
What happens to cultists when their evil plot is foiled?
This adventure contains four gritty scenarios, optimized for a party of four 1st-level characters. Characters should reach second level by the end of the third scenario. The scenarios are based in Waterdeep and its surroundings, but can easily be moved to any large city.
Burning Down the (Ware)House! begins this collection in-situ. Instead of starting in a bar, the PC’s are thrust immediately into the action as they protect a warehouse under siege. In Shakedown the characters are asked to break up a small-time protection racket pestering a market in the slums of the Dock Ward. After two (hopefully) successful assignments, the characters have gained the trust of their employer. In Guarding the Dead, they get to meet their boss as they guard a clandestine meeting in Waterdeep’s City of the Dead. In the last scenario, the characters learn the whereabouts of the malcontents behind recent attacks. It’s time for Payback!
The adventure also includes descriptions of a few locations, important NPCs, and encounters that can be used in any urban setting. Guard Duty is a stand alone adventure, but also kicks off the "Power Plays" story arc (taking characters from level 1 to level 5).
Check out my other DM's Guild resources!
- Faction Folio: Waterdeep - A DM's City Guide (5 star - silver seller)
- City Encounters (4.5 star - silver seller)
- Road's End Robbery (grave robbers!)
- Giant Tales (Two adventures perfect for Storm King's Thunder)
- The Weeping Glass (a murderous rampage in a hotel)