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  A ONE-SHOT ADVENTURE 
   
   
  
   
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  Designer: Kenna May (pagesofkenna.com)  
   
  Cover Art: Honfleur, by Johan Barthold Jongkind (courtesy of the MET collection) 
  Interior Art: All interior art courtesy of the DMsGuild free creator resources, except where otherwise 
  noted. 
  Maps: Kenna May (special thanks to Kevin Macleod for the graph paper generator: Incompetech.com) 
   
  Playtesters: Christy Avalos, Justin Ramos, Kayla Hamel, and the illustrious Lady Susan Cox 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Template Created by William Tian 
   
  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, 
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  The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
   
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  Credits ................................................................................................................ 1 
  Table of Contents ................................................................................................ 2 
  Introduction ........................................................................................................ 3 
  Beginning and Ending ......................................................................................... 4 
  Starting Equipment ............................................................................................................................... 4 
  To Read ................................................................................................................................................. 5 
  Plot Hooks ............................................................................................................................................. 5 
  Starting Information .............................................................................................................................. 6 
  Finding Proof ......................................................................................................................................... 7 
  Ending Early ........................................................................................................................................... 8 
  NPCs ................................................................................................................... 9 
  Events ............................................................................................................... 12 
  Ship Layouts ..................................................................................................... 14 
  The Heartbreaker ................................................................................................................................ 14 
  The Hellraiser ...................................................................................................................................... 14 
  The Eyecatcher .................................................................................................................................... 15 
  The Scarlet Morpenoth ....................................................................................................................... 16 
  Appendix A: Ship Maps ..................................................................................... 17 
  Heartbreaker ....................................................................................................................................... 17 
  Hellraiser ............................................................................................................................................. 18 
  Eyecatcher ........................................................................................................................................... 19 
   
   
  
   
  3 
   
  Honfleur, by Johan Barthold Jongkind 
  Spring Vengeance is a one-shot supplement to 
  Waterdeep: Dragon Heist, which takes a group 
  of 5th level characters through a mission aboard 
  the Sea Maiden’s Faire. The purpose of this 
  adventure is to introduce players to villains and 
  NPCs they might not otherwise meet while 
  playing the original adventure. Xanathar is 
  absent in Spring Vengeance. 
  There are three plot hooks, seen on pages 6-8. 
  These set up backstories, so all the players are 
  working for the Harpers, the Cassalanters, or 
  Manshoon. In each backstory, the players are 
  getting revenge against Jarlaxle for how he’s 
  wronged the players’ employer. There are 
  multiple suggested ways to enact this revenge. 
  The game takes place on Fey Day, which occurs 
  on Ches 19, or Spring Equinox (see Waterdeep: 
  Dragon Heist p184). The Sea Maiden’s Faire is 
  hosting a parade in town to celebrate, and most 
  of the carnies and sailors are not on the ships. 
  Your players will sneak through the docks and 
  board the ships in disguise. Once the session 
  ends, night falls and the parade returns to the 
  ships, discovering any trespassers who remain. 
  The game lasts as long as you want it to; don’t 
  worry about making sure in-game time passes 
  realistically. There’s a list of events on page 12 
  which you can use to keep things moving, or 
  ignore as you see fit. 
  The game is best played with the Waterdeep: 
  Dragon Heist core adventure book on hand. 
  Certain statblocks, map details, and other 
  information from that book will be referenced 
  by page number as WDH ##. Before running 
  Spring Vengeance, read the Maestro’s Fall 
  chapter in WDH 131-146.
  
   
  4 
   
  Spring Vengeance works well with 5th level PCs. 
  Choose, or have your players choose, which 
  faction they will be working for, and allow them 
  to build their characters with that in mind. 
  Starting Equipment 
  Each player character starts with a carnie 
  disguise, acquired for them by their faction. 
  Assume the disguises look convincing. 
  Each faction has access to a small ship docked in 
  Waterdeep Harbor (the Harpers and the 
  Cassalanters own their own pleasure boats; the 
  Zhentarim were given one by a client to pay a 
  debt). The ship is located further down the 
  docks, and does not come with a driver. 
  Your players also have a few non-lethal 
  knockout weapons available to them. They can 
  divide these however they seem fit:  
  Wire Garrote (1 per party) 
  Simple Melee Weapon. Finesse, two-handed. 
  One medium or smaller target, against whom 
  the player has advantage on the attack. Hit: 1d4 
  bludgeoning damage, and the target is grappled 
  and choking (see PHB 183, errata). Until the 
  grapple ends, the target can’t breathe, and 
  every attack against the target has advantage. If 
  the garrote is removed from a choking, 
  unconscious target, the target stabilizes at 0 hit 
  points. 
  Sleep Darts (20 per party) 
  Simple Ranged Weapon. Finesse, thrown 
  (20/60). One target. Hit: 1d4 piercing damage, 
  and target must succeed a DC13 Constitution 
  saving throw or fall unconscious for one hour. 
  The target wakes up if it takes damage, or if 
  anyone uses an action to shake it awake.  
  Sleep Spell Scroll (3 per party) 
  A common spell scroll containing the first level 
  spell, Sleep (see DMG 200). 
  Drow PCs 
  If you have a player who wishes to play a drow 
  character, feel free to allow it. Make sure your 
  player understands they won’t be ‘visibly’ drow 
  the whole game, and that NPCs might respond 
  to them differently because of their race. 
  Examples of this include: 
  • Drow NPCs will assume a visibly drow PC is a 
  member of the Bregan D’earthe (regardless of 
  apparent gender) 
  • Drow sailors will try to stop visibly drow PCs 
  from boarding the ship openly, instead 
  suggesting they cover up first, or sneak up the 
  side of the ship. 
  • Drow sailors who believe a PC to be drow will 
  not suggest they leave the ship without first 
  covering up, or sneaking down into the water. 
  • Non-drow NPCs in the Dock Ward may 
  assume a drow PC is up to no good, or express 
  fear of and be especially accommodating 
  towards a drow PC. 
  Garrote by cchauvet on Flickr 
  
   
  5 
   
  To Read 
  At the start of your game read the following 
  section aloud to your players. Then, read the 
  section indicated by whichever plot hook you’ve 
  chosen. 
  Fey Day comes but once a year, a day of 
  revelry and fun as the veil between our world 
  and the Feywild grows thinner than ever. There 
  are extravagant parties all across the city of 
  Waterdeep, with people dressed in fantastical 
  costumes and alcohol flowing freely. And of 
  course, the carnival is in town! 
  The Sea Maiden’s Faire docks in Waterdeep 
  harbor twice a year, bringing strange delights 
  from faraway lands. They have a brilliant 
  parade planned for Fey Day, traveling all 
  through the city from sunup to sundown, with 
  miraculous displays of magic and daring! It will 
  certainly not be a sight to miss. 
  Which of course means you’ll be missing it. The 
  parties and alcohol too – no, you have a job to 
  complete today. And while the three ships of 
  the Sea Maiden’s Faire – the Heartbreaker, the 
  Hellraiser, and the Eyecatcher – are relatively 
  unguarded, now is the only time to do it. 
  Plot Hooks 
  Harpers 
  Remallia Haventree – the head of the Harpers 
  in Waterdeep – invited you to her mansion 
  when the ships first docked to let you know of 
  her suspicions. She has reason to believe the 
  Faire is really a cover for the Bregan D’earthe, a 
  gang of drow thieves and murderers who work 
  for a man named Jarlaxle. The Harpers recently 
  learned that the Bregan D’earthe have been 
  blackmailing the city, trying to join the alliance 
  of city-states along the Sword Coast. Doing so 
  would legitimize their operation, showing 
  mercenaries everywhere just how easy it is to 
  strong-arm your way to power. 
  This can’t happen. If the Harpers can prove the 
  Sea Maiden’s Faire is connected to the Bregan 
  D’earthe, the city can finally take legal action 
  against them, throwing a wrench in this whole 
  scheme. The problem is finding that proof. The 
  Harpers know there are drow hiding on those 
  ships, and Jarlaxle has been spotted within the 
  city in the last tenday. Unfortunately, we still 
  don’t have proof tying Jarlaxle to the Faire. So 
  that’s where your crew comes in. 
  Lady Haventree has supplied the carnie 
  disguises, plus a garrote wire, a packet of sleep 
  darts, and three Sleep spell scrolls. Your job is 
  to sneak aboard those ships and find whatever 
  proof you can that the Bregan D’earthe are 
  disguised among the sailors. Try not to waste 
  your resources, and definitely don’t kill anyone 
  innocent. There’s a nice bonus included if you 
  can find out how Jarlaxle’s been blackmailing 
  the city, and steal whatever blackmail material 
  he has without getting caught. 
  Joining you on this mission is Renaer 
  Neverember, who’s been a member of the 
  Harpers for a couple years now. He’s handy in 
  a fight and a quick thinker, so hopefully you’ll 
  be able to put him to good use. 
  You can read more about Renaer on page 9. 
  
   
  6 
   
  Cassalanters 
  Lord and Lady Cassalanter – the heads of the 
  secret Cult of Asmodeus in Waterdeep – have a 
  bone to pick with the Faire. Or more accurately, 
  with the Bregan D’earthe, the drow mercenary 
  gang that secretly runs the Faire.  
  See, an unsigned note was left on their 
  doorstep a few nights ago, and the family used 
  their devilish resources to trace it back to 
  Jarlaxle, the man who runs the gang. The note 
  contained evidence that the Cassalanters are 
  devil-worshippers, perform human sacrifices, 
  and illegally manipulated the financial climate 
  in Waterdeep. The note also ‘politely’ asked for 
  help getting rid of a few of Jarlaxle’s enemies 
  in the city, in return for him not sharing this 
  information publicly.  
  The threat of this note is clear, and it will not 
  go unpunished. The Cassalanters have no 
  interest in allying themselves with a brigand 
  such as Jarlaxle, but they can’t let this evidence 
  go public either. Unfortunately, they used up 
  their goodwill with the Lord of the Nine Hells 
  in just finding the Bregan D’earthe. Now it’s up 
  to you to finish the job. 
  You’ve been given outfits matching the 
  costumes worn on the Sea Maiden’s Faire, to 
  help you sneak in during the parade. You’ve 
  also been given a garrote wire, a packet of 
  sleep darts, and three Sleep spell scrolls. Kill 
  Jarlaxle, and any of his highest-ranking agents, 
  if you can, or find the evidence he’s compiled 
  against the Cassalanter family and destroy it. If 
  you find any evidence of the Bregan D’earthe’s 
  other illegal activity you should grab that too, 
  so the Cassalanters can blackmail him right 
  back. 
  Joining you on this mission is Willifort 
  Corwelle, Lord Cassalanter’s butler and the 
  only known doppleganger in the Cult. As you’d 
  expect, he has a way of getting in and out of 
  places unseen. 
  You can read more about Willifort on page 9. 
   
  Manshoon 
  The great wizard Manshoon – your boss, and 
  the secret head of the Zhentarim operations in 
  Waterdeep – knows some secrets about the 
  Faire. Like the fact that it’s really a front for the 
  Bregan D’earthe, a rival mercenary gang of 
  drow led by a man named Jarlaxle. Manshoon 
  also knows Jarlaxle is in town himself, running 
  the Faire in disguise while he tries to gain a 
  foothold in this city. And that Jarlaxle was the 
  one who ordered the death of all those 
  Zhentarim agents last week, in a literal 
  gunfight that spilled out into the streets and 
  resulted in half the surviving Zhentarim 
  arrested for gang violence. 
  So now Manshoon wants revenge. Ideally 
  Jarlaxle would be dead, but with the best of 
  the Zhentarim in jail for the foreseeable future, 
  it’s up to you do to the next best thing and get 
  the Bregan D’earthe arrested. There may be 
  some proof that it was Jarlaxle who started the 
  gunfight, but at the very least you should be 
  able to find evidence of the Bregan D’earthe’s 
  other criminal activity. 
  Another agent secured disguises, so you look 
  like any other carnie hireling. You can kill 
  anyone you wish, but try to keep a low profile 
  – if anything you do gets traced back to 
  Manshoon, no doubt Jarlaxle will cause more 
  problems in the future. To help, you’ve been 
  supplied a garrote wire, a packet of sleep darts, 
  and three Sleep spell scrolls. Don’t waste them. 
  Joining you on this mission is Agorn Fuoco, a 
  devoted servant of Manshoon’s. He may not 
  be very strong, but he’s got a magical talent 
  that may come in handy, and he’s good with a 
  disguise. 
  You can read more about Agorn on page 9. 
  Starting Information 
  Regardless of which plot hook you use, your 
  players have access (through their faction 
  leader or their faction ally) to the following 
  information: 
  
   
  7 
   
  • 
  The three ships of the Sea Maiden’s 
  Faire are the Heartbreaker, the 
  Hellraiser (both docked at a pier), and 
  the Eyecatcher (which has dropped 
  anchor further out in the harbor). 
  • 
  No drow have been seen aboard the 
  ships themselves. 
  • 
  Rowboats ferry supplies between the 
  Eyecatcher and the other two ships 
  regularly. 
  • 
  The Sea Maiden’s Faire is led by a 
  human man named Zordoz Zord who is 
  participating in the parade today.  
  Finding Proof 
  The following are suggested ways your player 
  might achieve their goal: 
  Find Jarlaxle’s Journal 
  Of particular interest to the Cassalanters. The 
  journal, inside the Nimblewright in J30, contains 
  blackmail material Jarlaxle has gathered on a 
  few noble families of Waterdeep, including that 
  the Cassalanters are followers of Asmodeus, 
  and speculation that they sold their oldest son 
  to the Lord of the Nine Hells for their wealth. 
  Find Note to Soluun 
  Of particular interest to Manshoon The note, 
  carried by Soluun, is written in Elvish and signed 
  by Jarlaxle. It mentions that Jarlaxle had 
  previously given Soluun permission to kill a 
  particular elf, but not an entire gang, and chides 
  Soluun for letting the fight get out of hand. 
  Find evidence against Laeral 
  Of particular interest to the Harpers. This stack 
  of papers, found in the secret compartment of 
  the trunk in U4, contains the following: a cutout 
  from a tabloid, claiming the Open Lord has been 
  replaced by a doppleganger; a note from 
  Blackstaff Sahfar assuring a noble that the Open 
  Lord is feeling fine and the city is safe; a cipher; 
  a coded letter from Open Lord Laeral Silverhand 
  to an agent from the Lord’s Alliance, claiming 
  the runestone she needs is in the 
  Undermountain (See W:DotMM 9). 
  Destroy the Figureheads 
  If the figureheads of the Heartbreaker and/or 
  Hellraiser are destroyed, all sailors on deck will 
  suddenly appear drow, causing alarm amongst 
  passerbys. The City Guard will appear within ten 
  minutes, during which time the drow will 
  attempt to hide or repair the figureheads if they 
  can. Being drow is not illegal, but if the City 
  Guard start to look too closely, the ships will 
  flee rather than risk an investigation. 
  Destroy the Ships 
  For particularly daring players. The 
  smokepowder in the lower holds of the 
  Heartbreaker and Hellraiser will explode if 
  ignited, sinking the ships. Doing so causes the 
  City Watch to arrive within minutes, arresting 
  anyone they believe is responsible. If the 
  Eyecatcher is in danger, Jarlaxle will attempt to 
  flee in the Scarlet Morpenoth. 
  
   
  8 
   
  Ending Early 
  Your players might accomplish their goal very 
  quickly, ending the game in a couple hours. The 
  events listed on page 12 are designed to keep 
  things moving, to raise suspicion, and make it 
  difficult to return to shore. If the game moves 
  too fast, consider which events have not yet 
  triggered, and perhaps increase the number of 
  NPCs in areas your players have not yet 
  explored. 
  In certain situations, you can also do the 
  following: 
  Figureheads Destroyed 
  If the figureheads on the Heartbreaker or 
  Hellraiser are destroyed early, allow their ship 
  captains to repair them using a magical ritual, 
  which takes one minute to perform. Any guards 
  who arrive are either appeased or dealt with. 
  The sailors are now on high alert for saboteurs 
  and all figureheads are under careful watch. 
  Evidence Found 
  All pieces of written evidence mentioned in the 
  previous section are found in highly secure 
  areas of the Eyecatcher or Scarlet Morpenoth. If 
  these are obtained early, a nosey NPC may 
  discover the players and raise the alarm. Any 
  rowboats sailing away from the Eyecatcher are 
  easily visible and attacked, and a flag is raised to 
  alert the Hellraiser and Eyecatcher. 
  Gunfire 
  Drow gunslingers try to save their guns as a last 
  resort, as using them draws City Guard (and can 
  cause issues below decks; see sidebar). If 
  gunfire takes place on the Heartbreaker or 
  Hellraiser (gunfire on the Eyecatcher is easily 
  mistaken for fireworks), a small force of City 
  Guard arrives within minutes to investigate. The 
  drow are on alert, and may try to turn the 
  players over to the guard, or lure guards below 
  decks to attack, depending on the situation. 
   
  Damaging the Hull 
  There are several Drow Gunslingers in this 
  game, meaning there’s a likelihood of gunfire 
  happening on one or more of the ships. A 
  single pistol shot on the lower hold can be 
  heard by anyone on the ship, making an easy 
  battle quickly turn into a dogpile, as every sailor 
  on board rushes to stop the intruders. 
  If your players prefer a stealthy approach, 
  consider implementing the following: 
  Drow Gunslinger Naval Tactics. A gunslinger 
  will only use his gun below the waterline as a 
  last resort, instead relying on his shortsword 
  until he can get up to the Orlop deck or higher. 
  The gunslinger will also try to shout for help, 
  and go fetch the mate on duty. 
  If the gunslinger fires a gun below the Orlop 
  deck and misses his target, assume it hits the 
  hull instead, allowing a small but steady stream 
  of water to start leaking into the ship. 
  Unchecked, this will flood the lower levels of 
  the ship and cause the ship to sink in 1d4 days. 
  
   
  9 
   
  Faction Allies 
  Renaer Neverember 
  Renaer has worked with the Harpers for a few 
  years now and has experience with the Force 
  Grey as well, protecting the city from dire 
  threats. He’s the son of the previous Open Lord 
  of Waterdeep, who he doesn’t get along with 
  well, and he’s looking for more productive ways 
  to spend his time. 
  He’s levelheaded and focused when he needs to 
  be, but enjoys having a good time when he can. 
  In danger, Renaer will prioritize getting his team 
  out safely. On his own, Renaer will work 
  through the ships slowly and methodically 
  before being discovered (see ‘Neverember 
  Caught’ page 12). Renaer uses the statistics of a 
  Swashbuckler (WDH 216). 
  Willifort Crowelle 
  Willifort is an original member of the Cult of 
  Asmodeus, having served the Cassalanters since 
  before their pact. He’s loyal to a fault, believing 
  he owes the family for accepting him. 
  Willifort is skilled at acting while in disguise, but 
  is naturally stoic and suspicious. He prefers to 
  take the form of an older male tiefling while at 
  the Cassalanters villa, and an older male half-elf 
  while out on missions. In danger, Willifort will 
  prioritize covering the team’s tracks and 
  destroying anything that links them to the Cult. 
  On his own, Willifort will use his shapeshifting 
  to sneak into well-guarded rooms before being 
  discovered (see ‘Will the Real Sailor…?’ page 
  12). Willifort uses the statistics of a 
  Doppleganger (Monster Manual 83). 
  Agorn Fuoco 
  Agorn was a poor musician living in obscurity 
  until Manshoon found him and gave him a place 
  within the Zhentarim. He’s devoted himself to 
  the life of a mercenary, using his magical 
  abilities to assist his Zhentarim allies and even 
  murdering his own mother so she could not tie 
  him back to his old life. 
  Agorn throws himself headfirst into whatever 
  he’s doing, taking no half measures. In danger, 
  Agorn will try to save himself, believing his 
  wellbeing is worth more to Manshoon than the 
  rest of the team’s. On his own, Agorn plays up 
  the carnie act, blundering through his 
  investigation before being discovered (see 
  ‘Song Over’ page 12). Agorn uses the statistics 
  of a Bard (WDH 195). 
  Zelifarn 
  Zelifarn is a young bronze dragon who’s created 
  a lair at the bottom of Waterdeep Harbor. He’s 
  been there almost a year, scouring shipwrecks 
  and tempting passersby into tossing him coins. 
  Zelifarn cannot pass the city’s Dragonward and 
  has been intending to move on soon, but before 
  he does he wants to solve the mystery of the 
  Sea Maiden’s Faire. 
  Whenever the Faire enters the city, Zelifarn 
  notices a strange craft on the underside of the 
  Eyecatcher. The sailors refuse to parlay with the 
  dragon, leading Zelifarn to believe the sailors of 
  the Faire are rude and inhospitable. He’s also 
  seen drow rowing away from the ship, but does 
  not find anything strange about that. 
  If the players take a rowboat to the Eyecatcher, 
  there’s a chance Zelifarn may take notice and 
  start to speak with them. See ‘The Friendly 
  Dragon’ page 12 for more details. 
  
   
  10 
   
  Jarlaxle 
  Jarlaxle is smart, charming, and incredibly 
  ambitious. His greatest skill lies in manipulating 
  situations for his personal benefit, followed 
  closely by tricking people into doing whatever 
  he wants. As such, it’s unlikely the players will 
  ever present much of a problem to him. 
  He’s in Waterdeep running multiple missions 
  with the Bregan D’earthe; primarily, he is 
  attempting to get the city of Luskan, which he 
  secretly runs, entered into the Lord’s Alliance. 
  Though most of the Bregan D’earthe are 
  relaxing for Fey Day, Jarlaxle is always on alert 
  for things that might get in the way of his plans, 
  or surprises he can use to his advantage. 
  During the early day, Jarlaxle is out in the city 
  leading the parade on his summoned diatryma. 
  He relishes the chance to be right under his 
  enemies’ noses without anyone knowing. 
  Later he returns to the Eyecatcher to rest (see 
  ‘The Return of Zordoz’ page 12). If anything’s 
  amiss, he prefers to watch and assess before 
  charging in to attack. If Jarlaxle discovers the 
  players aboard his ship, he’ll try to manipulate 
  them into doing something for him (such as 
  leading him back to their employer, or taking 
  falsified evidence). If they’ve left his crew alone, 
  he sees no reason to try to kill them. 
  If the players prove dangerous, Jarlaxle will try 
  to capture them, so they can be interrogated. 
  He may even allow them to think they’ve 
  escaped, if only so he can follow them back to 
  their employer.  
  However you choose to play Jarlaxle, keep in 
  mind that he’s neither evil nor a bumbling 
  villain. His goals are self-serving and calculated, 
  but not malicious or cruel. 
  You can read more about Jarlaxle and see his 
  statblock on WDH 206. 
   
  Jarlaxle’s Lieutenants 
  Fel’rekt Lafeen 
  Fel’rekt is a young trans male drow who’s been 
  working for Jarlaxle and the Bregan D’earthe for 
  most of his life. He has no love for drow culture, 
  and is eager to prove his devotion and value to 
  his new family. Fel’rekt is clever and charming, 
  and lacks the cruelty some drow display. 
  Today, Fel’rekt is keeping an eye on the 
  Heartbreaker (see Ship Layouts, pages 14-16). 
  Krebbyg Masq’il’yr 
  Krebbyg joined the Bregan D’earthe when his 
  family was destroyed. He’s young and looking to 
  prove himself, but doesn’t always think before 
  he acts. Krebbyg considers Fel’rekt a moral 
  guide, and tries (and often fails) to model his 
  actions on what he believes his friend would do. 
  Today, Krebbyg is keeping an eye on the 
  Hellraiser (see Ship Layouts, pages 14-16). 
  Soluun Xibrindas 
  Soluun works for the Bregan D’earthe because 
  Jarlaxle allows for his cruel, sadistic behaviors. 
  He’ll kill anyone in his way, but specifically 
  enjoys killing non-drow elves and half-elves, 
  believing them inferior and weak. Soluun repays 
  Jarlaxle’s protection with a loyalty that borders 
  on obsession. 
  Today, Soluun is keeping an eye on the 
  Eyecatcher (see Ship Layouts, pages 14-16). 
  
   
  11 
   
  Ship Captains 
  Tylan Ilueph (Alias: Klarr 
  Besham) 
  Captain of the Heartbreaker, Tylan resents 
  having to answer to Fel’rekt during parade days. 
  Though normally he’d be out on deck making 
  sure his crew is keeping busy, today he’s resting 
  alone in his cabin, staying out of the sun. 
  Velgos Ephezzrin (Alias: Fergus 
  Crabwater) 
  Captain of the Hellraiser, Velgos prefers to relax 
  and enjoy himself, and doesn’t mind Krebbyg 
  protecting the ship for the day. As it’s a day off 
  he sees no reason not to drink all day, and 
  spends his time either in his personal cabin or 
  the dining cabin 
  Llorath Pharn (Alias: Tarwind 
  Arryhook) 
  Captain of the Eyecatcher, Llorath is used to 
  answering directly to Jarlaxle and doesn’t mind 
  that Soluun is in charge of protecting the ship 
  for the day. He’s prone to boredom and 
  restlessness, and can only be found in his cabin 
  if he can’t find anything better to do. 
  Other NPCs 
  Each NPC on the ships (as described in Ship 
  Layouts, pages 14-16) is one of three types of 
  characters, unless they’re a lieutenant or 
  captain: 
  Sailors: All Drow men who appear to be human 
  men while under the effect of the figurehead 
  illusion. Sailors operate the ships and keep 
  guard. 
  Mates: All Drow Elite Warrior men who appear 
  to be human men while under the effect of the 
  figurehead illusion. Second and third in 
  command after the Captains, the mates have 
  seniority over the sailors. 
  Carnies: All Commoners of various races, 
  excluding elves, and genders. Generally 
  unaware of the true nature of the Sea Maiden’s 
  Faire though they have their suspicions. 
   
   
   
  
   
  12 
   
  Tiger Mom 
  On the Heartbreaker, in J20, is a single panther 
  who was left behind during the parade because 
  she recently gave birth. The 4 cubs were taken 
  from the mother, and are kept in the captain’s 
  quarters on the Hellraiser (J10), being weaned. 
  The mama panther is not happy about this. 
  The two handlers attempt to soothe her, but 
  eventually she gets loose. Unchecked, she will 
  follow the scent of her cubs to the main deck 
  and across the pier to the Hellraiser, attacking 
  anyone who gets in her way. 
  The sailors will attempt to stop the panther 
  without killing her (they don’t want to lose a 
  valuable asset) by catching her in nets they 
  have on hand.  
  Late to the Party 
  There are several parties going on up and down 
  the docks. A group of three drunk human 
  commoners are making the rounds and 
  eventually stop at the Hellraiser, thinking 
  there’s a party they’re missing. The mate and 
  several of the sailors on that ship are distracted 
  as they try to get rid of these guests. 
  Neverember Caught 
  If he’s not with the party, Renaer sneaks aboard 
  a Faire ship anyways, working for the Harper’s 
  quest. He methodically works his way through 
  the various decks before he’s caught by one of 
  the drow, and taken to the brig.  
  Will the Real Sailor…? 
  If he’s not with the party, Willifort polymorphs 
  into a human sailor and infiltrates a Faire ship, 
  working for the Cassalanter’s quest. Eventually, 
  the sailor whose form he copied sees the 
  double, and guesses what has happened. The 
  two argue over who the fake is, much to their 
  captain and lieutenant’s displeasure. They’re 
  both thrown into the brig for questioning 
  Song Over 
  If he’s not with the party, Agorn disguises 
  himself as a carnie to board the ships, on 
  Manshoon’s quest. He sings and plays an 
  instrument to sell his disguise, but eventually it 
  annoys the sailors enough that they throw him 
  into the brig anyways for being a nuisance. 
  The Friendly Dragon 
  Zelifarn, the young bronze dragon, has been 
  eying the strange craft beneath the Eyecatcher 
  for a while now. He wants to know more about 
  it and find out if it’s a threat or not. However, 
  the Sea Maiden’s Faire sailors won’t talk to him. 
  If the players take a rowboat from the 
  Heartbreaker or Hellraiser, Zelifarn can be seen 
  watching from a distance while they row. If they 
  try to talk to him, he will willingly speak. If the 
  players take any other means of transportation, 
  Zelifarn approaches them first if he can. 
  Zelifarn asks the players to learn what they can 
  about the underwater craft – particularly if it 
  has weapons or treasure, and if it’s polluting 
  the harbor. In return for this information, the 
  dragon promises a portion of his slowly growing 
  treasure horde (see WDH 145). 
  
   
  13 
   
  The Return of Zordoz 
  Jarlaxle is out leading the parade at the start of 
  the day on his magically summoned diatryma, in 
  his human disguise as Zordoz Zord. 
  After 6 hours, though, the summoned diatryma 
  disappears, and Jarlaxle decides to head back to 
  the ships to rest. He uses his Cloak of Invisibility 
  to travel through town, invisibly asking the 
  lieutenant on either the Heartbreaker or the 
  Hellraiser to row him back to the Eyecatcher. 
  If nothing seems amiss, Jarlaxle will head to the 
  sauna before retiring to his room to wait until 
  nightfall. 
  If he spots the players and takes an interest in 
  them (either because they’re taking the same 
  rowboat across, or he sees them sneaking 
  around) he will follow them invisibly to 
  determine what they’re up to. Jarlaxle may 
  decide to fetch backup for an ambush, or stay 
  invisible to manipulate his unexpected guests. 
  Jarlaxle is more concerned with why the players 
  are on board his ship than with killing intruders, 
  and will tie them up to interrogate if they’re 
  captured. There’s also a decent chance he’ll 
  allow them to escape, so he can follow them 
  back to their employer. 
  If the ships come under attack, the captains’ 
  first action will be to send Jarlaxle a Sending 
  spell message. In that case, Jarlaxle will return 
  to the ships right away.  
   
  
   
  14 
   
  Maps of the three ships, separated by ship and 
  in black and white, ready for printing, can be 
  found in Appendix A, on pages 17-19. 
  The following pages contain all NPCs and major 
  features found on the various ships. For more 
  detail on each room, see WDH 134-145. 
  The Heartbreaker 
  Fel’rekt Lafeen is keeping watch over the 
  Heartbreaker. During the day he patrols the 
  whole ship, particularly focusing on the upper 
  decks. He stops to chat with the sailors often, 
  only occasionally remembering to check the 
  holds. 
  Aft Castle 
  One sailor is stationed at J11, keeping an eye on 
  the deck and anyone approaching the ship. He 
  signs to the others if he sees anything 
  suspicious. 
  Fore and Aft Decks 
  Two sailors are stationed at J9. They’re keeping 
  an eye on the deck and the anchor, but spend 
  most of their time chatting. 
  The figurehead at J8 is being watched by the 
  sailors on the decks. If the sailors grow 
  suspicious of anyone spending too much time in 
  this area, the mate on duty heads over to see 
  what’s going on. 
  Klarr Besham (the human disguise of the 
  captain Tylan Ilueph) is alone in his cabin, where 
  he prefers to stay while the sun is out (his 
  Nimblewright was taken to perform in the 
  parade). 
  Main Deck 
  One sailor and one mate are stationed on J1, 
  guarding the ship in case anyone tries to board. 
  They spend most of their time chatting, and if 
  anyone approaches they both go to see what’s 
  going on.  
  Four rowboats are attached to rigging on the 
  side of the deck, across from the pier. They can 
  be lowered one by one into the water. 
  One more mate sleeps, unarmored, in J3. 
  Three off-duty sailors sleep in their rooms in J4 
  or visit the dining cabin in J7 throughout the 
  day. They are unarmored unless they hear an 
  alarm, though they do carry their weapons. 
  A carnie cook works in the J5 galley. 
  Orlop Deck 
  The Orlop deck is usually empty. Fel’rekt will 
  occasionally pass through this deck on his way 
  to the lower holds. 
  Upper Hold 
  During the parade, only one animal (a panther) 
  is being held in the hold, along with two carnie 
  handlers. The panther is restless until it finally 
  manages to escape (see ‘Tiger Mom’ page 9).  
  Lower Hold 
  Two Drow Gunslingers, in human disguise, 
  wander the lower hold. They’re bored and 
  easily distracted, feeling cooped up.  
  The Hellraiser 
  Krebbyg Masq’il’yr is keeping watch over the 
  Hellraiser. During the day he patrols the whole 
  ship, methodically going through each open 
  area. If he and Fel’rekt are both on deck, they 
  may sign to each other from across the pier.  
  Aft Castle 
  Two sailors are stationed at J11. They’re playing 
  a card game, but check occasionally for anyone 
  approaching the ship. 
  Fore and Aft Decks 
  One mate is lounging at J9, watching the deck, 
  the anchor, and anyone approaching the ship. 
  He moves down to the main deck if anyone tries 
  
   
  15 
   
  to board the ship, but otherwise kicks his feet 
  up and hums to keep himself awake. 
  The figurehead at J8 is being watched by the 
  sailors on the decks. If the sailors grow 
  suspicious of anyone spending too much time in 
  this area, the mate on duty heads over to see 
  what’s going on. 
  Fergus Crabwater (the human disguise of Velgos 
  Ephezzrin) rests in J10 with his Nimblewright. 
  He’s been day drinking, and is slightly tipsy 
  earlier in the day and very drunk towards the 
  end of the day. He regularly visits the dining 
  cabin. Also in his cabin is a large kennel with 
  four panther cubs (Cat). 
  Main Deck 
  One sailor is stationed on J1, guarding the ship 
  in case anyone tries to board. He’s playing a 
  dice game with himself. 
  Four rowboats are attached to rigging on the 
  side of the deck, across from the pier. They can 
  be lowered one by one into the water. 
  One more mate sleeps, unarmored, in J3. 
  Five off-duty sailors relax in their J4 cabins or 
  the dining cabin, and may occasionally wander 
  down to the Orlop deck to the privy or to steal 
  ale. They are unarmored unless they hear an 
  alarm, though they do carry their weapons. 
  There is no cook in the gallery.  
  Orlop Deck 
  The Orlop deck is almost entirely empty. There 
  is a sailor in the J15 brig, who was thrown in 
  there that morning by Krebbyg after he 
  punched another sailor during an argument. 
  Krebbyg checks this deck regularly, and sailors 
  occasionally sneak down here to steal ale. 
  Upper Hold 
  The Upper Hold is mostly cleared out, with just 
  remains of parade supplies that were left 
  behind. Krebbyg regularly checks through these 
  rooms. 
  Lower Hold 
  One Drow Gunslinger, in human disguise, 
  wanders the lower hold, keeping a vigilant eye 
  out for intruders. 
  The Eyecatcher 
  Soluun Xibrindas is keeping watch over the 
  Heartbreaker. During the day he patrols the 
  ship, usually sticking to the lower levels to stay 
  out of the sun. 
  Plot Goal. If the players pick Soluun’s pocket, or 
  kill him and search his body, they will find a 
  letter to him from Jarlaxle (see ‘Find Note to 
  Soluun’ page 7) linking the Bregan D’earthe to 
  the Zhentarim massacre. 
  Aft Castle 
  Two sailors are stationed here, keeping an eye 
  on the deck as well as watching for boats that 
  approach the ship. They’re eating as they stand 
  guard, and occasionally throw seed pits and 
  scraps into the water, seeing who can throw 
  them the furthest. 
  Fore and Aft Decks 
  One sailor is stationed at J9, keeping an eye on 
  the deck and the anchor. He’s cleaning and 
  sharpening his weapons.  
  The figurehead at J8 is being watched by the 
  sailors on the decks. If the sailors grow 
  suspicious of anyone spending too much time in 
  
   
  16 
   
  this area, the mate on duty heads over to see 
  what’s going on. 
  Tarwind Arryhook (the human disguise of 
  Llorath Pharn) wanders about the ship, bored 
  and in need of excitement. He joins card or dice 
  games, and tries to stick to the upper decks. His 
  Nimblewright stands guard in his cabin. 
  Main Deck 
  One mate and two sailors patrol J1. They have 
  lively chats with their captain. 
  Four rowboats are attached to rigging on the 
  side of the deck. They can be lowered one by 
  one into the water. 
  One more mate sleeps, unarmored, in J3. 
  Five off-duty sailors rest on the ship, either 
  sleeping in their J4 cabins or eating in the dining 
  cabin. They are unarmored unless they hear an 
  alarm, though they do carry their weapons. 
  A carnie cook works in J5, occasionally taking 
  food up to the captain’s cabin in J10 or to the 
  dining cabin in J7. 
  Orlop Deck 
  A sick carnie rests in one of the J14 rooms. 
  Unable to sleep, this carnie investigates strange 
  sounds, and make their way to the main deck or 
  to Soluun to report any strange sightings. 
  Upper Hold 
  Four Giant Spiders in the rear of J17 notice if 
  anyone approaches, and hold still to determine 
  if they are drow. They attack any non-drow 
  (they are not tricked by the figurehead illusion), 
  and relax if there are only drow nearby. Soluun 
  occasionally stops to pet the spiders. 
  Lower Hold 
  Initially the Lower Hold is fairly empty (Margo 
  and Khafeyta are at the parade) besides for 
  Soluun, who checks here regularly. After 
  Jarlaxle returns to the Eyecatcher, he spends 
  some time in the J32 sauna before returning to 
  his quarters in J30. 
  Standing guard in Jarlaxle’s quarters, J30, is a 
  Nimblewright. This construct only attacks if it is 
  attacked, if anyone tries to open the trapdoor 
  down to the Scarlet Morpenoth, or if anyone 
  tries to open the hatch on its chest. 
  Plot Goal. Inside a hatch in the Nimblewright’s 
  chest, visible to anyone who takes an action to 
  examine the construct, is a journal (see ‘Find 
  Jarlaxle’s Journal’ page 7). The journal lists 
  various noble families of Waterdeep, along with 
  details that might be used to blackmail them. 
  The Scarlet Morpenoth 
  If the Eyecatcher comes under attack, Jarlaxle 
  retreats to the Scarlet Morpenoth, trusting 
  Soluun to take care of intruders, or retreat to 
  the submarine as well so they can escape to 
  safety. He can be found in U7a 
  8 rock gnomes (Apprentice Wizards) operate 
  the submarine. They are Neutral Good, and 
  don’t know much about the Bregan D’earthe, 
  but have been contracted by Jarlaxle to operate 
  the submarine. They are treated fairly, and 
  don’t have much reason to believe they’re 
  doing anything illegal or wrong. They will fight 
  to protect themselves if they need to, but 
  surrender if they are overwhelmed, and will ally 
  with the players if given adequate reason. 
  One rock gnome is always in U2, and one is 
  always in U7b. The others may be sleeping in U8 
  in their hammocks, operating the submarine in 
  U7a, eating in U9, or preparing food in U10. 
  Plot Goal. In Jarlaxle’s stateroom (U4) is a 
  trapped wooden trunk. Hidden in a secret 
  compartment is a stack of papers, suggesting 
  something’s wrong with the Open Lord Laeral 
  Silverhand (see ‘Find Evidence Against Laeral’ 
  page 7).  
   
  
   
  17 
   
  Heartbreaker 
   
   
  
   
   
  Hellraiser
   
   
   
  
   
   
  Eyecatcher 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Waterdeep/Waterdeep_ Dragon Heist - Spring Vengeance/1524685-SpringVengeance.pdf