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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players
Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.
All other original text material in this work is 2016 by Nefarious Weasel Studios and published under the
Community Content Agreement for Dungeon Masters Guild.
Table of Contents
Introduction......................................3
Adventure Background........................3
Adventure Synopsis..............................4
Adventure Hooks.................................5
Running the Adventure........................5
Rumors and Recent Events....................5
Chapter One: A Curious Matter............6
Possible Rewards..................................7
Event: The Irate Customer....................7
Areas of the Curiosity Shop, 1st Floor...8
Curiosity Shop, 2nd Floor, Balcony.....10
Curiosity Shop, Basement....................11
Chapter Two......................................12
Encounter: Chaos Ensues....................12
Encounter & Room Elements................15
Encounter: Burglars! .........................15
Chapter Three: Shrine of Sorrows.......16
The Sewer Tunnel...............................16
Stirges Nest and Cesspool Chamber......16
The Shrine of Sorrows........................16
Areas of the Shrine.............................17
Chapter Four: To the Aid of Nubbles
Nine-Fingers......................................20
Encounter: Rooftop Chase..................20
Building Rooftop Key.........................21
Obstacles & Encounters......................23
Chapter Five: The Bastards..................24
Tymoras Blessing Inn & Tavern............24
The Bastards......................................24
Adventure Conclusion........................25
What Comes Next? .............................25
Scaling the Adventure........................25
Important NPCs..................................26
New Monsters....................................30
Appendix 1: New Options.....................31
New Divine Domain: Misfortune..........31
New Spells.........................................32
New Magic Items.................................34
Appendix 2: The City of Waterdeep........35
Introduction
A .
Adventure Background
Adventure Synopsis
Adventure Hooks
The moment the front door swings open, the mingled scents
of dusty books and stale tobacco waft over you. You also
notice a sharp, spicy fragrance. Once your eyes grow
accustomed to the dim lighting, it takes moments longer to
take in the crowded shelves and the clutter of objects
suspended from the ceiling. The array of items and their
variety overwhelms your senses. The shop has everything from
a pony-sized ceramic blue dragon to a half-size ballista, as well
as bookshelves overflowing with books, scrolls, vials, bottles, Tolbin the Cat
boxes, and pouches.
Perhaps most unusual, a rotund stuffed alligator hangs from
the ceiling by a length of rope. It sways from side to side,
nearly bumping into the nearby chandelier.
A wide staircase at the back of the shop leads to a balcony
level, upon which stand more shelves. Baubles and junk fill
every available surface.
The dwarf behind the front counter to your left looks up
from his ledger. He eyes you through thick spectacles, blinking
a few times and then tugging on his beard. Welcome to the
Curio Shop. Names Barnabus Trent, owner and your guide to
this wonderful collection. What adventure can we find for you
today? He smiles, revealing yellowed teeth.
Little Nell
At first, Trent remains polite. He explains he never deals in
stolen goods, and besides hasnt seen either item. Graymane
becomes annoyed and then irate, only aggravating Trents
temper. Soon, the two break into a shouting match. Finally, out
of breath and with cheeks flushed red, Graymane storms from
the shop.
To top it all, the merchant leaves behind a trail of muddy
footprints as he departs.
Trent, hands on hips, clucks in disapproval and shakes his
head. I hate people, he mutters.
Possible Rewards
Following Graymane
Area Features:
Ceiling height: Approximately 12 feet.
Lighting: Varies. Sunlight filters into the shop
through the windows. Wall-mounted oil lamps and
candles provide some light during the day. The
rooms are dark at night.
Odors: The air is redolent with the smell of dust,
old books, mildew, and a hint of myrrh or similar
spice. This odor is strongest in the main shop area
and in Trents workroom.
Floor: The floors wooden planks, worn smooth,
are warped in places due to age and weight of
shelving.
Temperature: Chilly and drafty.
1. Front Entrance
3. Staircase to Balcony
4. Front Desk
5. Back Room
8. Cramped Office
6. Closet
Area Features:
Ceiling height. Approximately 10 feet, unless a 3. The Vault
room description indicates otherwise.
Lighting. Varies. During the day, sunlight through
If Trents main shop was overcrowded with objects and odors,
the windows and wall-mounted oil lamps and
candles illuminate the shop. The rooms are dark at this room serves a cacophony for the eyes. The rooms shelves
night. are filled with trinkets and strange, exotic objects: jewelry,
Odors. The odors of dust and mildew are bones, skulls, urns, books, and more.
pervasive. There is the hint of myrrh or similar The room emanates a palpable sense of gloom, so much so
spice lingering outside of Trents bedroom and on
the balcony. that your lights flicker and dim when you cross the threshold.
Floor. The floors wooden planks, worn smooth, The rooms energy feels poised to suffocate or infect those
are warped in places from age and weight of who enter. In the background, a susurrus of barely audible
shelving. voices overlap one another, some pleading, some screaming
Temperature. Chilly and drafty.
many in unfamiliar, alien languages.
Area Features:
Ceiling height. Barely 5 feet. Size Medium
characters must stoop while down here.
Lighting. None.
Odors. Mold, mildew, and the stench of old
sewer gas.
Floor. Uneven dirt floor. Treat as difficult terrain.
Temperature. Cold, damp.
1. Junk Room
2. Storage
3. Well Room
4. Sewer Break-In
Round 3:
Round 4:
Considerations:
Thrown Merchandise
d% Item thrown
01-02 Half-wheel of death cheese (made with catoblepas milk) wrapped in wax paper
03-04 Quill pen and full ink bottle in wooden case
05-06 Stuffed ankheg doll
07-08 Battered mandolin
09-10 Gallon jug of cloyingly sweet perfume
11-12 Wooden beholder toy on a wheeled cart
13-14 Cast iron skillet
15-16 Belt pouch stuffed with 267 silver coins from old Zhentil Keep
17-18 Oversized folio of maps and navigation charts
19-20 Purple and gold silk robes with elaborate Maztican ceremonial headdress
21-22 Framed painting of an obsidian ziggurat surrounded by jungle
23-24 Loviatar cult ritual knife
25-26 Pouch filled with dried noxious herbs and seeds
27-28 Wooden globe of Toril (inaccurate)
29-30 Jade statuette of an elven bladedancer
31-32 Tiny rosewood chest
33-34 Thick stack of receipts and bills bound with cord
35-36 Green vase decorated with elaborate dragon illustration
37-38 Oversized drinking horn decorated with giants runes
39-40 Small wood display case with pinned animated butterflies
41-42 Balsa wood dragon model with articulated wings and tail
43-44 Flask of brandy from Amn
45-46 Sack filled with glass marbles
47-48 Fist-sized marble sphere etched with strange symbols
49-50 Chessboard with onyx and alabaster chess pieces
51-52 Troll skull with trephine hole
53-54 Bottle of Sembian red wine
55-56 Expensive top hat
57-58 Funereal urn filled with ashes
59-60 Pair of twisted black and red candles in copper candleholders
61-62 Jar of viscous, foul-smelling unguent, difficult to wash out
63-64 Stuffed bass mounted on a wooden plaque
65-66 Framed portrait of dwarf ship captain in uniform and tricorn hat
67-68 Wooden rack with half-dozen sealed vials of chemicals
69-70 Potted fern
71-72 Amphora filled with anointing oil
73-74 Brass safety goggles with glass lenses, former property of a Gondite inventor
75-76 Severed mummys hand
77-78 Fist-sized dragon head idol fashioned from brass, issues wisps of steam
79-80 Gold necklace with fake rubies
81-82 Half-dozen steel pitons wrapped in canvas
83-84 Brass and ivory mechanical clock for a mantelpiece
85-86 Pair of iron shackles and chains, etched with sigils
87-88 Thick, leather-bound book with metal lock
d% Item thrown
89-90 Set of self-playing dwarven bagpipes
91-92 Three (still blinking) demonic eyes trapped in hand-sized amber block
93-94 Two ivory bookends in the shape of rampant griffons
95-86 Handsomely decorated hurdy-gurdy
97-98 Oak walking stick with the head in the shape of a silver fist
99-00 Steel pot helmet forged for a dragonborn knight, large hole in the back
Aftermath
Encounter: Burglars!
Investigation
Chapter Three: The Shrine
of Sorrows
4. Barracks
Area Features:
Ceiling height. 9 to 11 feet. Several bunk beds line the north and eastern walls of this
Lighting. Wall-mounted oil lamps in each room. rectangular room. Five creatures, all dressed in gray robes,
Odors. Mold, mildew, and old sewage.
bicker with one another. Two appear human, while the other
Floor. Cracked and worn flagstones.
Temperature. Cold, damp. three, their hoods pulled low to obscure their features,
resemble the small, shadowy creatures who attempted to rob
Trents shop.
DMs Note
With his combination of jackalwere abilities and
clerical spell power, Siggrian Graymane poses a
lethal risk to the party. (His CR is high enough to
qualify him as a solo monster encounter in his own
right.) Use caution with him in this fight, especially
since the characters may be weakened or low on
hit points by the time they encounter him. Use him
in the first round or two to hamper the party with
spells or his sleep gaze, and then have him escape.
The characters will get their chance to defeat him
in a future adventure.
You climb the last set of steps leading to the buildings top
floor. The odors of sweat, sour liquor, and stale cooking
pervade the air.
A halfling, loaded hand crossbow in his grip, opens the door
with a look of suspicion on his pale features. Not interested,
he growls, waving you away. He moves to slam the door in
your faces.
7. Opals Tavern
9. Undertaker
11. Butcher
12. Netmaker
13. The Steamworks
Building Rooftop Key
1. Redbrick Apartments
16. Boarding House
2. Sovels Mercantile 17. Spice Merchant
18. Wilmarths Orphanage.
Elements To Consider
24. Laundry
25. Meigs Mercantile
28. Candlemaker
29. Abandoned Building
The Bastards
Trents Research
Adventure Conclusion
Important NPCs Overview
Barnabus Trent
Medium humanoid (dwarf, hill), neutral good
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Overview
Nubbles Nine-Fingers
Small humanoid (halfling, lightfoot), neutral
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit,
range 30/120, one target. Hit: 7 (1d6 + 4) piercing
damage.
Overview
Little Nell
Humphreys
Small humanoid (human), chaotic good
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Throwing Knife. Ranged Weapon Attack: +5 to hit,
range 20/60, one target. Hit: 5 (1d4 + 3) piercing
damage.
Siggrian Graymane Actions
Medium humanoid (shapechanger), chaotic evil
Bite (Jackal or Hybrid Form Only). Melee Weapon
Armor Class 16 (chain shirt) Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4
Hit Points 58 (9d8 + 18) + 3) piercing damage.
Speed 40 ft. Scimitar (Human or Hybrid Form Only). Melee
Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA
Sleep Gaze. Graymane gazes at one creature he can
12 (+1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 14 (+2)
see within 30 feet. The target must make a DC 13
Wisdom saving throw. On a failed save, the target
Saving Throws Wisdom +6, Charisma +5 succumbs to a magical slumber, falling un-
Skills Deception +5, Insight +9, Intimidation +8, conscious for 10 minutes or until someone uses an
Perception +6, Persuasion +5, Religion +4, action to shake the target awake. A creature that
Stealth +6 successfully saves against the effect is immune to
Damage Immunities bludgeoning, piercing, and Graymanes gaze for the next 24 hours. Undead and
slashing from nonmagical attacks not made with creatures immune to being charmed arent affected
silvered weapons by it.
Senses passive Perception 16
Languages Common (cant speak in jackal form)
Challenge 5 (1,800 XP)
Beginners Mind
Flawed Crafting
Capricious Defense
Fumble
Displaced Magic
Jinx Twisted Words
Misfire
Misstep
Lanthorn of Luck
New Magic Items
Necklace of Strangulation
Dagger of Curses
Lanthorn of Luck
Appendix 2: The City of
Waterdeep
Introduction
The Incursion
Life in Waterdeep
The Forsaken
Night Life
The Tel'Teukiira