Gates of the Copper District

(TIW)Trouble in Waterdeep Session 1 – Gates of the Copper District

Trouble in Waterdeep: Session 1 Recap

Session 1 of this adventure kicks off in the bustling city of Waterdeep, set in the southern ward within the Copper District. Our protagonists find themselves at the Last Drop Tavern, where they’ve been staying for a few days, enjoying drinks and food while contemplating how to earn some money in town.

The tavern chatter quickly turns to a pressing issue: a plague is ravaging the Copper District. Bar patrons discuss the situation, noting that the city’s official response has been largely indifferent. The authorities have simply quarantined the affected area, preventing entry and seemingly waiting to see what happens, showing little concern for the afflicted citizens, primarily humans and half-orcs. The plague is described as seemingly contained within the Copper District, not spreading elsewhere, and involves symptoms like nausea, vomiting, and high fever. It doesn’t appear to be a viral infection and strikes inhabitants seemingly at random within families. It’s been going on for a couple of weeks, with many lives lost and about half the district sick.

Amidst this grim news, an opportunity arises. Some patrons at an adjoining table are looking at a flier, pondering the risk versus reward. The flier, issued “By order of house Blackwood,” calls for denizens of the southern ward to aid in the relief efforts in the plague-stricken Copper District. It promises a reward of four silver shards for each day spent working, paid by House Blackwood and distributed by the Copper District Council.

The players learn more about House Blackwood through a knowledge check. They are a powerful, ancient house in Waterdeep. The matriarch, Lady Westra Blackwood, is rumored to be one of the Masked Lords of Waterdeep and is known for being cold and pragmatic. She has three children: Bran, Mara, and Her. Lady Mara Blackwood is specifically mentioned as the one spearheading the relief efforts. The initial pay of four silver shards per day is deemed quite hefty for peasants’ work, leading to cynical speculation among the players that House Blackwood might have ulterior motives, such as trying to eliminate the poor or potentially gain from abandoned riches in the district. However, the potential for building a good reputation by helping solve a city-wide problem is also considered valuable.

Leaving the tavern, the party makes their way towards the Copper District. On the way, they encounter a haggard-looking man standing on a crate in a market square, calling out for help for the district. He introduces himself as Sandor Lachman, a citizen and member of the Copper District Council. Sandor confirms the city’s indifference and explains that the Blackwoods, specifically the three Blackwood children, stepped up to provide relief, such as distributing bread. He then reveals a far more enticing reward offered by Lady Mara Blackwood: 50 platinum sons for anyone who helps find the source of the affliction. Sandor expresses confusion as to why the city council isn’t taking a greater interest in the plague. He also notes strangely that none of the existing relief workers have contracted the plague, suggesting it might be something specifically targeted at the district or its inhabitants.

To enter the quarantined district, Sandor explains that official documentation is required. He carries the necessary papers and asks the players to sign a list to become official relief workers. This allows them passage through the guarded gates. Sandor hints at Lady Westra Blackwood’s motives for the relief effort, suggesting it’s a “calculated plan” for good PR for her and her children, particularly Her, who is named the family heir.

Approaching the Copper District gates, described as ancient, peeling wooden doors, the players observe city guards who are serious about enforcing the quarantine. Just short of the gates, they find a wealthy dwarf merchant, Rurik Amberforge, whose heavily carved carriage is stuck in a rut. After the party helps Rurik free his carriage, he expresses his gratitude. As they talk, Lady Westra Blackwood’s carriage passes them and is allowed through the gates without stopping, highlighting her ability to bypass the quarantine and her perceived indifference (“she wouldn’t even lift a finger to help a drowning pup”). Rurik mentions he is delivering supplies and offers to vouch for the party at the gate.

At the gates, the guards are stern, demanding authorization. Rurik presents his merchant papers and claims the party are his employees, specifically noting the kobold among them. Despite a prejudiced remark about the kobold, the guards open the gates, and the party enters the Copper District, immediately confronted by the pervasive squalor.