Adventuring Guild / Company Contract - Trollskull Manor Waterdeep
A free to use and modify contract for forming an adventuring company! In one of my games of Waterdeep: Dragon Heist¸ the adventurers started in the Yawning Portal marveling over the adventurers being lowered down into Undermountain. They asked about joining an adventuring company... and the Volo in this game thinks that's a way better idea than just handing over a large piece of property as a reward! A plain text version is also included for you to modify and format in any way you would like to use in your game. Also feel free to use it or derivitives in any work you might publish on DMsGuild! All in A Dray's Work A mission brief from Chapter 2 of Waterdeep: Dragon Heist turned into a full 2-4 hour adventure! The first Harper mission on page 37 of Waterdeep: Dragon Heist has the characters find a talking horse to obtain information. All in a Dray's Work explains just how this horse can talk¸ and the adventurers really do have to find her - she's gone missing! Dung Work A mission brief from Chapter 2 of Waterdeep: Dragon Heist turned into more than 35 encounters in the Trades Ward playable as a cooperative board game! The first Lords' Alliance mission on page 38 of Waterdeep: Dragon Heist has the characters guard Dungsweepers as they work for a tenday¸ followed by one combat encounter. As the mission states¸ "it's boring". Dung Work is anything but boring¸ with interesting encounters throughout the historic Trades Ward happening every day! Grave Concerns Explore the deadly tomb of an undead warlock necromancer in this faction mission reimagined as a single-session adventure for 2nd-4th level characters in Waterdeep or any campaign setting! The second Emerald Enclave mission in chapter 2 of Waterdeep: Dragon Heist has the adventurers spending a tenday's nights in the City of the Dead waiting to run into a handful of skeletons. Grave Concerns expands the mission into a 4 hour adventure exploring a tomb teeming with undead and laced with magical obstacles. Adaptable to other factions¸ it also provides a tie-in to the Dungeon of the Mad Mage. NEW! It Got Under His Skin A mission brief from Chapter 2 of Waterdeep: Dragon Heist turned into a 4-6 hour adventure! The first Emerald Enclave mission on page 35 of Waterdeep: Dragon Heist sends the adventurers to camp in a field with a ten percent chance of encountering a scarecrow. It Got Under His Skin transforms the mission into a haunting mystery to be solved. In addition to defeating the scarecrows¸ will the adventurers find how the constructs were created? Will they take down the shadowy cult spreading discord in Undercliff? What will be their fate when they face down the powerful demon hunting an ancient secret? Scrying Into His Handkerchief A mission brief from Chapter 2 of Waterdeep: Dragon Heist turned into a 2 hour adventure! The first Bregen D'aerthe mission on page 34 of Waterdeep: Dragon Heist requires that the characters steal a noble's handkerchief and give it to a tiefling girl down by the wharf. Scrying Into His Handkerchief answers the questions: Which noble? Why him? Where can we find him? What happens if we get caught? Who is the tiefling girl¸ and why are we giving the handkerchief to her? It's a Zoo in There! An urban adventure for 2nd-4th level characters offering multiple paths of exploration leading to a chilling ethical dilemma with multiple endings depending on the choices your players make. As a single-session adventure for low level characters¸ It's a Zoo in There! is a great fit for chapter 2 of the hardcover adventure Waterdeep: Dragon Heist. My original Pay What You Want adventure with over 2500 downloads! Sixteen Kobolds Explore a cavern filled with kobolds and their devious traps before taking on their giantess master in this 4 hour dungeon crawl adventure for 4th-6th level characters. The kobolds dwelling in the rock formation on the southern shore of Lake Billafurrow were only a minor nuisance to the local fis