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Havershamble’s Jewelry and Fine Mechanicals

Established roughly 50 years ago, Havershamble's boasts fabulous clocks and mechanical oddities built by Socally and lovely and intricate jewelry created by Bumble. Within the shop lies a glittering maze of jewelry and inventions, safely tucked into display cases.

Their merchandise is in high demand amongst the Waterdeep elite, enough so to warrant the protracted services of their orc bodyguard.

  • Address Delzorin Street, Trollskull Alley, Northmarch, North Ward
  • Type Shop (Jewelry, Trinkets, Clockwork Devices)
  • Price Range ⏺⏺⏺⏺⏺
  • Proprietor(s)

    Socally and Bumble Harvestshamble are an established Waterdhavian family of rock gomes with two young children and a live-in bodyguard and doorman named Wembly.

  •  Durnan is the owner and proprietor of the Yawning Portal. Although he looks like a middle-aged man whose best days are behind him, Durnan has a sharp mind and can still swing a sword when he must. He doesn't like talking about his past, and he won't reveal anything about his time as an adventurer.

    If Durnan has any living family members, he doesn't speak of them. He rarely says two words when one will do. He has a dark sense of humor and spares no pity on those who take the risk of entering Undermountain.

    He keeps Grimvault, his magic greatsword, within reach under the bar, and can chop tables in half with it if he so desires. He also can pull out a double crossbow (a heavy crossbow with reduced range that fires two bolts at the same target). Still, if he gets involved in a brawl, he prefers fighting with fists or a well-flung tankard.

    Durnan doesn't often venture far from the Yawning Portal, using his employees to run errands for him as needed. If he's feeling charitable, he might gently discourage likable "nobodies" from venturing into Undermountain, if he thinks they wouldn't survive. He can also direct adventurers toward tavern regulars who might be able to help them or offer useful information.

    A paralyzed creature is incapacitated (see the condition) and can’t move or speak.

    The creature automatically fails Strength and Dexterity saving throws.

    Attack rolls against the creature have advantage.

    Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

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