TEXT: 1
  FOR WATERDEEP DRAGON HEIST
  The Lady of Trollskull Priory
  A Story Expansion for 
  Waterdeep Dragon Heist
  
  2
  THE LADY OF TROLLSKULL PRIORY
  The Lady of Trollskull Priory
  A Story Expansion for 
  Waterdeep Dragon Heist
  Introduction: As the party settles in to their new home in Trollskull Alley, the 
  neighborhood welcomes another addition. A lady from a faraway land has acquired 
  the old Priory of the Overgod, a long-abandoned structure at the eastern end of 
  the alley. Shortly after Lady Boguescu and her small retinue move into the priory, 
  strange occurrences begin haunting the alley. The east end of the alley sees an 
  uptick in vermin, and a strange fog seems to fill the alley, regardless of the season. 
  Shadows seem longer. Soon Fala Lefaliir begins complaining that their supplies are 
  spoiling. Will the owners of Trollskull Manor be able to discover the nature of these 
  dark disturbances and put a stop to it? Or will the people of the alley fall prey to the 
  Lady of Trollskull Priory?
  by Travis Legge
  edited by 
  Sarah Scharnweber
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and 
  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.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is 
  used with permission under the Community Content Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2018 by Travis Legge and published under the 
  Community Content Agreement for Dungeon Masters Guild.
  Cover Art
  The Ruins of Holyrood Chapel (Public Domain)
  Cartography 
  by Dyson Logos
  Interior Art
  David Revoy 
  MarshallRG
  copyright by Jazbee 2012
  
  3
  FOR WATERDEEP DRAGON HEIST
  Adventure Primer
  This section gives a basic overview of the events, 
  characters, and setting elements introduced in the Lady of 
  Trollskull Priory. Though this is not an adventure in the 
  traditional sense, the sections of this booklet are divided 
  into episodes like a standard adventure.
  Background
  In recent memory, a band of adventurers were spirited away 
  to the cursed land of BAROVIA, where they faced a horrific 
  evil in the form of the vampire STRAHD. When the heroes 
  defeated the vampire, the land of Barovia was joined with 
  that of TORIL, occupying a small area of wilderness along 
  the SWORD COAST. Many Barovian survivors remained 
  in the village, content to live out their lives in the home they 
  had always known, now free from the manipulations of “the 
  devil Strahd.”
   Some Barovians saw an opportunity to escape the 
  accursed land once and for all. Venturing forth into the 
  lands of the Sword Coast, these Barovians looked to set 
  up quiet, peaceful lives in new homes. Acting as merchants 
  and tradesfolk, these travelers were able to blend in to the 
  cosmopolitan cultures of the North easily enough.
   A small few Barovians of a less peaceful disposition saw 
  the opportunity to visit their depravities on a new land, 
  unaccustomed to the darkness that had held Barovia in its 
  grasp. LAZLO LUKRESH, a villager from Barovia who 
  took sadistic pleasure in his duties as a guard, saw such 
  an opportunity when he discovered LADY GERTRUDA 
  BOGUESCU, a young and naive Barovian woman who 
  was turned into a vampire spawn shortly before Strahd’s 
  destruction. Lazlo saw the raw power and potential in 
  Gertruda and took her in. He began to teach her the ways 
  of the world (as her mother had refused to do) convincing 
  Gertruda that he had her best interests at heart and that 
  he was the only person she could truly trust. Lazlo led 
  Gertruda to believe that the other Barovians, including her 
  mother, would murder her if they discovered what she was.
   After earning her trust, Lazlo persuaded Gertruda to grab 
  as much coin as they could carry from the coffers of Castle 
  Ravenloft and join him in exploring the new lands at their 
  disposal. With his sister, MIRUNA, and two mongrelfolk 
  lackeys they hired named HANS and IVAN, Lazlo led his 
  motley crew of Barovians out into the world to acquire 
  power.
   After months of travel spent familiarizing himself with 
  the North, Lazlo determined that the ideal place to set up 
  a permanent base of operations would be in the city of 
  WATERDEEP. Using a significant portion of the treasure 
  plundered from Castle Ravenloft, Lazlo purchased a 
  disused priory in TROLLSKULL ALLEY, where the group 
  now intends to make a home.
  Episodes
  This adventure is divided into episodes, which can be 
  treated as small encounters and inserted into other 
  sessions throughout your Waterdeep Dragon Heist 
  campaign. Alternatively, these episodes can be run back to 
  back, whether all at once or spread out over one to three 
  sessions.
  Episode Sequence
  The episodes presented herein are designed to occur in a 
  linear fashion, though they may be separated by downtime, 
  other adventures, and various missions.
  Appendices
  There are five appendices:
  Appendix 1: Monsters & NPCs
  Appendix 2: Maps
  Appendix 3: Character Handouts
  Appendix 4: Dungeon Master Tips
  Appendix 5: Magic Items
  How Will You Play?
  You can spend as little or as much time as you like 
  integrating the content of this adventure into your 
  Waterdeep Dragon Heist campaign. If your players are 
  enjoying the creeping unease of having strange folk living 
  at the end of the alley or are reluctant to face down the 
  inhabitants of the priory, feel free to draw this story out in 
  the background. If the players catch on to the fact that there 
  is a vampire in the region and focus all of their attention on 
  ending the threat, let them do so.
   Caution is advised! Technically being a vampire is not 
  a violation of the Code Legal, nor is it alone cause for a 
  murder to be considered “with justification.” If the party 
  breaks into the priory with nothing more than suspicion of 
  vampirism to support their actions, they are likely to wind 
  up imprisoned or worse…provided they survive.
  
  4
  THE LADY OF TROLLSKULL PRIORY
  Episode One: Call to Action
  Estimated Duration: 30 minutes
  “Vampyr” is my new name. I still lust for life and youth and I 
  curse the living that took that from me.”
  —Strahd von Zarovich, Tome of Strahd
  The adventure begins in Trollskull Alley. As the party 
  rises for the day to begin their business, the arrival of new 
  neighbors in the old priory on the East end of the alley 
  catches their attention.
  The Arrival
  As the adventurers set out on their day’s errands, they see 
  a small caravan arrive at the old Priory of the Overgod, 
  a building that has stood abandoned since before the 
  party took up residence in the neighborhood. The caravan 
  consists of a carriage and two enclosed wagons, which park 
  along the Northeast entrance to the alley. This effectively 
  blocks the entire passage. From the first carriage, two 
  cloaked humans emerge. Lazlo Lukresh (LE Barovian 
  human bandit captain) and his sister, Miruna (NE Barovian 
  human druid) are both dressed in dark cloaks with drab, 
  gray breeches and tunics beneath. Lazlo wears the hood of 
  his cloak up over his head, whereas Miruna wears a wide 
  brimmed, pointed black hat with a silver buckle.
   Once out of the carriage the duo begins issuing curt 
  orders to the occupants of the wagons. The first wagon 
  is driven by two humanoids dressed in heavy gray cloaks 
  made of coarse wool. The thick cowls of their cloaks are 
  drawn up over their heads, obscuring their features. These 
  two are Hans (N mongrelfolk) and Ivan (NE mongrelfolk) 
  the servants and retainers of the house. Once they have 
  exited the wagon, the duo begins moving a large crate from 
  the wagon into the property. The crate is seven feet long, 
  three feet wide, and four feet deep. A successful Wisdom 
  (Perception) check at DC 14 reveals that soil is trickling 
  from the crate.
   Four hired hands (N human commoners) hop out of the 
  rear wagon and begin unloading luggage, boxes, and art 
  objects from the wagons, starting with the carriage and 
  working their way backward. Miruna enters the priory 
  along with the mongrelfolk, but Lazlo remains outside, 
  supervising the hired hands as they unload the wagons.
   If the party does nothing, the entire process of unloading 
  the wagons takes a little over an hour. While other 
  neighbors in the alley give a glance over in the direction of 
  the new arrivals, none of them interrupt the process. About 
  fifteen minutes after the unloading begins, Embric and Avi 
  (see Waterdeep Dragon Heist, Chapter 2: Trollskull 
  Alley) emerge from their forge, transporting a cart filled 
  with steel City Watch helmets for delivery to the nearest 
  watch post. Embric grumbles that “the damn neighborhood 
  is filling up faster than a guildmaster’s coffers on Leiruin.” 
  Avi offers a warm smile to the party and explains, “He’s just 
  cross because we have to take the long way,” as the couple 
  maneuvers the cart to exit Trollskull Alley from the North 
  entrance.
   If the party makes their way over to the new arrivals, read 
  the following:
  
  5
  FOR WATERDEEP DRAGON HEIST
  As you walk down the alley toward the priory you can hear the 
  stern, heavily accented voice of the man from the first carriage 
  as he chastises the workers. 
   “Those are the personal effects of Lady Boguescu! I would 
  remind you that you are being paid a handsome sum to move 
  them with alacrity and care. All must be in readiness by 
  nightfall!”
  Lazlo ignores the characters unless they address him 
  directly. If they do, he turns to them and bows before 
  introducing himself, speaking in a gentle tone.
  Greetings. I am Lazlo Lukresh, the humble servant and 
  seneschal of Lady Boguescu, the mistress of this property. How 
  may I be of service?
  Lazlo is well mannered and polite while speaking to the 
  party, though his answers do tend to be a bit on the short 
  side. Whoever is addressing Lazlo, or whoever asks him the 
  first question, should make a DC 14 Charisma (Persuasion) 
  check. If this check fails, Lazlo will explain that he is quite 
  busy at the moment, but “will be happy to entertain any of 
  the neighbors once the Lady is settled in.”
   If this check succeeds, Lazlo will give the following 
  answers:
  Where are you from?
  “We have traveled from a distant land, well beyond the 
  Sword Coast. Most recently we passed through the Misty 
  Forest by way of Daggerford, where the Lady acquired this 
  property.”
  Who is the Lady?
  “Lady Gertruda Boguescu. I am her humble servant. She 
  has left the land of her birth to seek fortunes in this, the, 
  what is it your people call it? City of Splendors?”
  Is the Lady a noblewoman?
  “She is of noble blood.”
  Can we meet the Lady?
  “I am afraid that is impossible at the moment, but we 
  should be settled in within a couple of days. I am certain 
  she will wish to warm our humble home with the company 
  of new friends and neighbors. Where might we extend an 
  invitation when we are prepared to receive visitors?”
  Are all of these men members of your 
  household?
  “No. These are simple hirelings we acquired to help ease 
  the task of moving our belongings. The household is only 
  myself, my sister, Miruna, and the servants Hans and Ivan.”
  How long do you plan to be in Waterdeep?
  “We have traveled far for a long time. We have no intention 
  of going anywhere so long as the city proves inviting. If you 
  are any indication of the kindness of the townspeople here, 
  I could see us staying for a very long time.”
   Characters who succeed on a DC 14 Wisdom (Insight) 
  check while speaking with Lazlo get the impression that 
  while he is not outright lying, he is being a bit standoffish 
  and guarded. If pressed too hard on issues about Lady 
  Boguescu’s past, Lazlo will excuse himself, citing the vast 
  amount of work he must complete before the Lady rises. 
  Otherwise he offers polite conversation for a few moments 
  before excusing himself the same way. Unless the party is 
  rude or threatening to him, Lazlo will ask for their contact 
  information and assure them that they will be invited to the 
  household’s first affair.
  To Episode Two
  Provided the party did nothing to offend Lazlo, he will 
  simply return to his tasks after discovering where the 
  characters may be contacted. Three days later, an invitation 
  (see Appendix 3: Character Handouts) will arrive at 
  Trollskull Manor, inviting the characters to join Lady 
  Boguescu for drinks and dance that evening.
  Episode Two: The Priory
  Estimated Duration: 60 minutes
   “Welcome to my house. Come freely. Go safely; and leave 
  something of the happiness you bring.”
  — Bram Stoker, Dracula
  Prerequisites
  This episode begins once the sun has set on the night 
  of the party. The adventurers need only have received 
  the invitation and be willing to attend. If the interactions 
  in the Call to Action went exceptionally poorly and the 
  adventurers were not invited
   This episode assumes that the adventurers accept Lazlo’s 
  invitation to the party. This scene gives them an opportunity 
  to interact with the denizens of the priory as well as the 
  other residents of Trollskull Alley. For NPCs not included in 
  Appendix 1 of this book, see Waterdeep Dragon Heist, 
  Chapter 2: Trollskull Alley. When they set out for the 
  party, read the following.
  As you step out into the night air, you notice that a light fog rolls 
  along the ground at the East end of the alley. The moon hangs 
  low above the priory, bathing the alley in an eerie glow. Along 
  the walkway of the north end, you see two rats rush down the 
  walkway before ducking into the Bent Nail.
   The rats are in the building and out of view before the 
  party has much chance to react. They will notice some of 
  the other residents of Trollskull Alley making their way to 
  the priory.
  Fala Lefaliir
   Fala is walking out of their shop about the same time as 
  the characters, with their friend, Ziraj. Fala politely waves 
  
  6
  THE LADY OF TROLLSKULL PRIORY
  to the adventurers and asks if they are on route to the party. 
  They also introduce Ziraj as “a very dear friend.” Ziraj is 
  personable, but reserved, and is dressed in black leather 
  armor beneath a black cloak. The hood is currently down. 
  Characters with a passive Perception of 16 or higher will 
  notice a concealed dagger in each of Ziraj’s boots.
  Vincent Trench
   Trench lags just a bit behind the characters, about 30 feet 
  back as they walk to the party. He is smoking his pipe and 
  apparently lost in thought, though he will respond politely if 
  addressed.
   After running any social interactions and setting the 
  scene the adventurers may make their way to the priory, 
  where they are greeted by Hans, who is working the gate 
  that leads into the priory courtyard (see 1. West Gate.)
  Area Information
  The priory has the following features:
   Ceilings. The priory building has ceilings that begin 
  at 10 feet high and are raised to 20 feet in the center via 
  stellar vault. The ceilings are made of concrete. Characters 
  who succeed on a DC 25 Intelligence (Religion) check will 
  recognize the pattern of the vaulting forms a holy symbol 
  connected to the cult of Ao.
   Light. Unless otherwise noted, the priory is lit via 
  candelabra, which are placed on tables or in wall sconces. 
  This leads the majority of the interior to be dimly lit, 
  with areas of bright light only occurring within 5 feet of a 
  candelabra and darkness in any area further than 20 feet 
  from a candelabra.
   Shadows seem unnaturally deep in areas of dim light 
  within the priory. On occasion they will flicker or behave in 
  odd ways, which can be mildly unsettling to observers with 
  a passive Perception of 14 or higher.
   Sound. The priory is old. The wood of furniture and 
  doors creaks when interacted with. Unoccupied areas 
  are often filled with eerie silence, which is randomly 
  broken with the skittering or squeaking of vermin that the 
  adventurers can never quite find.
   Doors. The doors in the priory are old and dry-rotten 
  with standard locks, which can be picked with a successful 
  DC 15 Dexterity check using thieves’ tools. The doors 
  are flimsy and can be forced open with a DC 14 Strength 
  (Athletics) check, but doing so breaks the door entirely, 
  ripping the lock out of the door.
   Floors. The floors are constructed from clay tiles. The 
  tiles have bizarre patterns worked into them which seem to 
  move when stared at for too long. Characters who look at 
  the floor in an area of bright light for more than one minute 
  (such as when investigating a room) suffer disadvantage on 
  Wisdom saving throws for the next minute, unless the room 
  has a carpet.
  Objectives
  The primary objectives of this episode are to meet and 
  socialize with the inhabitants of the priory. By the end of 
  the episode the adventurers will almost certainly suspect 
  something is off about Gertruda and her servants. It is likely 
  that they will suspect vampirism, but if they draw other 
  conclusions there is no reason to discourage them. Allow 
  the players to draw false conclusions, should they do so.
  Creatures/NPCs
  In addition to the inhabitants of the priory who can be 
  found in Appendix 1, the inhabitants of Trollskull Alley 
  are all present at the party, with the exception of Rishaal 
  the Page-Turner, who received an invitation but elected to 
  ignore it. The inhabitants of Trollskull Alley are detailed in 
  Waterdeep Dragon Heist, Chapter 2: Trollskull Alley.
  1. West Gate
  Area Information
  This brick gatehouse gives access to the Northeast entrance 
  of Trollskull Alley. The exterior doorway is a wrought 
  iron gate. The interior door is wooden and opens into the 
  courtyard.
   The interior of the house has a bench for a guard to sit 
  along the South wall. A weapons rack hangs on the North 
  wall but is presently empty.
   On the night of the party, read the following when the 
  characters approach the outside of the gate:
  The fog curls and laps at your feet as you approach the brick 
  gatehouse that leads to the old priory. The wrought iron gate 
  hangs open, and you see a cloaked humanoid figure standing in 
  the doorway. The figure is backlit from a candelabra burning on 
  the bench behind him. 
   “Invitation, please?”
   The shadowed figure is Hans, one of the mongrelfolk 
  servants. Hans wears the same heavy woolen cloak he wore 
  previously and an expressionless porcelain mask. Beneath 
  the cloak, Hans is wearing a gray tunic, a leather belt, and 
  black pants. He wears soft leather boots, which seem filled 
  to bursting and showcase that his feet are a bit too big for 
  his body. Characters with a passive Perception of 16 or 
  higher will notice what appears to be animal fur sticking 
  out from beneath the mask and the neckline of the tunic. 
  As the characters approach, Hans holds out his hand and 
  says “Invitation, please?” He speaks in a gravelly voice that 
  sounds like a half-growl. Once the adventurers present their 
  invitation Hans steps aside, gesturing toward the priory 
  door with a slight bow. From this point on, the adventure 
  takes place within the priory. On the night of the party, the 
  wood door on the Eastern end of the gatehouse sits open, 
  awaiting guests.
   If the characters visit this location uninvited at any time 
  other than the party, they find the iron gate sealed and 
  locked. The lock on the iron gate can be picked with a 
  
  7
  FOR WATERDEEP DRAGON HEIST
  successful DC 15 Dexterity check using thieves’ tools or 
  be forced open with a DC 22 Strength (Athletics) check. 
  The wooden door is also closed and locked. There is no 
  candelabra in the gatehouse when it is unoccupied.
  Treasure
  The candelabra (and indeed, all the candelabras in the 
  priory) is made of brass, and designed to look like a hand, 
  with each finger having a place to hold a candlestick. The 
  candelabra is worth 3 sp.
  2. The Courtyard
  Area Information
   The courtyard is a neglected lawn with a small smattering 
  of sickly trees. The courtyard is surrounded by a 5 -foot 
  thick, 10-foot high wall crafted of brick. On the night of the 
  party, the courtyard is quiet and serene. As the characters 
  enter, read the following:
  The grass is about ankle deep on a human, the tips of the 
  blades jutting out over the rolling fog below. It is clear that there 
  has been no groundskeeper in recent memory. A cobblestone 
  path leads from the gatehouse to the door that leads to a large 
  wooden door. The path also forks to the North and wraps 
  around the Northern end of the property.
   If the characters visit uninvited on any night other than 
  the party, they encounter a swarm of rats who attack 
  anyone that is not escorted by a member of the household. 
  There is also a 10 percent chance that Miruna will be 
  encountered here, engaging in a ritual of communion 
  with the land. If interrupted in such a case, the Barovian 
  druid will fight until reduced to half her hit points before 
  retreating into the priory.
  Treasure
   None.
  3. Foyer
  Area Information
  This 30-foot by 30-foot chamber is designed to serve as a 
  greeting area. As the characters enter, read the following:
  As you approach the door to the priory, you see the flickering 
  glow of candlelight in the doorway. Stepping into the large 
  chamber, you see a patch of inky darkness beyond the 
  candlelight’s reach. Beyond the darkness, more candles flicker 
  in a cold empty Eastbound hallway.
   This massive chamber is largely empty at this point. 
  Candelabras have been placed in wall sconces to the North 
  and South of the Western entrance, bathing the doorway 
  in bright light. Across the room is a hallway that continues 
  on to the East for an additional 20 feet. Five feet into the 
  hallway, a pair of sconces hold two more candelabras, one 
  mounted on the North wall, the other on the South.
   If the adventurers visit this area uninvited on a night other 
  than the party, they will discover both wooden doors locked. 
  There will be no candelabras in the sconces, causing the 
  room to be in total darkness. There is a 25 percent chance 
  that Gertruda will be in area 6 at the time of their intrusion 
  and will hear the adventurers enter unless they make a 
  successful DC 13 group Dexterity (Stealth) check.
  Treasure
   Four candelabras.
  4. Cellar Stairs
  Area Information
  This stairway leads down 20 feet to a wine cellar. The 
  sconces sit empty, leaving the stairwell and cellar in 
  darkness.
  A darkened hallway extends before you.
  Any character attempting to navigate the stairs without 
  darkvision must succeed on a DC 10 Dexterity saving 
  throw or fall down the stairs suffering 3 (1d6) points of 
  bludgeoning damage. Characters encountering the stairway 
  for the first time in the darkness make this saving throw at 
  disadvantage.
  Treasure
  The majority of the wine racks are empty, however there 
  are 2d6 bottles of Red Dragon Crush from the Wizard of 
  Wines in Barovia in the Southern end of the wine rack 
  along the East wall. Each bottle can fetch 5 sp from the 
  right collector.
  5. Gertruda’s Stair
  Area Information
  This stairway leads an additional 10 feet down, to an area 
  that was once used as a library by the clergy of the priory. 
  The lighting conditions here are consistent with area 4.
  A darkened hallway extends before you.
  The door at the bottom of this stairway is typically locked 
  and barred from the inside if Miruna has not been 
  encountered yet, there is a 50 percent chance that she is 
  in area 7, in which case the door is not barred, instead 
  hanging open a bit.
   Due to the rotten nature of the doors, barring them does 
  very little to actually prevent forced entry. Though picking 
  the lock will be ineffective, a successful DC 16 Strength 
  (Athletics) check will snap the wood barring the door 
  allowing entry into the room. This is not quiet and will 
  allow any creature in area 4, 6, or 7 to hear and identify the 
  commotion.
  
  8
  THE LADY OF TROLLSKULL PRIORY
  6. Main Hall
  Area Information
  This is the main hall where the Barovians are hosting 
  the party. As the adventurers enter the room, read the 
  following:
  As you step into the main hall, you see a number of dining 
  tables set up, encircling the outside of the room, each bearing 
  a candelabra. The center of the room is open to form a dance 
  floor. On the raised dais along the south wall, an elven woman 
  stands playing a romantic tune on the viol. A few of the couples 
  from the neighborhood are up dancing, but most of the locals sit 
  at the tables enjoying food and wine. 
   In the Northwest corner of the room, another cloaked 
  humanoid, dressed exactly as the man who greeted you at the 
  gatehouse, stands in front of a cellar door, watching the crowd 
  from behind his featureless porcelain mask. 
   Lazlo, who stands beside the dais admiring the bard’s 
  performance, turns to the party as they enter. 
   “Welcome! Please take a seat. Your presence is a gift to us.” He 
  says as he gestures to an empty table.
   Lazlo escorts the party to an open table and tells them 
  that Miruna will be bringing food and drink over shortly. 
  Ivan stands guard before the door to area 4, permitting no 
  one entry. Peren (CG male elf bard) plays the viol on the 
  dais.
   In addition to the Trollskull Alley NPCs, there are a dozen 
  nobles present, representing the rest of the Trollskull Alley 
  residents. Over the course of the next hour of game time the 
  adventurers may interact with whomever they choose. Use 
  the following guidelines to run the scene.
  Lazlo
  Lazlo will do everything in his power to be an infallible host. 
  He moves from table to table, checking on everyone’s meals 
  and drink, looking up to silently signal to Miruna to fulfill 
  any request. If questioned about the Lady’s whereabouts, 
  Lazlo simply replies, “Lady Gertruda prefers to dine in 
  private. It is the custom of her people.”
  Miruna
  Miruna runs table to table answering Lazlo’s signals to 
  address the needs of the attendees. Between circuits 
  through the room, she darts down the hallway on the 
  Southeast end of the chamber to gather more supplies. If 
  spoken to for any purpose other than food, drink, or comfort 
  requests, Miruna simply replies, “No time.” And continues 
  about her errands.
  Ivan
  Ivan does not interact with anyone unless they approach the 
  door. If anyone walks over to Ivan he simply folds his arms 
  and says, “Off limits.”
   Should anyone try and force their way past Ivan, he will 
  forcibly eject them via the Southwestern exit.
  Peren
  Peren spends most of the evening playing, but if the 
  characters approach him during a break, he can inform 
  them that he was hired by Lazlo to perform at the party and 
  is being very well compensated for his time, though tips are 
  always appreciated.
  Trollskull Alley NPCs
   This is a good opportunity for the adventurers to carry 
  forward existing interactions with NPCs from Trollskull 
  Alley. Depending on the other events in your campaign, this 
  may be the first opportunity for them to speak to some of 
  the NPCs. Spend as little or as much time as you like on 
  these interactions but try to keep it under an hour of real 
  time unless there are serious plot-altering interactions 
  happening.
  Lady Gertruda
  Once the adventurers have had the time to handle any 
  interactions they would like to, Lazlo steps to the Northwest 
  passage and signals Peren to stop playing. When Peren 
  stops the attendees turn their attention to Lazlo. With a 
  booming voice, he calls out, “Presenting the Lady Gertruda 
  Boguescu, Mistress of the House.”
   As Gertruda (NG female vampire spawn) steps out of 
  the hallway, read the following:
  The young lady entering the room is dressed in a black 
  skirt slit to the thigh, a black bustier with red accents along 
  the seams, and a red choker. Her raven-black hair is cut 
  just above the shoulder and looks a bit wild and unkempt. 
  Her large, blue-gray eyes give her face the appearance 
  of childlike innocence, but as she looks over the room, 
  you catch a sort of sadness in her expression beyond her 
  apparently short years. She appears to have seen twenty 
  summers at most. Her pallid skin is accentuated by the dark 
  red lipstick she wears. As the room silently watches she 
  walks to the dais, looking at each person in the room with 
  a smile. Once at the dais, she casts a final look across the 
  room before speaking, her voice barely carrying throughout 
  the large chamber.
   “I am new to your land. Where I was raised, hospitality is 
  considered one of the greatest virtues one can possess. It is 
  in this spirit that I have invited you all to my home. Thank you 
  for your gracious acceptance. Thank you for warming my new 
  home with your company and mirth. I look forward to sharing in 
  your warmth for countless nights to come.”
   Any character who succeeds on a DC 14 Wisdom 
  (Insight) check determines that Gertruda is uncomfortable 
  with the crowd. This result also indicates that she seems 
  disappointed somehow. A successful DC 19 Wisdom 
  (Perception) check reveals a few wet spots on her bodice, 
  though the nature of the wetness is impossible to determine 
  without touching it.
  
  9
  FOR WATERDEEP DRAGON HEIST
   The look of disappointment stems from her attempt to 
  read the crowd, as Lazlo has told Gertruda that vampires 
  can read the thoughts of their prey. This is an ability 
  Gertrude has tried to develop to no avail. The wetness 
  on her bodice is a few errant drops of blood from feeding 
  earlier in the evening.
   Gertruda will only remain in the room for about ten 
  minutes before she retires for the evening. If the characters 
  approach her in that time, she will interact politely. She 
  is likely to be drawn to any characters who speak with 
  authority or who are especially kind. Characters engaged 
  in conversation with Gertruda may make Wisdom (Insight) 
  checks to try and determine her honesty.
   The adventurers can learn the following information in 
  conversation with Gertruda:
  Where are you from?
  “I was born and raised in the village of Barovia. It’s a tiny 
  place.”
   A successful Wisdom (Insight) check betrays no falsehood 
  here. Whether or not the characters would even have a 
  hope of having heard of Barovia is left to the Dungeon 
  Master to decide, though this adventure assumes that it is 
  effectively impossible.
  Why did you leave your homeland?
  “Too many bad memories. I had the opportunity to build a 
  happier home. I chose to take it.”
   A successful Wisdom (Insight) check reveals not only 
  that Gertruda is speaking true here, but that she is still very 
  upset about whatever transpired in Barovia.
  What is your relationship with Lazlo?
  “Lazlo is my seneschal, and my friend. He has helped me 
  through some dark times. I am in his debt.”
   A successful Wisdom (Insight) check here indicates that 
  Gertruda firmly believes she is in Lazlo’s debt. She seems 
  somewhat conflicted over Lazlo being a friend.
  What’s the story with the masked servants?
  “Hans and Ivan. They are good men. They suffer a terrible 
  affliction that struck some of the paupers in Barovia. They 
  wear their masks because many find their appearance…
  unsettling”
   A successful Wisdom (Insight) check reveals that 
  Gertruda believes this to be true.
  Where is your family?
  Gone. I’d prefer not to discuss the topic.
   A successful Wisdom (Insight) check reveals that 
  Gertruda is heartbroken by the topic. A successful DC 25 
  Wisdom (perception) check will reveal the slightest bit of 
  blood appear in her tear ducts as she speaks of her family.
  What brings you to Waterdeep?
  “I had never traveled outside of my village until recently. 
  I have spent the last several months learning of the 
  surrounding lands, and the City of Splendors was spoken of 
  very highly. It sounded like a beautiful place to start a new 
  home.”
   A successful Wisdom (Insight) check reveals that 
  Gertruda speaks the truth here. In fact, she seems to have 
  an almost childlike wonder when speaking about her 
  impression of Waterdeep.
   After answering any questions and bidding the guests 
  a good night, Gertruda heads back out the way she came. 
  Once Gertruda has excused herself for the evening, the 
  party begins to wind down. The adventurers are free to 
  leave or may try to investigate the area further, though doing 
  so will be very challenging under the watchful eyes of Lazlo 
  and Ivan.
  Using Magic at the Party
  If any adventurer casts a spell to attempt to influence 
  any of the residents of the priory, the Dungeon Master 
  may determine that Miruna notices, as long as that spell 
  has a somatic or material component, unless the caster 
  succeeds at a DC 16 Dexterity (Sleight of Hand) check. 
  If Miruna is the target of the spell, this check suffers 
  disadvantage. 
    Miruna will pointedly demand that any character 
  attempting to use magic in such a fashion leave 
  immediately, and will become violent should they refuse, 
  though if Gertruda is present, she will command Miruna 
  to stop before asking the adventurers to leave herself.
   As mentioned in the area 3 description, there is a 25 
  percent chance that Gertruda will be in this room if the 
  characters visit here uninvited on any night other than the 
  party. If she faces intruders here, she will likely question 
  them, possibly attempt to intimidate them, but will not 
  initiate combat unless another member of the household is 
  threatened or injured.
   Anyone making a successful DC 18 Wisdom (Perception) 
  or a successful DC 18 Intelligence (Investigation) check 
  while investigating the room outside of the party (where the 
  trap door is covered by a rug) will discover the trap door in 
  the floor in front of the dais, which drops to area 7. Anyone 
  falling through the trap door suffers 6 (2d6) bludgeoning 
  damage from the fall. The trap door is controlled by a 
  mechanism in the arm of the chair on the dais. There is also 
  a lever to open the trap door in area 7.
  Treasure
  Apart from the bronze candelabras, there are enough place 
  settings for each person present to dine. Each place setting 
  is made of brass, and the plates are made from porcelain. 
  Each person’s place setting is worth 2 sp.
  
  10
  THE LADY OF TROLLSKULL PRIORY
  7. The Old Study
  This 25-foot by 20-foot chamber was once the study for the 
  clergy in the priory. Most of the books are long since gone, 
  though there are a few remaining tomes of interest on the 
  otherwise empty shelves that line the South and East walls. 
  When a character enters this room, read the following:
  As you enter the dim chamber, you can see a few scattered 
  books on the otherwise empty, dust-covered bookshelves. A 
  lone candelabra burns atop a broken writing desk in the far 
  Northwest corner. In the center of the room is a 10-foot by 15-
  foot patch of raw earth.
   If the adventurers come in here during the day, you may 
  also read:
  The earth begins to shift! A hand emerges! Gertruda sits up 
  from the dirt and looks at you, baring sharp fangs. 
   “Why have you disturbed my slumber?”
   The earthen patch on the floor is dirt from Barovia 
  itself, stacked on the ground deeply enough for Gertruda 
  to bury herself to sleep in. While this is in no way actually 
  necessary for her, she believes it to be as Lazlo has told her 
  as much.
  Treasure
  This room holds very little by way of treasure, apart from 
  the books on the shelves. One is a personal journal from 
  one of the priests of Ao dating back to the Time of Troubles. 
  The second is a treatise on the history of Undermountain, 
  written in DR 1108. Each book could fetch 50 gp from an 
  interested collector.
  8. Privy Room
  This room contains a privy which leads to the sewer. There 
  is also a washtub large enough for two Medium creatures to 
  bathe in at the same time. When the characters enter this 
  room, read the following:
  You have found the restroom.
  Treasure
  None.
  9. Kitchen
  Area Information
  This is the kitchen of the priory. The room is in serviceable 
  condition and it is clear that it is in process of being cleaned 
  up after decades of disuse. Supplies in the kitchen are 
  sufficient to prepare fine meals for a number of guests. 
  Lazlo and Miruna will prevent anyone from entering this 
  area during the party. When the characters enter this room 
  for the first time, read the following:
  Several cupboards line the walls of this room, stuffed with 
  various cooking supplies and cutlery. Along the south wall is an 
  iron stove.
  Treasure
  The glassware and cutlery in this room is sufficient to 
  serve 30 guests and has a value of 6 gp. The collection of 
  foodstuffs and cooking supplies is worth 100 gp.
  10. Miruna’s Quarters
  Area Information
  As the characters enter this room for the first time, read the 
  following:
  A fine quality bed with a beautiful red silk canopy sits in the 
  corner of this room. At its feet stands a wooden wardrobe. The 
  south wall also has a wardrobe against it, in between doors that 
  lead to the East and South.
  This room is Miruna’s bedchamber. She sleeps on a silk 
  canopied bed placed in the Northeast corner of the room. 
  Next to the bed and along the south wall are a couple of 
  wooden wardrobes which hold her clothing, Gertrude’s 
  clothing, and a number of personal effects and trinkets.
   If the adventurers enter this room and have not yet 
  encountered Miruna, they find her here.
  Treasure
  Under the bed is a locked wooden chest which can be 
  picked with a successful DC 18 Dexterity check using 
  thieves’ tools. In the chest are a spare druidic focus, 
  a handwritten journal depicting Miruna’s final days in 
  Barovia, and a coin purse containing 200 Barovian 
  electrum coins.
  11. Lazlo’s Quarters
  Area Information
  When the adventurers enter this room for the first time, 
  read the following:
  This 15-foot by 15-foot room is filled to the brim with bizarre 
  treasures and opulent appointments. The bed is canopied with 
  the finest silk. The furnishings, including a fainting couch, 
  an overstuffed chair, a writing desk, a wooden chair, and a 
  wardrobe are all carved from the finest wood with master 
  craftsmanship. There are five wooden chests haphazardly 
  scattered across the floor. Lazlo rises from the writing desk as 
  you enter, reaching for the sword and shield next to the desk.
   When not ordering around the underlings, manipulating 
  Gertrude, or hosting social functions, Lazlo is working 
  on expanding his wealth through moneylending and 
  laundering. When the characters arrive, they catch him 
  working his ledgers. Hearing them enter, he grabs the +2 
  shield and shortsword of sharpness next to him and attacks. 
  If cornered in such a fashion Lazlo will attempt to work his 
  
  11
  FOR WATERDEEP DRAGON HEIST
  way past the characters (unlikely as he is bottlenecked.) If 
  Lazlo is reduced to half his hit points or less he will plead 
  for his life, offering the characters 250 platinum to spare 
  him.
   If Lazlo is confronted about his treatment of Gertruda 
  he becomes enraged. He screams that he had command 
  of a God and that the characters have ruined it with their 
  meddling. In this scenario he will fight to the death.
  Treasure
  Each of the 5 chests requires a successful DC 18 Dexterity 
  check with thieves’ tools to pick, though searching Lazlo 
  will reveal the keys to the chests and every door in the 
  priory, as well as 20 gp in his coin purse. Each chest 
  contains 200 gp worth of various coins, art objects and 
  gems. In Lazlo’s desk is a sack with 250 pp.
   Information on the shortsword of sharpness and the +2 
  shield can be found in Appendix 5: Magic Items
  12. Hans’s Quarters
  Area Information
  The interior layout of this guardhouse is similar to that of 
  the guardhouse in area 2. There is a bench along the West 
  wall, and the East wall holds a weapon rack. Beneath the 
  bench sits a makeshift bed of hay where Hans sleeps. The 
  weapons rack is empty apart from Hans’s spare clothing 
  and a shortsword that he only carries if he expects trouble. 
  Hans can generally be found in here from sunrise until a 
  couple of hours before dusk, unless Lazlo has him run a 
  daylight errand for the house.
   A wrought iron gate runs from the east side of this guard 
  house to the west side of area 13. The gate is chained and 
  rusted shut. Opening the gate requires a DC 25 Strength 
  (Athletics) check.
  Treasure
  Aside from Hans’s clothing and weapon, this room contains 
  one candelabra. A successful DC 12 Investigation check 
  made while searching the room reveals a prayer book to the 
  Morning Lord, which could be sold for as much as 30 gp.
  13. Ivan’s Quarters
  Area Information
  The interior layout of this guardhouse is similar to that of 
  the guardhouse in area 2. There is a bench along the East 
  wall, and the West wall holds a weapon rack. Beneath the 
  bench sits a makeshift bed of hay where Ivan sleeps. The 
  weapons rack is empty apart from Ivan’s spare clothing 
  and a mace that he only carries if he expects trouble. Ivan 
  can generally be found in here from sunrise until a couple 
  of hours before dusk, unless Lazlo has him run a daylight 
  errand for the house.
   A wrought iron gate runs from the west side of this guard 
  house to the east side of area 13. The gate is chained and 
  rusted shut. Opening the gate requires a DC 25 Strength 
  (Athletics) check.
  Treasure
  Aside from Ivan’s clothing and weapon, this room contains 
  one candelabra. A successful DC 10 Investigation check 
  made while searching the room reveals a set of brewer’s 
  supplies, which could be sold for as much as 10 gp.
  
  12
  THE LADY OF TROLLSKULL PRIORY
  Episode 3: There Goes the 
  Neighborhood
  Prerequisites
  The events and notes given in this episode can take place 
  any time after the party.
   Author’s Note: Though the term “episode” is used here, 
  this section is really more a collection of information, 
  vignettes, and background occurrences that can be grafted 
  into your Waterdeep Dragon Heist campaign to integrate 
  the priory into the Trollskull Alley neighborhood. Dungeon 
  Masters are encouraged to come up with additional 
  vignettes to showcase the residents of the priory and their 
  relationships with the alley.
  Vignette One: The Lair
  The presence of a vampire takes its toll on the alley. 
  This effect is introduced in Episode 2 but should mature 
  relatively quickly after the party. Apply the following effects 
  within 500 feet of the priory.
  Regional Effects
  The region surrounding Gertruda’s lair is warped by her 
  unnatural presence, creating the following effects:
  There’s a noticeable increase in the populations of bats and 
  rats in the alley.
  Plants within 500 feet of the lair wither, and their stems 
  and branches become twisted and thorny. This has a 
  noticeable and terrible effect on Fala Lefaliir’s business, 
  Corellon’s Crown (see Waterdeep Dragon Heist, Chapter 
  2: Trollskull Alley), and Fala may come to the characters 
  for help.
  Shadows cast within 500 feet of the priory seem 
  abnormally gaunt and sometimes move as though alive. 
  This effect extends into the residences and buildings within 
  the radius.
  A creeping fog clings to the ground within 500 feet of the 
  priory. The fog occasionally takes eerie forms, such as 
  grasping claws and writhing serpents.
   If Gertrude is destroyed, these effects end after 2d6 days.
  Vignette Two: Horrible Hunter
  This can either take place at an inn the adventurers are 
  visiting, such as the Yawning Portal, or in Trollskull Manor 
  if the adventurers have reopened it. One of the party 
  notices Gertruda speaking to a man (Omar Jassan NG 
  Calishite human commoner) in a secluded corner of the 
  establishment. A successful DC 10 Wisdom (Insight) check 
  reveals that Gertruda is trying to seduce the man and failing 
  to a nearly comical degree. She looks uncomfortable in 
  her own skin; her movements are stiff, and it is very clear 
  that she is not actually interested in the exchange. If the 
  adventurers do not intervene, the man leaves about two 
  minutes later.
   It is clear that Gertruda is actually relieved by the end of 
  the exchange, but her relief is short lived. Lazlo approaches 
  her from across the bar and leads her out by her elbow, 
  chastising her on the way. Characters who get close enough 
  to overhear can make out something about “this is not a 
  game” and “you will starve” from Lazlo.
   If the characters attempt to intervene before Lazlo 
  approaches, Gertrude immediately becomes embarrassed 
  and apologetic. If she has taken a personal liking to any 
  of the characters who approach her she will additionally 
  protest about her virtue being intact and her standing as 
  a lady. Lazlo will interrupt shortly, disregarding any of the 
  other characters. If any of the adventurers speak to him, 
  he admonishes them to mind their own affairs and drags 
  Gertruda out of the inn.
  Vignette Three: Lazlo’s Offer
  One of the residents of Trollskull Alley who has forged a 
  friendship with a member of the party (DMs discretion 
  which NPC to use for this vignette) confides in the 
  character that they are suffering financial issues. Behind on 
  their guild dues and their taxes, the neighbor is extremely 
  worried about their financial health. The neighbor confides 
  that Lazlo has offered to lend the appropriate funds at an 
  interest rate of 12 percent per tenday.
   If confronted about the loan, Lazlo denies nothing. 
  He states that moneylending is a common practice in 
  his homeland and takes great offense at accusations of 
  usury. If the party approaches Lazlo politely and makes 
  an impassioned case on behalf of the neighbor, they can 
  negotiate the rate down to 9 percent per tenday with a 
  successful DC 16 Charisma (Persuasion) check.
  Vignette Four: Wicked
  While the characters are visiting Corellon’s Crown (perhaps 
  responding to Fala’s concerns about the effects of Vignette 
  One) Miruna storms into the shop. She is clearly agitated 
  and begins looking through the shelves frantically. After a 
  moment, Fala asks Miruna if she needs help. Miruna asks 
  for twig blight corpses. Fala states that they do not carry 
  twig blight corpses, nor would she have any idea where 
  one could acquire such a thing or what you would use it 
  for. Miruna mutters something about doing it herself and 
  storms back out of the shop.
  
  13
  FOR WATERDEEP DRAGON HEIST
  Appendix 1: Monsters & NPCs
  This section contains game stats for monsters and NPCs 
  presented in this adventure. Those not listed here can be 
  found in the Monster Manual or Waterdeep Dragon 
  Heist.
  Lazlo (Bandit Captain)
  Medium humanoid, lawful evil
  Armor Class 19 (Studded Leather, +2 shield)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
  Saving Throws STR +4, DEX +5, WIS +2
  Skills Athletics +4, Deception +4
  Senses Passive Perception 10
  Languages Common, Elven
  Challenge 2 (450 xp)
  Actions
  Multiattack. Lazlo makes three melee attacks: two with 
  his shortsword of sharpness and one with his dagger. Or he 
  makes two ranged attacks with his daggers.
  Shortsword of sharpness. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. On 
  a roll of 20 the shortsword of sharpness deals an additional 
  14 slashing damage. Lazlo must roll again. If the second 
  roll results in a natural 20, the target loses a limb of the 
  DM’s choosing.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage.
  Reactions
  Parry. Lazlo adds 2 to his AC against one melee attack that 
  would hit him. To do so, Lazlo must see the attacker and be 
  wielding a melee weapon.
  These stats reflect Lazlo wielding the shortsword of 
  sharpness and the +2 shield.
  Miruna (Druid)
  Medium humanoid, neutral evil
  Armor Class 11 (16 With Barkskin)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
  Skills Medicine +4, Nature +3, Perception +4
  Senses Passive Perception 14
  Languages Common, Druidic, Elven
  Challenge 2 (450 XP)
  Spellcasting. Miruna is a 4th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). She has the following druid spells 
  prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots): entangle, longstrider, speak with animals, 
  thunderwave
  2nd level (3 slots): animal messenger, barkskin
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, 4 (1d8) bludgeoning damage if wielded with two 
  hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
  
  14
  THE LADY OF TROLLSKULL PRIORY
  Hans (Mongrelfolk)
  Medium humanoid, neutral
  Armor Class 11 (Natural Armor)
  Hit Points 26 (4d8 + 8)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  	 12	(+1)	
  9	(−1)	
  15	(+2)	
  9	(−1)	
  10	(+0))	
  6	(−2) 
  Skills Deception +2, Perception +2, Stealth +3
  Senses Darkvision 60 ft. passive Perception 12
  Languages Common
  Challenge 1/4 (50 XP)
  Mimicry. Hans can mimic any sounds he has heard, 
  including voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 12 Wisdom 
  (Insight) check.
  Actions
  Multiattack. Hans makes two attacks: one with his bite and 
  one with its claw, dagger, or shortsword.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing 
  damage.
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Ivan (Mongrelfolk)
  Medium humanoid, neutral evil
  Armor Class 11 (Natural Armor)
  Hit Points 26 (4d8 + 8)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  	 12	(+1)	
  9	(−1)	
  15	(+2)	
  9	(−1)	
  10	(+0))	
  6	(−2) 
  Skills Deception +2, Perception +2, Stealth +3
  Senses Darkvision 60 ft. passive Perception 12
  Languages Common
  Challenge 1/4 (50 XP)
  Mimicry. Hans can mimic any sounds he has heard, 
  including voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 12 Wisdom 
  (Insight) check.
  Actions
  Multiattack. Ivan makes two attacks: one with his bite and 
  one with its claw, dagger, or mace.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing 
  damage.
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Swarm of Rats
  Medium beast, unaligned
  Armor Class 10
  Hit Points 4 (7d8 - 7)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  	 9	(−1)	
  10	(+0)	
  9	(−1)	
  2	(−4)	
  11	(+0)	
  3	(−4) 
  Damage Resistances Bludgeoning, Piercing, Slashing
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned
  Senses Darkvision 30 ft., Passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The swarm has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny rat. The swarm can’t regain 
  hit points or gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., one target 
  in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 
  (1d6) piercing damage if the swarm has half of its hit points 
  or fewer.
  Peren (Bard)
  Medium humanoid, chaotic good
  Armor Class 15 (Chain Shirt)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  Saving Throws DEX +4, WIS +3
  Skills Acrobatics +4, Perception +5, Performance +6
  Senses Passive Perception 15
  Languages Common, Elven
  Challenge 2 (450 XP)
  Spellcasting. Peren is a 4th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). He 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
  
  15
  FOR WATERDEEP DRAGON HEIST
  Song of Rest. Peren can perform a song while taking 
  a short rest. Any ally who hears the song regains an 
  extra 1d6 hit points if that ally spends any Hit Dice to 
  regain hit points at the end of that rest. The bard can 
  confer this benefit on himself as well.
  Taunt (2/Day). Peren can use a bonus action on his 
  turn to target one creature within 30 feet. 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 
  Peren’s next turn.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Gertruda (Vampire Spawn)
  Medium humanoid, neutral good
  Armor Class 15 (Natural Armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  Saving Throws DEX +6, WIS +3
  Skills Perception +3, Stealth +6
  Damage Resistances Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Common
  Challenge 5 (1,800 XP)
  Regeneration. Gertruda regains 10 hit points at the start 
  of her turn if she has at least 1 hit point and isn’t in sunlight 
  or running water. If she takes radiant damage or damage 
  from holy water, this trait doesn’t function at the start of the 
  Gertruda’s next turn.
  Spider Climb. Gertruda can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Vampire Weaknesses. Gertruda suffers the following 
  weaknesses:
  Forbiddance. Gertruda can’t enter a residence without an 
  invitation from one of the occupants.
  Harmed by Running Water. Gertruda takes 20 acid damage 
  when she ends her turn in running water. 
  Stake to the Heart. Gertruda is destroyed if a piercing 
  weapon made of wood is driven into her heart while she is 
  incapacitated in her resting place.
  Sunlight Hypersensitivity. Gertruda takes 20 radiant 
  damage when she starts her turn in sunlight. While in 
  sunlight, she has disadvantage on attack rolls and ability 
  checks.
  Actions
  Multiattack. Gertruda makes two attacks, only one of 
  which can be a bite attack.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (2d4 + 3) slashing damage. Instead of 
  dealing damage, the vampire can grapple the target (escape 
  DC 13).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing 
  damage plus 7 (2d6) necrotic damage. The target’s hit point 
  maximum is reduced by an amount equal to the necrotic 
  damage taken, and the vampire regains hit points equal to 
  that amount. The reduction lasts until the target finishes a 
  long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  
  16
  THE LADY OF TROLLSKULL PRIORY
  Appendix 2: Maps
  The Priory (DM Map)
  
  17
  FOR WATERDEEP DRAGON HEIST
  Appendix 3: Player Handouts
  Invitation
  
  18
  THE LADY OF TROLLSKULL PRIORY
  The Priory (Player Map)
  
  19
  FOR WATERDEEP DRAGON HEIST
  Appendix 4: Dungeon Master 
  Tips
  Playing with Tropes
  Many of the tropes in vampire fiction are problematic. 
  This adventure gives you the opportunity to address, 
  subvert, and rectify some of these tropes. The vampire, 
  Gertruda, is not evil. She is misguided, and she suffers 
  from an awful condition, but she is inherently good. 
  She is, however, under the influence of an evil man. 
  Lazlo is horrific. He has used Gertrude as a tool. He 
  used her to plunder Strahd’s treasures, he used her to 
  escape Barovia, and he is using her now to set up shop 
  in Waterdeep. If the players do no more than scratch 
  the surface of this story, they will find a vampire that 
  they want to destroy. However, if they discover through 
  roleplaying that Gertruda is an innocent, they may see an 
  opportunity to save her from Lazlo and Miruna.
  A Dark Ally in the Alley?
  It is possible, if the adventurers free Gertrude from Lazlo 
  and Miruna’s influence, that she could become a potent 
  ally. Using her supernatural ability, she could become a 
  protector of the people of Trollskull Alley, and a staunch 
  ally once the larger events of Waterdeep Dragon Heist 
  get rolling.
  The Friend of my Enemy
  Alternatively, Lazlo could find himself in league with the 
  villain for your story. Lazlo is a manipulative monster but 
  compared to the villains in Waterdeep Dragon Heist 
  he is strictly small potatoes. If Lazlo manages to avoid 
  getting himself killed and tries to engage with any of the 
  main villains in the story, he will quickly wind up another 
  minion in their arsenal. If the players do nothing about 
  his hold over Gertrude, she will become another powerful 
  pawn in the chase for the hidden gold.
  Playing the Pillars 
  COMBAT
  This adventure can be run entirely without 
  combat or can turn into a rather brutal slugfest 
  if the characters initiate violence against the 
  inhabitants of the priory. During the party the 
  priory residents will not initiate combat (though 
  they may bodily remove those who disturb the 
  party.) If the adventurers return later for a fight, 
  all bets are off.
  EXPLORATION
  This adventure gives an interesting location to 
  look through and a chance to learn a bit about 
  an utterly foreign culture. Though Lazlo has not 
  restrained himself from spending Gertruda’s 
  money to acquire goods and art native to Toril, 
  there are still plenty of Barovian items in the 
  collection at the priory.
  SOCIAL
  This pillar truly shines throughout the adventure and is the 
  basis for the story herein. Each interaction has the potential 
  to alter the various relationships that the adventurers 
  maintain with their neighbors in Trollskull Alley, as well 
  as potentially dictating how the rest of the neighborhood 
  reacts to the priory residents.
  
  20
  THE LADY OF TROLLSKULL PRIORY
  Appendix 5: Magic Items
  The following magic items can be acquired in this 
  adventure.
  Shield, +2
  Armor (shield), rare
  While holding this shield, you have a +2 bonus to AC. This 
  bonus is in addition to the shield’s normal bonus to AC.
   This shield is made from metal and is carried in one 
  hand. It has the symbol of the Order of the Dragon etched 
  into it. Wielding a shield increases your Armor Class by 2. 
  You can benefit from only one shield at a time.
  Shortsword of Sharpness
  Weapon (shortsword), very rare (requires attunement)
  When you attack an object with this magic sword and hit, 
  maximize your weapon damage dice against the target.
   When you attack a creature with this weapon and roll a 
  20 on the attack roll, that target takes an extra 14 slashing 
  damage. Then roll another d20. If you roll a 20, you lop 
  off one of the target’s limbs, with the effect of such loss 
  determined by the GM. If the creature has no limb to sever, 
  you lop off a portion of its body instead.
   In addition, you can speak the sword’s command word to 
  cause the blade to shed bright light in a 10-foot radius and 
  dim light for an additional 10 feet. Speaking the command 
  word again or sheathing the sword puts out the light.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Travis Legge/Travis Legge - The Lady of Trollskull Priory v1.0.pdf