The Cast

The Party

The Mercenaries Nyx Hawthorne Alexios Snapping Branch Snezze

The Main Cast

Lady Laeral Silverhand High Harper Althaea Moonshadow Doran Cassalanter Riven Duskveil

Supporting Cast

Lady Amara Solen Lady Brina Nimblespark Lady Selara Evenwood Lady Seraphina Emberflare Lady Sylwen Viridia Lord Dain Ironbraid Lord Elias Verran Lord Fenric Embergleam Lord Karesh Swiftpaw Lord Kealen Thorne Elia (Otaaryliakkarnos)

Premise

The Winters Crest Masquerade Ball in Waterdeep is an elegant celebration marking the turning of the season. Hosted by Lady Laeral Silverhand, the Open Lord of Waterdeep, it draws nobles, merchants, and faction representatives. Political intrigue simmers beneath the surface as alliances shift and schemes unfold.

Session Length

  • Target Length: 2 hours.
  • Structure:
    1. Arrival and Introductions (15 minutes)
    2. Dance and Social Intrigue (20 minutes)
    3. Dinner and Rising Suspicion (30 minutes)
    4. Assassination Attempt and Climax (40 minutes)
    5. Conclusion and Wrap-Up (15 minutes)

Key Factions in Attendance


Scene 1: Arrival and Introductions (15 minutes)

Goal: Establish setting, key NPCs, and initial intrigue.

  • Location Description: The grand ballroom of Castle Waterdeep is adorned with silver and ice-themed decorations, chandeliers glittering like icicles.
  • NPCs Introduced:
    • Lady Laeral Silverhand: Hostess, wise and regal.
    • Doran Cassalanter: Noble and suspected Zhentarim contact.
    • High Harper Althaea Moonshadow: Subtle but sharp observer.
    • Masked Stranger: A cloaked and enigmatic figure (potential cultist).
  • Activity: Players mingle and make Perception/Insight checks to uncover rumours or suspicious behaviours.

Scene 2: Dance and Social Intrigue (20 minutes)

Goal: Build tension and hint at the plot.

  • Event: A waltz or group dance where players can gather information or attempt to identify hidden motives.
  • Skill Challenges: Persuasion, Deception, Insight, Performance checks.
  • Reveals:
    • Rumours of unrest within the Zhentarim.
    • A servant spotted sneaking toward the kitchens (a possible lead).
    • Suspicious masked guests with unusual dragon-themed jewellery.

Scene 3: Dinner and Rising Suspicion (30 minutes)

Goal: Highlight growing danger and clues about the assassination attempt.

  • Setting: Lavish banquet tables with courses of roasted boar, spiced wines, and frosted cakes.
  • Key Interactions:
    • Players notice poisoned wine goblets or tampered food through Perception or Investigation.
    • Cultists attempt to bribe or intimidate servants.
    • A guest suddenly collapses (distraction).
  • Complication: A secret note or token revealing the timing of the assassination plan.

Scene 4: Assassination Attempt and Climax (40 minutes)

Goal: Engage in high-stakes combat or tense negotiation.

  • Event: Cult of the Dragon attempts to assassinate Lady Silverhand using magical means or a disguised assassin.
  • Challenges:
    • Players must thwart the attempt through quick thinking (disarming traps, counterspells, intercepting assassins).
    • Combat encounter against cultists, including a dragon-themed spellcaster and summoned draconic minions.
  • Backup Plan: If players fail, Lady Silverhand intervenes with powerful magic, but this draws attention to her vulnerability, raising future stakes.

Scene 5: Conclusion and Wrap-Up (15 minutes)

Goal: Resolve the story and leave threads for future adventures.

  • Aftermath:
    • Rewards for bravery and heroism (titles, gold, alliances).
    • Unmasking the cultists and interrogating survivors.
    • Political fallout from the assassination attempt.
  • Cliffhanger Options:
    • A surviving cultist escapes, hinting at a greater conspiracy.
    • A mysterious ally appears with additional information.

Important Notes

  • Player Agency: Provide opportunities for multiple solutions—combat, diplomacy, or subterfuge.
  • Time Management: Keep transitions between scenes tight to maintain pacing.
  • Optional Encounter: Add a side event, such as a theft or duel challenge, if the pacing allows.

Suggested Rewards

  • Gold and Jewels: Gifts from Lady Silverhand.
  • Magical Items: Amulets of Protection, Rings of Spell Storing.
  • Faction Influence: Boons or favours from key groups.

DM Notes:

  • Use dramatic descriptions and music cues to enhance tension.
  • Keep NPC motivations flexible, allowing player actions to influence outcomes.
  • Incorporate red herrings and false leads to maintain suspense until the climax.

Scene 1 - Arrival and Introductions

Act 2.5 - Winters Crest Ball

Time: 15 minutes

Goal: Establish the setting, introduce key NPCs, and plant the seeds of intrigue.


Setting the Scene

The ballroom of Castle Waterdeep shimmers with silver and sapphire decorations, resembling a frozen winter wonderland. Chandeliers hang like icicles, reflecting light in dazzling patterns across the marble floors. Masked guests glide through the space, laughter bubbling and conversations buzzing like the hum of a hive. Outside, snow flurries drift past tall arched windows, framing the warm glow within.

DM Tips:

  • Encourage players to describe their characters’ masks and outfits, adding to the masquerade theme.
  • Use snippets of NPC dialogue to create layers of intrigue and tension.
  • Drop early hints about unusual behaviour or suspicious figures in the crowd.

Arrival and Reception

Guests are greeted by uniformed attendants who check invitations and announce arrivals. Players may be stopped briefly for inspection, allowing for early roleplay opportunities.

Opening Lines:

  • “The Lady awaits within. May your mask guard your secrets and your steps dance lightly tonight.” - Attendant.
  • “You wear it well—though in Waterdeep, even masks cannot hide everything.” - Fellow Guest.

Key NPCs and Introductions

Lady Laeral Silverhand - Hostess, Open Lord of Waterdeep. Regal and composed.

“Welcome, friends, to this celebration of unity and renewal. Tonight, let the dark of winter remind us of the light we must protect.”

  • Greets guests personally, projecting calm authority.
  • Observes the room closely, subtly marking potential threats.
  • May pull players aside to subtly ask for their vigilance.

Doran Cassalanter - Suave, influential noble suspected of shady dealings.

“Masks within masks—how appropriate for Waterdeep, is it not? I trust you know the weight of what we carry tonight.”

  • Flirts with danger, offering cryptic remarks about secrets and debts.
  • May test players’ loyalties by hinting at hidden knowledge.

High Harper Althaea Moonshadow - Watchful and wary, here to protect against unseen threats.

“The shadows deepen tonight. Do not let the music distract you from the whispers.”

  • Steers players toward investigating anomalies in the crowd.
  • Acts as a subtle ally, but expects competence and discretion.

Masked Stranger (Cultist) - Enigmatic and cryptic, their identity obscured.

“A dance in shadows is still a dance, is it not? But some steps lead only to ruin.”

  • Speaks in riddles, drawing suspicion without immediate proof.
  • May disappear suddenly, leaving traces of dragon-themed jewellery.

Conversations and Hooks

Snippets of Dialogue:

  • “The Lords’ Alliance seems uneasy tonight. Have you noticed the extra guards?” - Nervous Merchant.
  • “Rumour has it someone plans to make a move tonight—but who dares strike at Lady Silverhand?” - Whispering Noble.
  • “I saw the Cassalanters bringing in crates this afternoon. For the kitchens, they said. But I have my doubts.” - Suspicious Harper.

Clues to Drop:

  • Guests discussing coded messages received earlier in the week.
  • A servant visibly nervous as they refill goblets.
  • Nobles gossiping about disappearances in the Dock Ward.

Skill Challenges and Checks

  • Insight (DC 14): Detect unease or deception in NPC responses.
  • Perception (DC 13): Notice hidden weapons, symbols, or unusual behaviour.
  • Investigation (DC 15): Examine invitations, seals, or decorations for clues.
  • Persuasion (DC 12): Gather rumours from friendly guests.
  • Stealth (DC 16): Slip away to shadow suspicious individuals.

Escalation Hints

  • A servant drops a goblet and flees the room, drawing brief attention.
  • The masked stranger leaves a folded note on a balcony table.
  • Guards nervously scan the crowd, subtly tightening security.
  • A musician abruptly stops playing, staring at a noble who exits hastily.

Player Guidance and Rewards

  • Player Actions:

    • Encourage characters to roleplay introductions and take note of NPCs’ moods.
    • Players can form alliances or press NPCs for details about the night’s security.
  • Early Discoveries:

    • Players who investigate early may intercept cultist plans or prevent traps from being set.
  • NPC Favors:

    • Winning favor with Lady Silverhand or the Harpers may lead to future alliances.
    • Nobles may provide access to restricted areas or private conversations.

Closing Moment:

As the last guest steps inside and the doors close, the music swells. The masquerade begins—and the shadows lengthen.

Link to original

Scene 2 - Dance and Social Intrigue

Act 2.5 - Winters Crest Ball

Time: 20 minutes

Goal: Build tension and hint at the plot through conversation and subtle clues.


Setting the Scene

The grand waltz begins, led by Lady Laeral Silverhand herself. The players are invited to join in, either as participants or observers. A string quartet plays an enchanting melody while conversations carry on under the swirl of fabric and flicker of candlelight.

The atmosphere hums with restrained tension beneath the opulence. Light glitters off crystal goblets and polished silverware, while the scent of lavender and spiced wine fills the air. Nobles exchange knowing glances, whispers weave through the crowd, and laughter sometimes falters mid-sentence. Lady Silverhand glides across the floor, her sharp eyes tracking every movement.

DM Tips:

  • Use atmospheric descriptions of swirling gowns, flickering lights, and layered conversations.
  • Drop hints through NPC conversations and visual details to build suspense.
  • Move through interactions quickly to maintain momentum while allowing investigation.
  • Add descriptive phrases like “the strings quiver like a heartbeat” to heighten mood.

Social Opportunities

  • Dancing: Players can dance with NPCs or observe from the sidelines.
    • Dancing well may attract positive attention, while mistakes could arouse suspicion.
  • Eavesdropping: Insight and Perception checks can catch whispered conversations.
    • Overheard dialogues may hint at alliances, betrayals, or coded warnings.
  • Interrogations: Persuasion and Deception checks reveal secrets during discussions.
    • Players may need to feign ignorance or curiosity to avoid tipping off cultists.

NPC Conversations and Hooks

Lady Laeral Silverhand - Hosting the event, calm yet observant.

“Winter’s Crest reminds us that the longest nights often herald the brightest dawns. Let us honour those who keep this city safe.”

  • Drops subtle hints about increased security measures and tension in the city.
  • May express concern over strange reports in the harbour district.
  • Her keen gaze occasionally locks onto suspicious guests before softening back into hostess mode.

Doran Cassalanter - Suave, arrogant noble with a hidden agenda.

“A masquerade—how fitting for Waterdeep. Masks within masks, my dear. But even the finest masks slip, given time.”

  • Asks leading questions about the players’ backgrounds and allegiances.
  • Makes veiled references to debts and secrets among the noble houses.
  • Frequently comments on wealth and power, making some nobles bristle.

Masked Stranger (Cultist) - Evasive and cryptic.

“Do you ever wonder what lies beneath the ice when it finally melts? Some truths are better left buried.”

  • Wears dragon-themed jewellery, hinting at cult ties.
  • Observes Lady Silverhand closely and avoids direct answers.
  • Occasionally exits conversations abruptly, raising suspicion.

High Harper Althaea Moonshadow - Quiet but sharp observer.

“The music is lovely, isn’t it? But the tempo… it hides something urgent beneath.”

  • Steers conversations toward local disappearances and missing cargo.
  • May discreetly warn players to stay vigilant.
  • Offers cryptic insights about balancing appearances with readiness.

Clues and Events During the Dance

  • Dropped Note: A crumpled note found near the edge of the dance floor—“The Lady must fall before the final toast.”
  • Suspicious Servant: A servant nervously leaves through the kitchen doors, avoiding eye contact.
  • Confrontation: Two nobles argue about debts; one mentions being threatened by masked figures.
  • Unusual Jewellery: Players notice matching dragon-shaped brooches on several masked guests.
  • Interrupted Dance: A guest stumbles, spilling wine and revealing a concealed dagger.
  • Shadowy Figure: A cloaked individual lingers near the entrance before disappearing into a side corridor.
  • False Alarm: A drunken noble causes a scene, diverting attention from the cultists.

Skill Challenges and Checks

  • Insight (DC 15): Detect lies or discomfort in NPC responses.
  • Perception (DC 14): Spot hidden weapons or coded signals.
  • Performance (DC 12): Impress nobles during the dance.
  • Deception (DC 16): Extract secrets while feigning politeness.
  • Investigation (DC 15): Analyze the spilled wine or discarded items for signs of tampering.
  • Sleight of Hand (DC 14): Retrieve dropped notes or steal clues unnoticed.

Escalation Hints

  • The music shifts to a faster, more chaotic tempo, increasing tension.
  • Guards subtly reposition closer to Lady Silverhand.
  • Whispers spread about a missing servant or misplaced shipment.
  • The masked stranger vanishes suddenly, leaving a half-finished drink.
  • An NPC loudly accuses another of theft, escalating the sense of paranoia.

Player Guidance and Rewards

  • Player Actions:

    • Players can split roles—some dancing, others investigating.
    • Encourage players to create alliances or provoke NPCs.
  • Early Discoveries:

    • Players who piece together clues may discover the cultists early, creating an opportunity to foil the assassination.
  • NPC Favors:

    • Winning over nobles may grant social advantages, such as invitations to exclusive meetings or information about rival factions.
    • Securing aid from factions like the Harpers or Order of the Gauntlet may provide reinforcements during the climax.

Link to original

Scene 3 - Dinner and Rising Suspicion

Act 2.5 - Winters Crest Ball

Time: 30 minutes

Goal: Build tension as clues about the assassination attempt emerge. Highlight NPC interactions and allow players to investigate rising suspicions.


Setting the Scene

The banquet hall is a vision of opulence—long tables draped in velvet, adorned with crystal goblets and silver platters laden with roasted meats, exotic fruits, and frosted cakes. Servants weave through the guests, refilling glasses and delivering delicacies, while chandeliers cast warm light across masked faces. The hum of conversation fades as Lady Laeral Silverhand rises to give a toast.

DM Tips:

  • Describe the mood shift from jovial celebration to subtle unease.
  • Use NPCs’ body language and dialogue to convey growing tension.
  • Introduce clues in layers, giving players opportunities to piece the puzzle together.

NPC Conversations and Hooks

Lady Laeral Silverhand - Regal and watchful, concealing unease.

“May this evening remind us that even in the darkest winters, unity can light the way. Let us celebrate Waterdeep’s strength and those who defend it.”

  • Watches the room closely during her speech, pausing when servants behave oddly.
  • Subtly warns players with phrases like “Trust your instincts tonight.”

Doran Cassalanter - Suave but nervous.

“A toast to secrets and shadows. May they stay hidden… for now.”

  • Sips wine carefully, avoiding eye contact with certain guests.
  • Offers veiled comments about debts owed and alliances shifting.

Masked Stranger (Cultist) - Growing bold as the plan nears.

“It’s funny, isn’t it? How quickly power can change hands… with the right push.”

  • Appears increasingly confident, drawing players into cryptic conversations.
  • Drops phrases like “Midnight approaches. Time unravels.”

High Harper Althaea Moonshadow - Observant and calm, trying to alert players subtly.

“Notice the servant by the corner? He’s refilling the same glass, over and over. Watch him.”

  • Points out strange patterns, like mismatched uniforms or nervous gestures.
  • Suggests checking exits or questioning the staff.

Clues and Events During Dinner

  • Spilled Wine: A servant drops a tray, shattering glasses and causing a commotion. Investigation reveals shards of a broken vial beneath the table.
  • Suspicious Note: A folded paper tucked under a plate reads—“The Lady must not see the sunrise.”
  • Nervous Servant: A staff member visibly sweating, avoids eye contact, and clutches a hidden pouch.
  • Confrontation: Two nobles argue over a mysterious payment, mentioning debts to “dragon lords.”
  • Food Tampering: Players notice an odd scent or discolouration in one dish, requiring a Perception (DC 15) or Investigation (DC 14) check to identify poison.

Skill Challenges and Checks

  • Insight (DC 14): Detect nervous behaviour or lies from NPCs.
  • Investigation (DC 15): Analyze clues like the broken vial or spilled wine.
  • Perception (DC 13): Spot hidden weapons or cult symbols.
  • Stealth (DC 16): Follow a suspicious servant unnoticed.
  • Medicine (DC 14): Identify poison or symptoms of poisoning.

Escalation Hints

  • A guest suddenly collapses, clutching their throat, prompting panic.
  • A servant runs toward the kitchen but vanishes before being caught.
  • Guards start whispering among themselves, forming defensive positions.
  • The music falters as a violinist breaks a string mid-performance, startling the crowd.
  • The masked stranger raises a glass and delivers a cryptic line like “To new beginnings… and swift endings.”

Player Guidance and Rewards

  • Player Actions:

    • Players can choose to question guests, shadow suspects, or secure Lady Silverhand.
    • Splitting tasks allows multiple angles of investigation.
  • Early Discoveries:

    • Unmasking the cultists before the assassination attempt may prevent casualties and grant tactical advantages.
    • Catching a servant in the act may lead to interrogations that reveal the larger plot.
  • NPC Favors:

    • Gaining trust from nobles can provide access to private information and allies during the final confrontation.
    • Helping Althaea may strengthen ties with the Harpers, earning future support.

Closing Moment:

As the last toast is raised and midnight draws closer, tension thickens. A sudden cry echoes from the kitchen, and the flickering lights dim. The night turns deadly.

Link to original

Scene 4 - Assassination Attempt and Climax

Act 2.5 - Winters Crest Ball

Time: 40 minutes

Goal: Engage in high-stakes combat or tense negotiation.


Setting the Scene

As the midnight bell begins to toll, masked figures step forward, casting off their disguises to reveal robes marked with dragon motifs. The room erupts into chaos as spells flare and blades are drawn.

DM Tips:

  • Maintain urgency and panic through NPC reactions.

  • Allow players to split tasks (protecting Silverhand, disabling traps, subduing cultists).

  • Emphasize environmental hazards like broken chandeliers or spilled wine creating difficult terrain.


Enemies and Cultists

  • Number of Cultists: 8 (4 spellcasters and 4 melee combatants).

  • Leader: A Dragonborn sorcerer with a staff engraved with Tiamat’s sigils.

  • Minions: Shadowy specters conjured by the cultists.

  • Trapmasters: One cultist operates magical traps embedded in the hall.

Battlefield Notes:

  • Tables provide cover; chandeliers threaten to fall.

  • Arcane sigils are scattered, requiring Arcana checks to disable.


Key Challenges:

  • Protecting Lady Silverhand: She begins counterspells and wards but needs 3 rounds to complete a defensive ritual.

  • Disabling Traps: Arcane sigils threaten to trigger poison clouds or magical fires.

  • Subduing Cultists: Each cultist has a hidden dagger coated in poison, forcing players to act quickly.

Skill Checks:

  • Arcana/Investigation (DC 15): Disable arcane traps.

  • Athletics (DC 14): Move obstacles to protect NPCs.

  • Persuasion (DC 16): Convince nobles to help defend or flee effectively.


Silverhand’s Actions if Players Fail:

  • Initial Defense: Casts a Wall of Force to shield herself and any close allies.

  • Counterattack: Summons spiritual weapons to fight alongside her.

  • Final Resort: Uses Mass Suggestion to force surrender or teleports herself and others to safety if overwhelmed.


Key NPC Lines:

  • Lady Laeral Silverhand: As the attack begins.

    “Stand strong! These shadows will not dim Waterdeep’s light tonight!”

  • Cult Leader: As the cultists move in.

    “For Tiamat! The Dragon Queen’s rise cannot be stopped! Kneel or perish!”

  • Panicked Noble: During the chaos.

    “The guards! Where are the guards? Someone stop them!”

  • Harper Agent (disguised): Helping the players.

    “Quickly! Protect Silverhand—I’ll cover your flank!”


Outcomes:

  • Victory: Cultists are defeated, survivors interrogated, and new threats hinted at.

  • Failure: Silverhand’s intervention saves the night, but her weakened state creates vulnerabilities for future encounters.

  • Compromise: Some cultists escape, leaving behind clues to a larger conspiracy.

Consequences of Failure:

  • The Cult recovers an arcane artifact hidden in the hall.

  • Nobles lose trust in Waterdeep’s security, fracturing alliances.

  • Silverhand is wounded, leading to political instability.


Loot and Rewards:

  • Gold and Art Objects: Recovered from cultists.

  • Magic Items:

    • Wand of Counterspells.

    • Rings of Protection.

    • Cloak of Displacement (from the cult leader).

  • Information:

    • A coded journal revealing future plans of the Cult of the Dragon.

    • Maps marking hidden cult bases outside Waterdeep.


Environmental Descriptions and Effects:

  • Falling Chandeliers: Dexterity Save (DC 14) or take 3d6 bludgeoning damage.

  • Fire Trap Glyphs: Arcana Check (DC 15) to disable; triggers 2d8 fire damage on failure.

  • Poisoned Goblets: Constitution Save (DC 13) or suffer poisoned condition for 1 hour.


Battle Pacing Suggestions:

  • Round 1: Cultists position themselves, spells begin firing.

  • Round 2: Players must disable traps or protect nobles.

  • Round 3: Silverhand finishes her ritual, tipping the scales.

  • Round 4+: Cult leader either flees or is captured for interrogation.


Link to original

Scene 5 - Conclusion and Wrap-Up

Act 2.5 - Winters Crest Ball

Time: 15 minutes

Goal: Resolve the assassination attempt, address aftermaths, and set up future plot threads.


Setting the Scene

The hall is left in chaos—overturned chairs, spilled wine, and the echo of combat fading into tense silence. Guards hurry to secure the exits while panicked nobles are escorted to safety. Lady Laeral Silverhand, composed but visibly strained, surveys the aftermath with steely resolve.

DM Tips:

  • Reinforce the gravity of the moment while balancing triumph or failure.
  • Offer opportunities for character development and roleplay as players process the events.
  • Leave breadcrumbs for future adventures to keep the intrigue alive.

Immediate Aftermath

Lady Laeral Silverhand - Assessing the damage and expressing gratitude.

“You acted swiftly and bravely tonight. Waterdeep owes you a great debt.”

  • Offers rewards for valor and discreetly asks the players to assist in further investigations.
  • May hint at vulnerabilities exposed during the attack.

Doran Cassalanter - Trying to spin the events to his advantage.

“A tragic breach of security—but perhaps this shows why strong alliances are needed.”

  • Attempts to sway nobles and gain influence amidst the chaos.
  • Might quietly slip away if suspicions fall on him.

Captured Cultist (if any) - Offering cryptic warnings or threats.

“You’ve stopped nothing. The Dragon Queen’s rise cannot be delayed.”

  • Can be interrogated for details on future plans.
  • May hint at sleeper agents still within the city.

Key Player Choices and Outcomes

  • Interrogating Cultists: Players can press for information, leading to new threads about the Cult of the Dragon.
  • Investigating Allies: Suspicious nobles may still have hidden motives, creating lingering mistrust.
  • Securing Waterdeep: Players may offer strategies to tighten defenses or propose alliances with factions.
  • Reputation Effects: Heroic actions boost prestige, while failure creates political instability.

Rewards and Recognition

  • Material Rewards: Gold, gemstones, and fine art gifted by nobles.
  • Magic Items:
    • Ring of Protection or Amulet of Proof Against Detection and Location.
    • Scrolls or potions gifted by Lady Silverhand.
  • Titles and Favors:
    • Honorary titles such as “Defenders of the Crest.”
    • Invitations to future noble events or secret meetings.

Future Plot Hooks

  • Escaped Cultist: A key figure eludes capture, hinting at deeper conspiracies.
  • Sleeper Agents: Nobles or servants might still be under cult influence, creating paranoia.
  • Political Fallout: Nobles exploit the chaos to push rivalries or form questionable alliances.
  • Artifact Recovery: The cult may have used the ball as a distraction to steal an artifact tied to their plans.

Closing Moment:

As Lady Silverhand addresses the shaken crowd, her voice steadies the room. But as the players step away from the main hall, a lingering chill settles. Somewhere in the shadows, danger still waits.

“Tonight was but the first move. The game is far from over.”

Link to original