The Mask of Leirans
The Mask of Leirans
A masked auction house in the grimy docks of Waterdeep is the front for a cult seeking an artifact of profound magical power. The party must infiltrate the auction, uncover the conspiracy, and prevent the Mask of Leirans from falling into the hands of those who would use it to reshape the city's political landscape. The clock is ticking—the auction concludes at midnight.
Read Aloud
The Siren's Rest tavern reeks of brine and stale ale. Salt-crusted fishing nets drape the low timber ceiling, and the floorboards slick beneath your boots. At the bar, a hooded figure nurses a glass of wine, one gloved hand tapping an irregular rhythm on the bar. As you approach, they turn—and you see nothing but darkness where their face should be, a void that seems to swallow lantern light. Their voice is paper-thin, urgent: "You're the ones they said would listen. The auction at the Warehouse of Wonders happens tonight. Third bell past sunset. They're selling something that should never be sold."
Description
The party enters the Siren's Rest, a rough dock-side tavern, and encounters a mysterious contact—a shadowy figure known only as the Veiled One. This NPC was sent by a higher power within the city's establishment (a Lord's Alliance member, or perhaps an agent of the Harbormaster) to recruit capable adventurers. The Veiled One knows enough to be dangerous but not so much as to expose their employers. The tavern itself is crowded with sailors, dockworkers, and the usual riffraff of Waterdeep's waterfront; the noise provides cover for conversation. The party can extract details through Insight or Persuasion checks, or simply accept the contract at face value.
DM Notes
DC 13 Insight (Wisdom) checks reveal the Veiled One is truthful but terrified. DC 15 Investigation (Intelligence) can uncover that the Warehouse of Wonders is a legitimate storage facility on the docks, but its owner has been absent for three weeks. The Veiled One will not reveal who sent them but will confirm the artifact is called the Mask of Leirans and that it should not reach the hands of the Grinders—a name the party may or may not recognize. Grinders are a doomsday cult operating in Waterdeep. Offer clues: the auction requires an invitation, a password is "Obsidian Mirror," and attendees will be masked. The Veiled One provides three cheap theatrical masks as the "price" for admittance.
The Warehouse of Wonders
Read Aloud
The Warehouse of Wonders squats on the docks like a broken-backed beast. Its wooden sides are scarred with decades of weather, and barnacle-encrusted chains dangle from rusted pulleys above its entrance. A pair of hooded sentries stand at the heavy iron-bound door; they nod silently as you approach and produce your masks. Inside, the cavernous space is transformed: chandeliers cast warm light across hundreds of storage crates arranged in neat rows. A stage dominates the center, flanked by velvet curtains. At least thirty masked figures mill about, some sipping wine, others studying the grand lot displayed on a pedestal: a simple white porcelain mask that seems to drink in the light around it, leaving nearby surfaces in strange shadow. You feel cold radiating from it—not cold of ice, but of absence.
Description
The party arrives at the Warehouse of Wonders as the auction is assembling. The room is busy but not chaotic. NPCs include cult members (robed and masked), corrupt city officials (well-dressed, nervous), and a handful of genuine collectors, all disguised. The Mask of Leirans sits on display under a glass dome. A DC 14 Arcana check identifies the mask as having faint abjuration aura. The party has time to move about, eavesdrop, and gather intelligence before an auctioneer mounts the stage. The Warehouse itself is rectangular, with crates providing cover. Two exits visible: the main door and a back exit to an alley. Three guards are visible; more may be nearby.
DM Notes
Encourage the party to split up and scout. DC 12 Perception checks reveal: (1) a side office where two robed figures are counting gold, (2) a back staircase leading up to a gallery overlooking the main floor, (3) the guards change shift every ten minutes. DC 13 Insight on overheard conversations: the cult leader—Malachor, the Prophet of Ending—will not be present, but the auction is being conducted by his lieutenant, the woman in the crow mask. The Mask of Leirans grants the wearer the ability to control emotions and memories of those around them (Enchantment magic). The party should realize they can either: steal it, interrupt the auction, or bid for it themselves (though winning would require 1,500+ gold). Provide time for planning before the auction begins.
The Veiled One
Human (indeterminate) · Quest Giver / Information Broker
Seladril, the Crow-Masked Auctioneer
Elf · Antagonist / Cult Lieutenant
The Auction House Clash
mediumMonsters
Tactics
If the party attempts a direct heist during the auction, Seladril will attempt to complete the sale first, using her cultists and guards to buy time. The cultists are zealous but not heavily armored (AC 12, 11 HP each). The guards are professionals (AC 14, 22 HP each). Seladril will not engage in melee unless cornered, preferring to cast spells from the stage. If the auction is disrupted, she will command a fighting retreat via the back exit, abandoning the cultists to slow pursuers. The crowd of innocents will flee, providing cover for NPCs to escape or setting the scene for tactical complications (innocents in the way of spells, etc.). If the party plays along and bids, Seladril will accept, but the moment the Mask changes hands, she will trigger a contingency—cultists will attack to reclaim it.
Terrain
The Warehouse interior is roughly 120 feet long and 80 feet wide. Crates provide half cover throughout. The stage (raised 5 feet) is in the center, flanked by two thick support pillars. The glass dome over the Mask is fragile (AC 10, 5 HP) but removing it triggers an alarm charm (no DC—it's automatic, but gives 1 round warning before guards respond). The back exit is 40 feet from the stage. Chandeliers hang 15 feet overhead (DC 12 Dexterity save to avoid falling 2d6 damage if combat knocks into a chain).
Unmasking the Prophet
Read Aloud
After the dust settles—bodies sprawled across the warehouse floor, the Mask finally secure in your hands—you find yourselves in the administrative office accessed through the back staircase. A desk of polished ebony holds a leather journal, its pages filled with meticulous notes in Seladril's hand. But what catches your eye is a hand-drawn map on the office wall, marked with red pins. One pin sits in the Dock Ward. Another in the North Ward. A third in the Tower Ward. Each pin is labeled with a date: tonight, tomorrow, and the day after. And written above them all, in bold letters: MALACHOR RISES. In the corner, a sealed letter is addressed to 'The Faithful of Grind.' You realize, with creeping dread, that tonight's auction was merely one move in a larger game.
Description
The party has the opportunity to search Seladril's office (she may have been captured, killed, or escaped—your choice). The journal and map reveal the broader Grinder plot: simultaneous auctions or ceremonies in three wards, all timed for the same night. The map hints that Malachor, the cult's leader, will perform a ritual to "unmake" the minds of Waterdeep's nobility, using artifacts similar to the Mask. The letter, if opened, contains instructions for the faithful and a date: the ritual is scheduled for three nights hence in a hidden temple beneath the Dock Ward. This discovery directly hooks into the conclusion and the next session.
DM Notes
DC 13 Investigation checks on the journal reveal Malachor's identity is still protected by code names and euphemisms, but a DC 15 check reveals a reference to "the Star-Speaker who dwells in the Undermountain deep"—a cryptic hint that Malachor may have ties to something beneath Waterdeep, possibly a connection to deeper dungeons. The letter gives the party the location of the cult's safe house in the Dock Ward (an old temple to Moander, a dead god, repurposed as a shrine to Grind). The office contains 1,200 gold in a lockbox (DC 12 Thieves' Tools to open) and a minor magic item of your choice (perhaps a Cloak of Elvenkind, befitting Seladril's apparent preference for elven craftsmanship). The party may choose to alert the City Watch and the Waterdeep authorities, which will provide context for the next session and allies for future encounters.
Treasure & Rewards
A white porcelain mask of exquisite craftsmanship. When worn, the wearer can cast Command as a bonus action 1/day and gains advantage on all Charisma (Persuasion) checks. The mask cannot be removed once donned by a creature until 24 hours have passed. Aura: faint enchantment. It radiates palpable cold and absence, and prolonged contact (more than 1 hour) risks the wearer becoming addicted to its power (Wisdom save DC 14 each day or suffer disadvantage on all non-Charisma checks).
A leather-bound journal containing coded notes about the cult's operations, rituals, and the location of a hidden temple. Worth 50 gold to the right buyer, but priceless for information. Deciphering the full code requires a DC 15 Intelligence (Arcana) or Intelligence (Investigation) check.
1,200 gold pieces, a set of keys to unknown locks, and a pearl pendant worth 75 gold (crafted from genuine sea pearl, likely stolen).
A deep green woolen cloak with silver clasp. Grants +1 to Stealth checks and grants advantage on Stealth checks while in natural terrain. Attuned.
Story Hooks
The Mask of Leirans is a powerful artifact that could be used by the party for good ends (reinforcing persuasion in negotiations with NPCs) but carries the risk of addiction and moral corruption. The journal and map lead directly to the Grinders' hidden temple and Malachor's planned ritual. The party now knows that multiple artifacts similar to the Mask exist and that a larger, multi-day operation is unfolding across Waterdeep's wards. This sets up a natural sequel session where the party either races to stop the ritual, investigates Malachor's identity further, or alerts the authorities and becomes entangled in the city's political response to the cult threat. The mention of "Star-Speaker" and "Undermountain" hints at a connection to Waterdeep's deeper mysteries and possible ties to the famous megadungeon beneath the city—a hook for a long-term campaign arc.
Conclusion
Wrap Up
The party has successfully prevented the Mask of Leirans from falling into the Grinders' hands and uncovered the first threads of a larger conspiracy. Waterdeep's authorities—whether represented by a grateful Lord, the Waterdeep Guard, or an agent of the Lords' Alliance—will reward the party and offer shelter. The tavern streets are safe once more, at least for tonight. But Malachor is still out there, his ritual still scheduled, his reach still extending across the city's districts.
Cliffhanger
As you exit the Warehouse with the Mask and Seladril's journal, a messenger approaches—a young boy with the seal of the Watch. His voice trembles as he speaks: 'The body of a noblewoman has been found in the North Ward. Her mind is... gone. The healers say it's as though her thoughts were simply erased. The city watch believes it's the work of the same cult you just fought.' The boy hands you a sealed notice: the second auction was not prevented. The ritual is already in motion, and the clock to stop Malachor's plan is rapidly running out.
Next Session Hooks
- Investigate the hidden temple beneath the old Moander shrine in the Dock Ward—and discover Malachor's identity and true intentions.
- Race to stop the final ritual ceremony, scheduled for the following night at a location yet unknown—likely involving artifacts similar to the Mask and a ritual to 'unmake' the minds of Waterdeep's nobility.
- Uncover the connection between Malachor and deeper mysteries beneath Waterdeep, including possible ties to Undermountain or other subterranean threats—opening up a long-term campaign arc involving the city's shadowy underbelly.
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