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Leverage: Waterdeep - "One Hand Washes the Other"


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The chimneys of Trollskull Manor must be repaired before you can open for business. Unfortunately, you don't have the dragons to pay for the guild-licensed work.  

Luckily for you, a skilled steeplejack has his own problems that you're uniquely skilled at solving. After being robbed, his wife risks jail if she can't recover the stolen goods before her employer learns of their absence. The steeplejack knows where the goods were fenced but needs you to infiltrate the safehouse and steal them back. 

In Waterdeep, they say that one hand washes another. Can you help the steeplejack in exchange for affordable repairs?

Leverage: Waterdeep is a series of adventures that help put the heist back into Dragon Heist. Set during chapter of the adventure, the PCs help the good folk of Waterdeep take back what's their in exchange for affordable repairs to Trollskull Manor. 

"The authors paint a picture of a daring heist limited only by the imaginations of players and DM." ~Table Top Level Up

"My group loved the structure... a great side quest." ~ Review from Facebook

"One Hand Washes the Other" is an adventure designed for 2nd level characters who are playing chapter two of Waterdeep: Dragon Heist. DMs can easily scale the adventure for play up to 5th level, and with a little work it can be inserted into any urban fantasy setting. 

This adventure makes use of the Complication Points mechanic. This narrative tool allows players fail forward to keep the plot moving, all while the DM sets up a bigger threat in the future. 

If you enjoy this adventure, check out the next episodes in this series: Waste Not, Want Not and Putting the Cart Before the Horse. For our other products on the DM's Guild, check out our author page

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Reviews (5)
Discussions (4)
Customer avatar
Jesse B August 08, 2021 5:39 pm UTC
I find the maps confusing. There's a handout to give to the players, but:
* Which building is the safe house? If it's the one at the bottom left (the only one that seems to have a fifth story), why place it there, where we can't see what buildings are next to it on the south and west?
* Why is the map divided into a left and right half?
* What are the other buildings?
Customer avatar
Sam G March 03, 2020 12:41 am UTC
I'm trying to parse the Investigation section. "At the conclusion of this section, the PCs should have an idea as to the number and capability of the Coven."

Yet there is no summary of those things beyond a mention of seven gang members on the first floor, Gudahl in the second floor, and Cybill in the tower.

Also, how is the Coven accepting stolen goods from 3rd floor windows?
Customer avatar
Benjamin E March 05, 2020 3:53 pm UTC
Sam, thanks for the purchase and great questions.

You're generally correct as to the number of gang members in the safe house. However, this adventure is intended to create some flexibility through the Complication Points mechanic (see the sidebar on page 5). Subject to your discretion, you might include more gang members than what is listed. Additional gang members would support the Complication Point spends for "Brute Squad" and "Betrayed in Section IV.

As for the third floor window question, I understand your confusion, and we'll revisit the bullet point in a future update.

As intended, any thieves would enter the safehouse through the ground floor (see the Countertheft approach in Section III) and proceed to the second floor to be vetted by Gudahl. Once he cleared them, the thieves would proceed to the third floor where other gang members would accept stolen goods. This could be witnessed through the 3rd floor windows.

Admittedly, PCs who...See more
Customer avatar
dustin S February 08, 2019 2:39 pm UTC
Another question, I'm trying to convert this into Fantasy Grounds but whenever I try to select text to copy into my Fantasy Grounds module it only grabs about 2/3 of the line. In other words, selecting a column and copying it grabs the left 2/3 of the column, but not the right 1/3. I tried OCRing the PDF (both color and b/w versions) and converting it to a Word document. Neither worked.

Do you have a text only version that you could send me so I can create my Fantasy Grounds module?
Customer avatar
Benjamin E February 11, 2019 12:26 am UTC
Dustin -

Please shoot us an email at

Customer avatar
dustin S February 05, 2019 8:49 am UTC
Did I miss getting the warehouse map, or does it not have one? If not, is there a warehouse map you suggest?
Customer avatar
Benjamin E February 06, 2019 3:51 pm UTC

Matt and I didn't include a map of the safehouse because we found that it was easier to make up interesting complications when there wasn't a map to constrain us.

I reviewed some maps from the hardback adventure, and you might repurpose the following maps from Waterdeep: Dragon Heist. (Please note that these haven't been playtested, so take the recommendations ) —

For the Safehouse, consider using Gralhund Villa (W:DH p. 51). With some finessing, you could use the Ground Floor that map as the first two floors of the Safehouse, with the Upper Floor from the same map as the third floor of the Safehouse. While not present on that map, the door to the Safehouse North Tower would probably be in room G17.

For the Safehouse North Tower, consider using the Old Tower (W:DH p. 77). I would use the First Floor from that map as the third floor of the Safehouse North Tower. If you need other floors, consider using the Second Floor of that map as the fourth floor...See more
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File Last Updated:
December 15, 2018
This title was added to our catalog on December 02, 2018.