Streets of Splendor
The Thieves of Waterdeep
Battlefields can and will come in many forms, and in this chapter I would like to share some examinations of the dangers I have encountered in Waterdeep, as well as how to effectively circumnavigate said dangers or even successful combat them. While the City of Waterdeep will be the example used and explored in this Chapter, the lessons learned can be of service and used in most any densely populated urban enviroments.
Muggers of the Southern Wards

As in most cities large enough to provide anonymity to members of it's population, it is not uncommon for criminals to boldly threaten or use violence in an effort to take from others, and Waterdeep is no different after dark. Once Lathander's light vanishes beneath the horizon line of the Sea of Swords, and night falls across the city, the most common of criminals come out to ply their trade across the Southern Wards of the City.
This most common of criminals is what is known as a Mugger. They will wait hidden in dark alleys and tucked away in obscure recesses of the City streets until they see someone they suspect maybe either an easy victim or one wealthy enough to take a potentially career ending risk to rob.
In the City of Waterdeep, the easiest way to avoid the risk and trouble of dealing with such violent criminals is to simply stay off the streets of the Southern Wards after dark.
Alternatively carry only coin you are willing to lose and give your purse to those that would take it. Rare is the common criminal who wants to needlessly risk his life or a harsher punishment for coin they have already aquired and are free to escape with.
Lastly should you decide to refuse the demands of a Mugger, you had best be prepared for them to follow through on their threat of violence. Should you manage to subdue your attacker, the City's Dockward Watch House is willing to provide a small reward for those willing to volunteer for the Auxiliary Watch and drag unconscious criminals to the Watch House.
Plague Rats

The Plague Rats are as much a criminal organize as they are a cult. Their insidious use of disease as a form of conscription allows their ranks to quickly swell where every they find a foothold, the lycanthropy running rampant through their ranks, and their ability to use efficiently weaponized filth and illness in battle make them far more dangerous then common criminals. As of Flamerule,1400 Dale Reckoning, Plague Rats have been a plight upon Waterdeep's Dockward district for some months now and I will share with you what I have learned of them.
Encountering Plague Rats and Battle Tactics

Most often Plague Rats operate in teams of varying sizes and should you see one, it is best you keep in mind there maybe several more you do not see. A commonly the Plague Rats will discreetly send one or two of their members to pick the pockets of their intended victim. Should their efforts be detected it is a common practice that the spotted Plague Rat whistle innocently while moving towards their fellow vermin who have been waiting, are now alerted by the whistle, and have drawn their weapons with intent to use them.
Once things turn violent it is often the Plague Rats who have the advantage of numbers and position, and they will not hesitate to surround individuals and smaller groups with their fast acting blades striking from seemingly all directions at once. Should the initial exchange be survived it is not at all uncommon for Arcanists among the Plague Rat ranks to summon Rust monsters to join the fray potentially destroying the arms and armor of those they combat. It is also a very common tactic that in addition some members of the Plague Rats might spew forth great fountains of filth that can blind and sicken those struck with such torrents of foul. Last and not least, lycantrophy runs rampant through the Plague Rat ranks and without warning any of them may suddenly shift to their Wererat form unleashing their deadly claws while also being protected by their supernaturally resilient hides.
Should you seek to combat Plague Rats be it in the streets or in their macabre lairs of filth and disease, it is important you not only have a means of slaying those that are Wererats, and you have a means to prevent yourself and your team from succumbing to the diseases they spread. Weapons of Enchanted Silver or Elemental Damages from Alchemical Weapons or even Evocation Magics have proven successful in such endeavors, and often I have relied upon Leeches after battles to keep my allies upright.
Strategies to Defeat Plague Rats

Much like plagues or rats, Plague Rats have a capability to not only quickly devastate a region but also appear to be impossible to effectively root out. This is due to their using disease as part of their recruitment process to effectively conscript the impoverished of a region to their ranks. The Plague Rats move quietly into a region and set to actively and discreetly spreading disease and illness, and then offer to those who appear to have no readily available means of surviving such a cure through indoctrination and loyalty to the Plague Rats. Once the Plague Rats have secured their place among the impoverished it becomes impossible to drive them out of a city through violence alone, because no matter who many Plague Rats you may kill or dens you destroy, the surviving Plague Rats will lean harder upon the local population for conscripts to renew their ranks. This cycle of violence and conscription over time only works to make things progressively worse for the local population to endure, creating a sense of worsening desperation which will work to drive more and more people in dire straights to seek a sense of sanctuary and salvation among the Plague Rats.
The Plague Rats must be dealt with as an ideological insurgency and you must keep winning over the Local Population a primary objective to effectively win the War. No matter how many successful raids you conduct against Plague Rat Lairs, and no matter how many you may find and kill in the streets, so long as the Plague Rats can draw from the members of the Local Population to bolster their ranks, you can not successfully drive them from a city.
Dweomervore

Most visitors walking the streets of Waterdeep and even many residents do so unaware of the Dweomervores. This is because of their exceptional stalking skills coupled with their innate magical abilities to cloak themselves in shrouds of invisibility, and their only daring to risk interacting with those capable of furthering their larceny fueled breeding practices. For those vistors or citizens that rely upon bottled curatives or magically imbued wands and rings as a means of surviving or practicing their trade, the threat of Dweomervores is an ever present concern.
Dweomervore are an exotic variation of dragon and I have included an excerpt from medical journal of the gnomish physician, Doctor Luther Von Mufflebop of the Adventurer's Guild of Waterdeep, to better detail their physiology.
Doctor Luther Von Mufflebop wrote:
Case Number 1392.6.26a
26 Kythron, 1392dr
Species: Dweomervore Draconis
Age: Unknown
Sex: Unknown
Cause of death: Brain hypoxia
due to
Loss of heart function
due to
Spinal cord separation at cervical vertebra 3, 4, 5, 6
due to
Fracturing of cervical vertebra 3, 4, 5, 6
due to
Repeated blunt force trauma
due to
Provoking violent altercation with Arryn Temple in Julthoon street, Waterdeep
Examiner: Luther Von Wufflebop
Procedure: Autopsy
Location: REDACTED
Reason for performing an Autopsy: Subject genus are both a pest and a danger to Waterdeep citizenry and their magical belongings.
Summary of findings: The subject was seen to attempt theft from the wizard Keryn and her bodyguard Arryn in Julthoon street. The subject was killed in the altercation that followed.
Findings:
Length: 42 knuckles
Wingspan: 37 knuckles
Skull measurements: Criminal brain indicated
Subject has extreme bruising to the neck and head with fracturing of cervical vertebra 3, 4, 5, 6. The subject superficially resembles other genus of blue dragon kind, but with some idiosyncracies. The forelimbs have small and dexterous claws. The tail is barbed with sharp spines. There are no obvious sexual organs, nor anus.
The first notable feature during the autopsy is the stomach is small and without attached pancreas or intestine. Reports suggest the Dweomervore does consume magical items, but there is no clear mechanism of digestion. Attached to the stomach seems to be an organ resembling both uterus and undeveloped testes.
Further internal investigation shows hollow bones as per birds and lizards. Upon skull incision the brain shows an enlarged frontal lobe.
Opinion:
Dweomervores are asexual and must consume magic items to reproduce.
Encountering Dweomervore
Despite the Dweomervore's enlarged frontal lobe they appear to be slaves to their instinctual need to pilfer magical items to procreate and continue their species. Upon detecting magical items or potions capable of facilitating their reproduction the Dweomervore will without fail attempt to seize possession of said item through telekinetic larceny while remaining concealed behind their shrouds of Invisablity and their well honed ability to use the urban environment as a means of cover and concealment to obfuscate their position from even those capable of seeing the Invisable. Often those the Dweomervore target are unaware they were the victims of larceny until the stolen items are later discovered missing. The more astute may notice mysterious tugging upon their pack or even the sudden lighting of their load as items are plundered from them via telekinetic slight of hand. On rare occasions one may even catch a glimpse of the Dweomervore as their Invisablity falters momentarily as they shift their focus upon their telekinetic ablities. Actually being seen tends to immediately inspire a fight or flight response in the Dweomervore, and despite their size, they are still dangerous dragons prone to fighting in an effort to establish their superiority.
Hunting Dweomervore
There are methods that have proved effective for hunting the Dweomervore despite there being incredibly stealthy and cloaked in magical shrouds of invisablity. All of the methods require some understanding of the Dweomervore's instincts so that said instincts maybe used against the Dweomervore in an effort to either draw it out of hiding or reveal an approximation of it's location. As revealed in Doctor Luther Von Mufflebop's autopsy the Dweomervore are driven to steal magical items in an effort to reproduction, and they have proven themselves slaves to this instinct as well as to their sense of pride.
When a Dweomervore sees and identifies magical items worth taking, it will instinctual make an effort to steal them. The telekinetic tugging at your pack combined with situational awareness as well as a small effort in trial and error using the local terrain of buildings and other line of sight blockers can be used to narrow down where the Dweomervore is lurking. Once you have narrowed down the Dweomervore is most likely hidden you can now begin effectively deploying means and methods of either finding the Dweomervore, or using it's instinctual sense of draconic pride to lure it out.
To find the Invisable you must either rely upon your other senses or enhance your vision so that you may pierce through their shroud of invisablity. I have heard that some have effectively used potions of listening to actually pin point a Dweomervore's exact location and then strike at it. I though confess I have never had success using this method, were as using Potions of Seeing to pierce the invisablity shroud has proven successful numerous times in my field testing. Both methods though require that one's ears and eyes be acutely trained, because even with their innate ablity to cloak themselves in invisablity negated, the soft flapping of Dweomervore wings is exceptional difficult to hear, and their life time of larceny has trained them well to keep hidden.
To lure the Dweomervore into revealing it's self you need only give it provocation to fight. My preferred method is to lob a stink bomb, alchemicaly made from stink beetle glands, into the area I believe the Dweomervore is lurking. This is my preferred method because such stink bombs are a minimal application of violent force over a rather large area, and do not threaten the lives nor the property of any within their area of effect, while remaining ample motivation to inspire the Dweomervore to attempt a reckless charge. Alternative means of luring the Dweomervore into attack include tossing Acid Flasks or Alchemist Fire in the location you believe they are lurking or even exhaling potent alchemical concoctions such as Acid Breath or similar breath weapons. Such alternatives though are often far more costly then simple stink bombs and far more likely to cause undesired collateral damage.
Remember the importance of first using the terrain and testing along with the Dweomervore's instinctual inclinations towards larceny to first allow you to narrow down their potential location, before you being consuming potent sensory enhancers or deploying alchemical weapons.
Combating Dweomervores

Despite their diminutive size, Dweomervore are a variation of Dragons and will use their dangerous innate magical abilities and impressive physical prowess for deadly effect when provoked to battle. Often I have found the invisible Dweomervore will begin conflicts with a near unerring bolt attack that is capable of laying even the most surefooted man upon his back for several seconds or longer, alternatively they on occasion will instead release a brilliant and dazzling color spray capable of overwhelming the senses of most caught within; leaving them temporarily dazed and incapable of mounting a proper offense or defense against the Dweomervore. After either of these opening efforts, the Dweomervores focus their innate arcane ablities to summon forth a combat enhancing shroud of invisablity that leaves them difficult to effectively strike, before making a second effort to render their opponent prone with another magical bolt attack. Once they have made sincere and earnest efforts to render their enemy either prone or otherwise helpless, and themselves protected behind the concealment of their combat capable invisablity, the Dweomervore will begin to unleash a frenzied fury of flesh rending effort as they rip into their enemy with their dragon sharp claws and fangs. Those who manage to survive the initial exchange of flesh rending claws and fangs will often need to content with continued blood loss as the Dweomervore continues it's murderous efforts with all the speed, grace, and strength you would expect from an apex predatory of draconic linage.
Warnings

While Dweomervores are often slaves to their most base instincts, they are not entirely thoughtless. Should you engage a Dweomervore in mortal combat and it sees you have the upper hand, it will flee towards another for help. Remember this well before you decide to give chase or not.
Should you decide the Dweomervore has the advantage and it is your life that is in certain peril, you will need a plan that consists of more then running. Dweomervore are exceptionally fast and capable fliers with enough speed to overcome any prey who is relying upon speed alone for their salvation. I recommend potions of invisablity be kept on hand should you need to flee.
If you carry a Potion of Seeing that you intend to use to hunt a Dweomervore, it will likely steal it from your pack.
If you are carrying life saving curatives, Dweomervore will likely steal them from you, and then drink them with aplomb while fighting you and your companions.
If you are confident you can defeat a Dweomervore, there will be more then one.
If you are confident you can defeat any number of Dweomervore, they will read from a scroll they stole earlier in the day to summon a Red Slaadi.
If you allow your greed for the large bounty offered on Dweomervore to cloud your mind, or anger at what they stole, or the thrill of the hunt to cloud your judgement, the Dweomervore will take advantage of you being a slave to your base instincts and emotions.
Wilora
These brightly colored birds are perhaps the worst variation of Waterhavian thieves, because they are capable of stealing your memories and physical form, then will use them to see you slain so they may replace you. Often they wait hidden until they select their target at which time they leap out to unleash their dazing gaze by locking eyes with their chosen prey. The feeling is one of odd presence trying to enter one's mind. If you fall victim to their gaze, they will draw memories from your mind and use them to magically replicate your physical form, and then attack violently with the single minded focus of seeing you slain so they may then live without any competition for the role within society you once held. If you should resist their mental intrusion they will violently attack using the beaks and claws of their bird form up until such a time as they appear to be losing the fight, at which time they will take flight to escape and live to steal the lives of others another day.
Expect the Unexpected
There are rumors of Vampires roaming the streets at night, that I have been unable to confirm as true. There are records of a local monster menagerie having been broken into and several different species having been released onto the streets including an ettin and an umberhulk.
It is important to remember that danger can just as easily exist inside city walls as it does outside city walls. If you or members of your team are not well versed in living within an urban setting, such can be as dangerous to you as the wilds are to the uninitiated people of the city.