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!
9 pages of adventure playtested for 2-4 hours of play. Three encounter sheets for running the game at the table, two maps, and one player handout.
Featuring an all new complex trap presented in the format provided in Xanathar’s Guide to Everything.
An ideal adventure to originate from the Harpers, but any other faction might know of the horse spy and enlist the characters to contact it for intelligence on a rival organization. In a campaign set outside of Waterdeep, this adventure could be integrated anywhere horses are put to work.
- from the publisher's blurb