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Dung Work - Waterdeep Faction Adventure
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Dung Work - Waterdeep Faction Adventure


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! 

Give your players some spicy meta fun by presenting the tenday of adventure as a cooperative board game! A printable game board and full rules for play are included. If the players earn the respect of the Dungsweepers, they receive a special reward. 

Board game not your style? Play the traditional way choosing your preferred encounters or rolling on the included random tables. Featured Encounters are highlighted. 

A custom map of the Trades Ward includes 16 points of interest. The locations, NPCs, and events in the adventure are largely drawn from FR1 - Waterdeep and the North, City of Splendors, and Ed Greenwood’s fantastic Volo’s Guide to Waterdeep.

The Lords’ Alliance is most likely to issue this mission, but any faction could owe the Dungsweepers’ Guild a favor. Force Grey, the Harpers, and the Order of the Gauntlet are particularly good fits.

Read before you buy - the entire PDF is included in “Full-size Preview” above.

Cover illustration depicting the streets of Waterdeep’s Trades Ward: “Street Scene” by Jacobus Vrel (fl. 1654-1662). Public Domain. Digital Image courtesy of the Getty’s Open Content Program.

All in a Dray's Work

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! 

Silver Best Seller

Grave Concerns

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.


It Got Under His Skin

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?

Silver Best Seller

Scrying Into His Handkerchief

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?

Silver Best Seller

It's a Zoo in There!

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!

Electrum Best Seller

Sixteen Kobolds

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 fishing village - until they befriended a hill giant outcast from Grudd Haug. Now the villagers require heroes to help restore their livelihood. 

Ruudi's Ins & Outs of Undermountain

Ruudi's Ins & Outs of Undermountain

Delve direct into the depths of the Dungeon of the Mad Mage. 10 character-level appropriate adventure hooks in and around Waterdeep for entering each of the first ten levels of Undermountain!

Ruddi Stonekin distills Forgotten Realms lore from source material including The Ruins of Undermountain Boxed Set, City of Splendors, Halls of Undermountain, Volo's Guide to Waterdeep, and Expedition to Undermountain

Perfect for taking parties directly to the depth of the Dungeon of the Mad Mage appropriate for their character level.

Silver Best Seller

Sidekicks Essentials

Sidekicks Essentials

Play D&D with as few as two people with this supplement to the sidekick rules introduced in the Essentials Kit boxed set!

The official rules for sidekicks in Dungeons and Dragons 5th Edition first appear in appendix A of the Essentials Kit Rulebook and are designed to allow the game to be played with as few as two people: the Dungeon Master and a single player. Sidekicks Essentials expands these rules and provides additional types of sidekicks and example personalities to round them out.

Copper Best Seller

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Reviews (4)
Discussions (1)
Customer avatar
Kevin J May 16, 2019 12:07 pm UTC
In "Gameplay" it's not defined what a turn is and it lacks a structure how it proceeds. I think it's:

A turn represents a "day", and it goes as following:
1.) Roll the 3d6
2.) Move the token accordingly to the
3.) Check whether you have passed special spaces
4.) When you have finished moving the token, check the encounters for the space you've landed in
5.) Play the encounter
6.) The turn is finished, move on to the next day

Btw, I think you meant "Objective" instead of "Object" above that. ;)

Great idea though, doesn't distract too much from the ongoing game and seems easy enough to implement and learn.
Customer avatar
Paul M May 17, 2019 6:51 pm UTC
Thank you for taking the time to leave feedback!

The intent in the game rules was that a trip around the board constitutes a "day". Each day the dungsweepers and the party visit and clean each area on the game board, the dice roll and where you token lands indicates that something interesting (an encounter) happens at that place at that time. Depending on how you roll, there could be few or many encounters on any given day.

When a roll takes you *pass* the start the partying/sleeping occurs, and then the next day the first interesting encounter takes place on the space your token carried over to.

I'll be sure to take your feedback into consideration when I update this adventure some time in the future. I've learned that writing succinct board game rules is a challenge!

Fortunately it's D&D and us DMs are accustomed to taking something and making it fit our table. I hope your group enjoyed it!
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File Last Updated:
November 09, 2018
This title was added to our catalog on November 09, 2018.