changes:
  All the carriages have the same movement speed: 40 feet.
  Someone must drive the coach. They must succeed at a
  DC 10 Intelligence (Land Vehicles) check to "dash" the
  carriage.
  Horses follow the rules for Dashing. They can dash 4
  times before they must begin making DC 10 Constitution
  check. They have a +1 modifier to this check.
  If the PCs treated the urchins with respect earlier in the
  adventure, you may substitute the following scene.
  As you run out the front door of the Road House, a wagon
  pulls up next to you. From the driver’s seat, a portly Turami
  boy doffs a cap at you  “I think you might need a ride out of
  here!”
  Once you pile onto the wagon, the boy gestures to his two
  urchin friends, one holding each rein, that they should move
  quickly
  The three urchins drive the wagon on behalf of the PCs;
  together, their bonus for Dexterity (Land Vehicles) checks is
  +5. Jenks, the Turami urchin, gives the PCs a copper piece
  tour of the neighborhood while they flee the pursuing
  coachmen.
  cc
  s
  l 
  cc
  s
  l 
  If the PCs get 200 feet ahead of their pursuers, they can
  shoot down a narrow alley and escape their pursuers. If their
  pursuers incapacitate the PCs before they can escape, the
  PCs are captured (see Conclusion).
  13
  Putting the Cart Before the Horse
  
   
    
   
  Having recovered the tools back from Valenzo, the PCs can
  return them to their rightful owner — Horus. The following
  day, both Horus and Tally come to Trollskull Manor and begin
  constructing and upholstering the furniture. They spend the
  next tenday building so much furniture that the tavern smells
  of pungent pine and oak. Their craftsmanship is impeccable.
  If they flee the Road House without the tools, the PCs don’t
  get the benefit of the bargain. Tally must work at full price to
  support his sister and nieces and nephews. Out of work,
  Horus can’t upholster the furniture and descends deeper in
  his gambling addiction. The PCs may later find him begging
  in the Castle Ward for a few coins to play a spare hand.
  If PCs are captured with proof of their crime, they may be
  handed over to the City Watch. At your discretion, they might
  be handed over to one of the villains in Waterdeep: Dragon
  Heist. The PCs are expected to buy or work off their freedom
  by working against the villain’s enemies.
   
   
   
   
  If they successfully recover the magical tools and escape the
  Road House, the PCs earn 200 XP. (If they try and fail to
  recover the magical tools, the PCs still earn 150 XP.) The
  PCs may also have taken up to 100 gp from the safe.
   
  c
   
  n
   
  c
   
  n
  The PCs recover the tools and have inconvenienced the
  Coachmen and the villain. Feel free to spend remaining
  complication points at the end of the adventure on the
  following items:
  5-Star Service. If the PCs worked as staff at the party,
  other servers, bartenders and bouncers come seeking
  work at Trollskull Manor (1 point per new employee). This
  earns further ire from the Fellowship, who resent their
  faithful employees leaving to work at Trollskull Manor.
  A Matter of Honor. Kemya, another sentinel and 3
  guards find the PCs at a different date. They confront the
  PCs to satisfy the stain on their honor (3 points).
  I’m Always Watching You (Ribbit). Throughout your next
  adventure, a shadowy bullywug haunts you from the
  corner of your eye. Whenever you are in the streets of
  Waterdeep, you are at disadvantage on all Wisdom
  (Perception) checks due to the distraction of his narrowed
  gaze (3 points).
  Maybe We Can Work Something Out. You made
  Valenzo appear foolish in the eyes of the Fellowship. The
  Lady Catherine has more work for you if you’re interested.
  You can purchase goods and services through her at a
  10% discount. You draw the ire of the other guilds whose
  business she’s stolen, such as the Most Careful Order of
  Skilled Smiths & Metalforgers, or the Vintners’, Distillers’
  and Brewers’ Guild (2 points).
  Old Habits Die Hard. The tanner is at the three dragon
  ante table again (1 point). He’s up big (3 points). He’s up
  big against one of the PCs (5 points).
  Sorry Pal, the Fare's Taken. You have been blacklisted
  from the public transport system of Waterdeep. You are no
  longer allowed to use the Fellowship’s carriage services
  for the next adventure (1 point). Actually, the ban’s
  permanent (5 points).
  Villainous Foresight. This season's villain knows your
  identity (1 point). The villain uses resources to harry you
  at inopportune times (1 point each time).
  Wrong Name. While working on this last job, you let slip
  that it was the League of Skinners and Tanners that hired
  you instead of Horus. As a result, you have disadvantage
  on any further dealings with the League (3 points).
  14
  Leverage: Waterdeep
  
   
    
   
   
   
   
   
   
  15
  Medium humanoid, neutral
   
   15 (chain shirt)
   
   44(8d8 + 8)
   30ft.
  11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
   Acrobatics +4, Perception +5, Performance
  +6
   passive Perception 15
   any two languages
   2 (450 XP)
   The bard is a 4th-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 12,
  +4 to hit with spell attacks). It has the following
  bard spells prepared:
  Cantrips (at will): friends, mage hand, vicious
  mockery
  1st level (4 slots): charm person, healing word,
  heroism, sleep, thunderwave
  2nd level (3 slots)  invisibility, shatter
    
    
   The bard can perform a song while
  taking a short rest. Any ally who hears the song
  regains an extra ld6 hit points if it spends any Hit
  Dice to regain hit points at the end of that rest. The
  bard can confer this benefit on itself as well.
   (2/Day). The bard can use a bonus action on
  its turn to target one creature within 30 feet of it  If
  the target can hear the bard, the target must
  succeed on a DC 12 Charisma saving throw or have
  disadvantage on ability checks, attack rolls, and
  saving throws until the start of the bard's next turn
  Actions
   Melee Weapon Attack  +4 to hit, reach
  5ft., one target. Hit 5 (1d6 + 2) piercing damage.
   Ranged Weapon Attack  +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage
  l
   
  e
  d
  l
   
  e
  d
  Medium humanoid (bullywug), neutral evil
   
   14 (chain shirt)
   
   31 (7d8+7)
   20 ft., swim 40 ft.
  12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 ( 1)
   Perception +5, Stealth +6
   passive Perception 15
   Common, Bullywug
   2 (450 XP)
   The bullywug can breathe air and
  water.
   
  e
   
  e Any beast or humanoid that starts
  its turn within 10 feet of the bullywug must
  succeed on a DC 11 Wisdom saving throw or be
  frightened until the start of the creature's next turn.
   i
   
   
   
   i
   
   
   
   The bullywug can
  communicate simple concepts to frogs and toads
  when it speaks in Bullywug.
   
  e
   
  e  The bullywug has advantage on
  Dexterity (Stealth) checks made to hide in swampy
  terrain.
   
   The bullywug's long jump is up to 20
  feet and its high jump is up to 10 feet, with or
  without a running start.
  Actions
   The bullywug makes two melee attacks
  one with its bite and one with its dagger.
   Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target  Hit  3 (1d4 + 1) bludgeoning damage
   Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage and 2 (1d4) poison
  damage.
  Putting the Cart Before the Horse
  
   
    
  16
  Large monstrosity, neutral good
   
   12
   
   45 (6d10 + 12)
   50ft.
  18 (+4) 14 (+2) 14 (+2) 9 ( 1) 13 (+1) 11 (+0)
   Athletics +6, Perception +3, Survival +3
   passive Perception 13
   Common, Elvish, Sylvan
   2 (450 XP)
   If the centaur moves at least 30 feet
  straight toward a target and then hits it with a pike
  attack on the same turn, the target takes an extra
  10 (3d6) piercing damage.
  Actions
  Multiattack. The centaur makes two attacks: one
  with its pike and one with its hooves or two with its
  longbow.
   Melee Weapon Attack  +6 to hit, reach 10 ft ,
  one target. Hit: 9 (1d10 + 4) piercing damage.
   Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning
  damage.
   Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  Medium humanoid (any race), any alignment
   
   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.
  or range 20/60 ft., one target. Hit: 4 (1d6 + 1
  piercing damage, or 5 (1d8 + 1) piercing damage if
  used with two hands to make a melee attack.
  i
   
   
  e l
  i
   
   
  e l
  Medium humanoid (any race), any non evil
  alignment
   
   16 (chain shirt)
   
   26 (4d8 + 8)
   30 ft.
  16 (+3) 11 (+0) 14 (+2) 11 (0) 13 (+2) 15 (+2)
   passive Perception 10
   any one language (usually Common)
   1 (200 XP)
   The knight is a 3rd-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 12,
  +4 to hit with spell attacks). It has the following
  wizard spells prepared:
  Cantrips (at will)  message, shocking grasp 1st level
  (2 slots): disguise self, fog cloud, shield
  Actions
   Melee Weapon Attack: +5 to hit, reach
  5 ft  one target  Hit  7 (1d8 + 3) slashing damage,
  or 8 (1d10 + 3) slashing damage if used with two
  hands to make a melee attack
   Ranged Weapon Attack: +2 to hit, range
  150/600 ft., one target. Hit: 4 (1d8) piercing
  damage.
  Leverage: Waterdeep
  
   
    
  17
   
  Large beast, unaligned
   
   10
   
   4 (1d8)
   30 ft.
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
   passive Perception 10
   -
   1/4 (50 XP)
  Actions
   Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 9 (2d4 + 4) bludgeoning damage.
  e
  Medium humanoid (any race), any alignment
   
   12 (15 with mage armor)
   
   40 (9d8)
   30 ft.
  9 (-1) 14 (+2) 11 (+0) 17 (+3) 11 (+1) 11 (+0)
   
   Int +6, Wis +4
   Arcana +6, History +6
   passive Perception 11
   any four languages
   6 (2300 XP)
   The mage is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). The mage has the
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): detect magic, mage armor,
  magic missile, shield
  2nd level (3 slots)  misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions
   Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Medium humanoid (any race), any alignment
   
   15 (breastplate)
   
   9 (2d8)
   30 ft.
  11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
   Deception +5,Insight +4, Persuasion +5
   passive Perception 12
   any two languages
   1/8 (25 XP)
  Actions
   Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
   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
  Putting the Cart Before the Horse
  
   
    
  18
  i
  Medium humanoid (any race), any alignment
   
   13 (chain shirt)
   
   27 (5d8 + 5)
   30 ft.
  10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
   Medicine +7, Persuasion +3, Religion +4
   passive Perception 13
   any two languages
   2 (450 XP)
  i
   
  i
   
   As a bonus action, the priest can
  expend a spell slot to cause its melee weapon
  attacks to magically deal an extra 10 (3d6) radiant
  damage to a target on a hit. This benefit lasts until
  the end of the turn. If the priest expends a spell slot
  of 2nd level or higher, the extra damage increases
  by 1d6 for each level above 1st.
   The mage is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). The mage has the
  following wizard spells prepared:
  Cantrips (at will)  fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): detect magic, mage armor,
  magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions
   Melee Weapon Attack  +2 to hit, reach 5 ft ,
  one target. Hit: 3 (1d6) bludgeoning damage.
  e  
  e
  e
  e  
  e
  e
  Refer to page 215 of Waterdeep: Dragon Heist for
  Ranaer's statblock
  l
  Medium humanoid (any race), any alignment
   
   18 (chainmail, shield)
   
   39 (6d8 + 12)
   30ft.
  18 (+4) 11 (+0) 14 (+2) 11 (+0) 14 (+2) 9 (-1)
   Stealth +3, Perception +5
   passive Perception 15
   Common and one other
   3 (450 XP)
   
  . The sentinel does not receive
  disadvantage on Dexterity (Stealth) checks made in
  heavy armor.
   
   When the sentinel is within 5ft of
  an ally, it gains an extra die of damage on one
  weapon attack it makes each round
   
   The sentinel has advantage on
  attack rolls and Dexterity saving throws while
  standing within 5 feet of an ally wielding a shield
  Survival Training. The sentinel has advantage on
  saving throws against poison, spells, and illusions,
  as well as to resist being charmed or paralyzed.
  Actions
   Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 7 (1d8 + 4) piercing damage.
   Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft  or range 30/120 ft , one target  Hit  7
  (ld6 + 4) piercing damage, or 11 (2d6 + 4) piercing
  damage while enlarged
   
   (Recharges after a Short or Long
  Rest). The sentinel magically turns invisible for up
  to l hour or until it attacks, it casts a spell, or its
  concentration is broken (as if concentrating on a
  spell)  Any equipment the sentinel wears or carries
  is invisible with it.
  Leverage: Waterdeep
  
   
    
  19
  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)
   
   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
   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.
  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
   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
  Refer to page 220 of Waterdeep  Dragon Heist for
  the Xanathar's statblock.
  Putting the Cart Before the Horse
  
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Forgotten Realms/Waterdeep/Putting the Cart Before the Horse/Leverage - Waterdeep Putting the Cart Before the Horse (Color) (Final) v1.1 (Sanitized).pdf