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The Lords of Waterdeep Don't Agree

Publisher: Dungeon Masters Guild

Waterdeep’s Masked Lords have always governed through a single, unbreakable voice. Until now. Two sealed decrees have arrived on the same day, both perfectly legitimate, both utterly contradictory: one claims Thornwall House for the Carpenters’, Roofers’, and Plasterers’ Guild; the other hands it to the Dock Ward refugees displaced by the latest flooding. The City Watch is paralyzed. The Open Lord is unreachable in Baldur’s Gate. And the fiction of unanimous rule—the quiet foundation that keeps the City of Splendors from tearing itself apart—is beginning to crack.

You are the ones Captain Aldric Norn quietly hires to make the impossible look routine. No swords, no public spectacles, no unmasking anyone. Just investigation, negotiation, and the delicate art of restoring the appearance of consensus before anyone outside the Palace realizes it was ever lost.

“The Lords of Waterdeep Don’t Agree” is a complete 18-page Tier 2 social-investigation adventure for levels 6–9, written for 4–6 players and fully optimized for roleplay-driven tables. Over four focused acts your party will explore Thornwall House, chase four interwoven threads through guild halls, Dock Ward shelters, and the city’s hidden notarial underbelly, then invent a solution that satisfies both sides without ever exposing the Lords themselves. Multiple legitimate paths to victory reward clever thinking, creative forgery, timely favors, and genuine empathy for the people caught in the middle. Optional low-combat encounters and a flexible skill-challenge system let you adjust on the fly.

Everything you need is here: detailed NPC write-ups, player handouts (including the two conflicting decrees and Quoss’s card), encounter appendices, milestone XP, rewards that matter beyond gold, and clear guidance for weaving the adventure into an ongoing Waterdeep campaign. The Masked Lords never appear on stage, yet their absence is the heaviest presence at the table—an elegant reminder that some problems in the City of Splendors are solved not with blades, but with the right words at the right time.

The Lords of Waterdeep Don't AgreePrice

: $2.99