D&D Waterdeep PnP

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    Elit3Fla5h

    Posts : 1455
    Join date : 2011-08-12

    D&D Waterdeep PnP

    Post by Elit3Fla5h on Tue Mar 26, 2013 6:58 am




    Hey guys. The last few sessions of Planer Trecks seemed a bit meh so I thought I would ask you guys if you wanted to do a new one. Loki and Nailo said they wanted a new one and in truth that one is a little stale for me as well. So here I'm gonna start the beginnings of this one and this city.
    Note that my other campaign is not dead, if you really want to continue just ask.

    ANYWAY here would be the rules and other stuff to know.
    This is the forgotten relms campaign setting in Farun? Set in the city of Waterdeep. I don't know really any lore of this campaign setting so consider it a first dip and learning experience for all of us.
    I recommend you all have https://dl.dropbox.com/u/52732916/Books/Forgotten%20Realms%20Campaign%20Setting.pdf on hand because it changes character creation just a bit. Look over chapter 1 because it talks about getting a region and the variants of the races along with more races.
    This will be very city based.
    All books open and so are some homebrew stuff. Now that I got a better grip on the rules just ask me if you want to do somthing different and I will see what I can do.
    No flaws
    32 point buy unless otherwise stated
    There will be time skips after certain events like quest completions or what not.
    Feel free to be from the city or be a travler, your backstory is your own.
    Post your character sheets here and do try to keep them updated because I will be refering to them when checking for AC, Skills, feats, ect. All passive skills I will roll including Spot and listen checks so I dont tip you off to stealth characters or waste time with "dummy rolls". You still role if you activly say you are listening. So it's important to keep those sheets updated!
    This one doesn't need a set people to play. There are many more than just 5 heroic adventures in a city! This means that even people like Popo can play just fine and wont get yelled at when he is not there. I want this one to be really opened world. The lore and town so well established that another person could DM if they really wanted too and the actions that one party have on the city can be felt by a different party elsewere. Sort of similar to how rabbi did his old one.

    Oh, and here is a map of the city
    Spoiler:

    Laws of Waterdeep


    Spoiler:


    Last edited by Elit3Fla5h on Thu Apr 04, 2013 8:31 pm; edited 4 times in total


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    Elit3Fla5h

    Posts : 1455
    Join date : 2011-08-12

    Re: D&D Waterdeep PnP

    Post by Elit3Fla5h on Tue Mar 26, 2013 7:11 am

    Guilds and Organizations known


    Joining a Guild
    In order to join a guild, you must have at least one level in any
    one of the guild’s associated classes, and you must have at least
    4 ranks in any one of the guild’s associated skills. Finally, you
    must obtain the DM’s approval. While big organizations such as
    the Church of Tyr turn away few suitable candidates, exclusive
    guilds such as Blackstaff Tower don’t just take anyone who walks
    in off the street.
    When you join a guild, you are assumed to be a lay member—
    you gain a few general benefi ts, such as a safe place to sleep and
    eat, but you gain no special powers or advantages. If you want
    to associate yourself more closely with your chosen guild, you
    need to select the Favored in Guild or Guildmaster feats.

    Arcane Schools and Practitioners
    Arcane spellcasters have long been drawn to cosmopolitan
    Waterdeep. The City of Splendors has a strong tradition of
    magical research, and its role as a central trading hub means
    that one can purchase nearly any material component therein.
    However, Waterdeep’s strong guild system, specifi cally the
    Watchful Order of Magists & Protectors, has prevented the
    formation of many arcanists’ academies such as those found
    in cities such as Silverymoon today or Myth Drannor before
    the fall. As a result, most Waterdhavian wizards and sorcerers
    are either very powerful lone practitioners or members of the
    Watchful Order. Likewise, most bards are either legendary
    troubadours or members of the Council of Musicians, Instrument-
    makers, & Choristers.

    Blackstaff Tower
    Spoiler:
    In the years since Khelben “Blackstaff” Arunsun rescued Laeral
    Silverhand from the madness induced by the Crown of Horns,
    the two have dwelt together in Blackstaff Tower (C6) along
    with an everchanging roster of apprentices. Over time, as those
    apprentices have taken on students of their own, the students of
    the Lord and Lady Mage of Waterdeep have effectively formed
    an informal, elite arcanists’ academy. Although Khelben and
    Laeral remain titular master and mistress of the school, most
    day-to-day administration and instruction of junior arcanists is
    left to the more senior apprentices.
    About fi fty apprentices reside at Blackstaff Tower at any
    one time. The more senior apprentices, well trained in defensive
    magics, defend the Tower against monstrous incursions and
    hostile wizards.
    Khelben and Laeral make very sure that no one is treated
    badly or allowed to chafe in restlessness, so the temptation of
    treachery is slight. Arcanists desiring to leave are always assisted
    in setting up in new locations so they part with the folk of the
    Tower as friends. The result is a steady stream of arrivals and
    departures. Graduates of Blackstaff Academy include Achem
    el Zalath Almraiven), Aleena Paladinstar,
    Aznar Thrul, Danilo Thann, Ilistar Maeringuld, Kiirma Blackmane, Savengriff, and Turth Anczibul of
    Neverwinter (now deceased).

    Base of Operations: Blackstaff Tower (C6).
    Blackstaff Academy (Standard Arcane): AL LN, CG; 40,000
    gp resource limit; Membership 54; Mixed (humans 35, elves 5,
    half-elves 5, halfl ings 3, gnomes 3, dwarves 2, half-orcs 1); Dues
    10 gp per level per month (no cost to join).
    Authority Figures: Khelben “Blackstaff” Arunsun;
    Laeral Silverhand Arunsun.
    Important Characters: Tammert Landral, Sydon Gundwynd; Maresta Rhanbuck; Jalarra Sakrel; Araeralee
    Summerstar; Tamar Harpell Wands.
    Associated Classes: Sorcerer, wizard.
    Associated Skills: Craft (alchemy), Decipher Script, Knowledge
    (arcana), Knowledge (history), Knowledge (the planes),
    Spellcraft.
    Requirements: Any new spells you research or discover must
    be copied and given to the tower library.
    Favored in Guild Fringe Benefit: As a student of Blackstaff
    Academy, you are eligible to select the Blessed of the Seven
    SistersPG feat, assuming you meet the prerequisites. You can
    learn rare or unique spells created by Khelben or Laeral (for
    example, blackstaffMag, Khelben’s dweomerdoom*, Khelben’s
    suspended silenceMag, Laeral’s cutting handMag, and Laeral’s
    silver lance*, with the notable exception of Laeral’s crowning
    touch*) any time you have the opportunity to learn new spells,
    but you may not learn more than one such spell per level
    gained. Wizards gain three new spells each time they gain a
    level instead of two.
    Special: Admittance to Blackstaff Academy usually requires
    demonstration of exceptional magical talent (Spellcasting Prodigy
    or a similar feat) or a uniquely compelling personal history.
    Nonwizards are very rarely admitted.


    Eltorchul Academy
    Spoiler:
    Upon inheriting the family spice and import business, Lord
    Thesp Eltorchul invested the family fortune into arcane academia
    and rare magical component procurement. The family
    has run Eltorchul Academy for three decades now, having slowly
    elevated it into an elite bastion of noble scions and the children
    of the well-to-do.
    In the Year of the Banner (1368 DR), Lord Thesp’s son
    and heir, Oth Eltorchul, was left a babbling husk after dabbling
    in the creation of dream spheres with the Mhaorkiira
    Hadryad. Fallout from the dream spheres affair nearly
    bankrupted the family, forcing them to open the doors of
    Eltorchul Academy to all manner of students willing and
    able to pay. As a result, current students and recent graduates
    of Eltorchul Academy vary widely in talent, ability, social
    status, and outlook, and the academy’s status among the social
    elite has plummeted.

    Base of Operations: Eltorchul family villa ($22).
    Eltorchul Academy (Minor Arcane): AL NG, LG, N; 15,000
    gp resource limit; Membership 64; Mixed (humans 53, elves
    [all kinds] 5, lightfoot halfl ings 3, half-elves 3); Dues 200 gp per
    month for students (1,000 gp to join); salary 10 gp per month
    per level for instructors (no cost to join).
    Authority Figures: Thesp Eltorchul, Fea Eltorchul.
    Associated Classes: Bard, sorcerer, wizard.
    Associated Skills: Concentration, Craft (alchemy), Decipher
    Script, Knowledge (arcana), Knowledge (nobility and royalty),
    Spellcraft.
    Requirements: If you are an instructor, you must be on the
    premises to instruct students an average of 20 hours per tenday.
    If you are a student, your classes require your attendance for
    40 hours per tenday.
    Favored in Guild Fringe Benefit: The guild subsidizes
    your monetary expenses for expensive material components
    and the creation of magic items, reducing raw material costs
    by 10%.
    Special: Wizard students who have the Favored in Guild feat
    as a 1st-level character begin with a number of spells in their
    beginning spellbooks equal to 8 + Int modifi er instead of 4 +
    Int modifier.


    Enclave of Red Magic
    Spoiler:
    The Red Wizards of Thay have long sought to rule Faerûn. For
    centuries, they sought to do so through force of arms, but in
    recent years, they have turned to trade as part of a plan of economic
    conquest. Thay’s Guild of Foreign Trade now administers
    sovereign trading enclaves in cities across Faerûn.
    Waterdeep’s wealth and role as Gateway to the North makes
    it an obvious choice in which to establish a Thayan enclave.
    However, the Lords of Waterdeep fl atly rejected the Three
    Laws of the Enclave when approached by representatives of
    Thay, refusing to compromise Waterdeep’s sovereignty or countenance
    the sale of slaves within the city. After several years of
    futile negotiations, the Thayans fi nally found a way around the
    restrictions. By reviewing public records detailing the chaos of
    Halaster’s Higharvestide, the Thayans deduced the presence of
    a forgotten two-way portal between Skullport’s Lower Heart
    District and Waterdeep’s Castle Ward.
    Late in the Year of the Tankard (1370 DR), agents of
    Thay approached the recently returned Shradin Mulophor
    about establishing an enclave in Skullport. The Lord of
    Bones quickly agreed, and the Thayan enclave was established
    shortly thereafter between Beggar’s Rest Pass and Steamfall
    Pass. At the same time, representatives of Thay established
    an embassy (C70) in Castle Ward overlooking the Market
    between the Sutherlane, Mendever Street, and Trader’s Way.
    As an embassy, the building is considered sovereign territory
    of Thay, exempt from the laws of Waterdeep. Because the
    Red Wizards are careful never to conduct business within the
    embassy proper, it is in no danger of losing its sovereign status.
    “Visitors” (customers) are simply conducted to a “back room”
    (through a portal to an inner room in the Skullport enclave)
    where such transactions are concluded. It is the customer’s
    choice whether to bring purchased goods out of the embassy
    or to have them delivered somewhere outside the city walls.
    While the Lords of Waterdeep are well aware of how closely
    the Thayans are skirting to the edge of the law, for now they
    have chosen to simply observe the enclave’s transactions. Most
    customers are wholly unaware that they have even left Waterdeep,
    leading most to assume that the transaction took place within
    the city and thus speculate that the Thayans have bought or
    bribed themselves an exemption from the law.
    The real threats to the enclave’s continued success are
    threefold. First, noble families with dark dealings in Skullport
    view the enclave as a threat to their continued domination
    of trade with the Port of Shadow. Second, the leaders of the
    Watchful Order see the enclave’s growth as a direct threat to
    their primary revenue streams (the sale of magic items andrare components), despite the fact that many of the resident
    Red Wizards have joined the Watchful Order. Finally, Shradin
    Mulophor’s recognition of the enclave might not be worth
    much, given that the Skulls are the real power in Skullport.
    The leaders of the enclave have successfully concealed this
    situation from the Guild of Foreign Trade back in Thay, recognizing
    that the enclave might be closed down if the Thayan
    bureaucrats realized that the Three Laws of the Enclave are
    not really in effect.

    Base of Operations: Thayan Embassy (C70), Thayan enclave
    in the Lower Heart district of Skullport.
    Enclave of Red Magic (Standard Arcane): AL LE, NE, LN;
    40,000 gp resource limit; Membership 130; Isolated (humans
    125, gnolls 3, tiefl ings 2); Wages 5 gp per level per month (no
    cost to join), or twice that rate for arcane spellcasters.
    Authority Figure: Ambassador Ethur Anszim.
    Important Characters: Consul Thazar “Skullstorm” Arkanak; Consul Orgin Ulmokina; Zabbas Thuul.
    Associated Classes: Fighter, rogue, wizard.
    Associated Skills: Appraise, Craft (alchemy), Intimidate,
    Knowledge (arcana), Knowledge (the planes), Spellcraft.
    Requirements: You are required to serve in the embassy or
    its Skullport annex for an average of 30 hours per tenday. Each
    month, you must also donate at least 100 gp of magic items to
    the enclave for resale. (Donations are measured by market value,
    not their cost to create.)
    Favored in Guild Fringe Benefit: The guild subsidizes your
    monetary expenses when creating magic items, reducing raw
    materials cost by 10%.
    Special: Membership in Thay’s Waterdeep enclave is restricted
    to natives of Thay dispatched by the Guild of Foreign Trade.
    The enclave’s ranks also include nonhuman servitors and slaves,
    although both groups are restricted to Skullport’s warrens. Zabbas
    Thuul and a handful of others are not actually members of the
    enclave, but serve as Skullport/Waterdeep go-betweens.
    Some of the enclave’s more important characters include:
    Ambassador Ethur Anszim: Ethur is the urbane, witty Thayan ambassador
    to Waterdeep. He is regularly invited to noble parties across
    the city, for he provides an exotic eastern flavor with a whiff
    of danger, perfect for the “daring” host or hostess. In private,
    Ethur is harsh and unforgiving, covetous of Waterdeep’s great
    wealth and determined to bring the City of Splendors to its knees
    under his dominion.
    Consul Thazar “Skullstorm” Arkanak: Thazar is the
    ambassador’s personal bodyguard, a dark and glowering figure
    who inspires dread wherever he goes.
    Consul Orgin Ulmokina: Orgin is the cruel overseer of the Skullport
    enclave. He has never been to Waterdeep, and has no interest in
    visiting a city that does not allow him complete mastery over
    his slaves.

    Halaster’s Heirs
    Spoiler:
    Centuries ago, Halaster Blackcloak and his seven apprentices
    established Halaster’s Hold and began exploring the dwarven
    delvings beneath the plateau. Of the Seven, one is known to
    be dead and two are known to still live—Trobriand the Metal
    Mage and Muiral the Misshapen. In addition, in the years since
    Halaster claimed the Underhalls for his own, the Mad Mage
    has taken on additional apprentices, some of whom still stalk
    the depths of Undermountain.
    In the Year of the Gauntlet (1369 DR), the events of
    Halaster’s Higharvestide upset the delicate status quo in the
    Underhalls of the Mad Mage. Among the tumultuous events of
    that day, Trobriand was attacked by his abandoned experiments
    and driven from his lair in a deep sublevel of Undermountain,
    and Muiral was expelled into the streets of Waterdeep by means
    of a malfunctioning portal. Trobriand convinced Muiral to
    return to the fi rst level of Undermountain, where the madness-
    inducing magic of Undermountain was at its weakest.
    There the two ex-apprentices forged an alliance, agreeing to
    work together to carve out a new domain largely beyond the
    reach of the Undermountain’s maddening taint, but suffi ciently
    within Halaster’s Halls to allow them to continue to pursue
    their interests.
    As word spread of a hidden arcanists’ academy located
    in the fi rst level of Undermountain near the shaft to the
    Yawning Portal (C48), dozens of dark arcanists fl ocked to
    their service, drawn from across the North and the length
    of the Sword Coast.
    Base of Operations: Level 1 of Undermountain, in the vicinity
    of the Yawning Portal.
    Halaster’s Heirs (Minor Arcane): AL CE, NE, LE; 15,000
    gp resource limit; Membership 40; Isolated (humans 36, shield
    dwarf 2, other 2); Dues 25 gp per month (250 gp to join).
    Authority Figures: Muiral the Misshapen; Trobriand
    the Metal Mage.
    Important Characters: Errya Eltorchul, Nandel Greenward; Tehss Maerklos.
    Associated Classes: Adept, sorcerer, wizard.
    Associated Skills: Concentration, Craft (alchemy), Knowledge
    (arcana), Knowledge (dungeoneering), Spellcraft, Use Magic
    Device.
    Requirements: You must craft at least one magic item for
    the guild per month; the item crafted must be worth at least
    100 gp.
    Favored in Guild Fringe Benefit: You can learn rare or unique
    spells created by Halaster or his apprentices (such as Halaster’s
    blacksphere*, Halaster’s fetch* variants, Halaster’s image swap*,
    Halaster’s light step*, Halaster’s shaking hand*, Halaster’s teleport
    cage*, Trobriand’s baleful teleport*, Trobriand’s crystalbrittle*,
    Trobriand’s glassee*) any time you have the opportunity to learn
    new spells, but you may not learn more than one such spell per level gained. The guild subsidizes your monetary expenses when
    creating constructs, reducing the raw materials cost by 10%.

    New Olamn
    Spoiler:
    In the Year of the Wave (1364 DR), a former Harper named
    Iriador “Garnet” Wintermist unleashed a series of unconventional
    attacks against the inhabitants of the Sword Coast. Her
    anger stemmed from the decline of bardcraft and the evolution
    of the Harpers away from their founding ideals. Although
    she was ultimately defeated, several Waterdhavians took her
    lesson to heart and refounded Waterdeep’s old bardic college
    two years later in what had been the Cliffride villas of Heroes’
    Rest and Stormwatch. (The old location was the House of
    Song [T19].)
    Backed primarily by the Crommer, Estelmer, Majarra,
    Melshimber, and Thann noble families as well as the Council of
    Musicians, Instrument-Makers, & Choristers, New Olamn has
    become a noted education center and an excellent storehouse of
    knowledge in just a few short years, with bards coming from
    across the Realms to study within its walls.
    Those generally acknowledged to have successfully completed
    their studies acquire the title of master bard and, if they choose
    to study at the school of New Olamn in the city of Waterdeep,
    receive the degree of Magnus Alumna upon completion of
    their studies.
    Base of Operations: New Olamn (C72).
    New Olamn (Standard Scholastic): AL CG, NG; 15,000 gp
    resource limit; Membership 110; Mixed (humans 72, elves 11,
    half-elves 11, halfl ings 6, gnomes 5, dwarves 3, half-orcs 2);
    Dues 10 gp per month (50 gp to join).
    Authority Figure: Kelthul Majarra.
    Important Characters: Khallos Melshimber; Jhandess Millomyr; Danilo Thann.
    Associated Classes: Bard, expert, rogue, sorcerer, wizard.
    Associated Skills: Decipher Script, Diplomacy, Knowledge
    (arcane), Knowledge (history), Perform, Use Magic Device.
    Requirements: You must be present at the college or engaged
    in its business for an average of 20 hours of service per tenday
    (usually instructing the children of well-to-do families in music
    and learning).
    Favored in Guild Fringe Benefit: You can substitute a Perform
    check in place of a Diplomacy check or Gather Information check
    by offering your service for free. In addition, you gain twice the
    normal income when you use Perform checks to earn money.
    Special: Admittance to New Olamn usually requires demonstrable
    musical talent (at least 4 ranks in Perform [any] or Skill
    Focus [Perform]).

    Watchful Order of Magists & Protectors
    Spoiler:
    Technically, the Watchful Order is one of the city’s forty-three
    guilds, formed to protect less powerful wizards and sorcerers
    from those distrustful of the Art, but in practice, it acts as the
    largest arcane academy in the City of Splendors. The Watchful
    Order encourages prudence in the use of the Art so that arcane
    spellcasters will be respected and looked up to, not feared and
    actively opposed. Effectively, it polices less powerful arcane
    spellcasters who reside in or visit the city, actively discouraging
    them from throwing spells around to infl uence the populace.
    Since many powerful arcane spellcasters are not members of
    the Watchful Order, the guild uses its infl uence to mitigate their
    most egregious behavior as well.
    The Watchful Order provides many benefi ts to members,
    including forums for arranging instruction and trading in magical
    information, the sale of rare material components from the
    golem-guarded cellars of the Tower of the Order (C15), and a
    market for the buying and selling of spellcasting services, scrolls,
    and minor magic items. In addition, members of the guild can
    find regular employ as fi re guards and spell guards. The Watchful
    Order contracts with building owners across the city to respond
    to fi res with summoned water elementals, keeping half a dozen
    or so fi re guards on duty every day. The guild also contracts with
    paranoid individuals of means to provide spell guards skilled in
    detecting and countering hostile workings of the Art. The guild’s
    livery is a dark purple cloak, with a white human hand, fi ngers
    together and uppermost, on the left shoulder.
    Base of Operations: Tower of the Order (C15).
    Watchful Order of Magists & Protectors (Expansive Arcane):
    AL All; 100,000 gp resource limit; Membership approximately
    1,000; Mixed (humans 640, elves [all kinds] 120, shield dwarves
    80, lightfoot halfl ings 50, half-elves 50, gnomes [all kinds] 30,
    half-orcs 20, others 10); Dues 20 gp/month (100 gp to join).
    Authority Figure: Lady Master of the Order Mhair Szeltune.
    Important Characters: Speaker of the Order Orlar Thammas.
    Associated Classes: Adept, sorcerer, wizard.
    Associated Skills: Concentration, Craft (alchemy), Decipher
    Script, Knowledge (arcana), Spellcraft, Use Magic Device.
    Requirements: You must craft at least one magic item for
    the guild each month; the item must be worth at least 25 gp.
    (Members who craft more expensive items are excused from this
    obligation for 1 month per 100 gp of the market price of the
    item crafted.) Donating a magic item is an acceptable substitute
    for crafting one. In addition, you must serve an average of 20
    hours per tenday with the Guard, the Watch, or in similar
    protective duties.
    Favored in Guild Fringe Benefit: The Order subsidizes your
    monetary expenses when you create magic items, reducing raw
    material costs by 10%.
    Special: Many members of the Watchful Order take the
    guild wizard of WaterdeepMag prestige class, which requires an
    additional initiation fee of 1,000 gp and carries with it different
    responsibilities and privileges. The requirements and dues given
    above apply to rank-and-fi le members.
    Most of the rank-and-fi le members of the Watchful Order are
    sorcerers or wizards who pay their dues and provide the minimal
    service required to be a member in good standing. A fair number
    of guild members don’t bother to keep up with their dues and
    service, and are content to simply register their affi liation once
    and then go about their business. Most of the guild’s positions
    of responsibility are filled by characters who actually have the
    guild wizard of Waterdeep prestige class; these individuals enjoy
    a much stronger voice in guild affairs than those who just pay
    their dues or take the Favored in Guild feat without pursuing
    the prestige class.

    Armed Forces
    The Lords of Waterdeep enforce their rule and maintain peace
    and security through the city’s armed forces. Waterdeep’s defenders
    are divided into four branches: the Griffon Cavalry, the City
    Guard, the City Watch, and the Navy. The Gray Hands act as
    an elite company, called in for emergencies.

    Griffon Cavalry
    Spoiler:
    Waterdeep’s griffon-riders patrol high above the skies of Waterdeep,
    defending Mount Waterdeep and the city below against
    intrusion. The Griffon Calvary is an elite company of the City
    Guard, and its leader, Lord Moedt, reports directly to General
    Obryn Ironfi st.
    Base of Operations: Peaktop Aerie (C67).
    Griffon Cavalry (Standard Government): AL LN, N, LG;
    40,000 gp resource limit; Membership 100; Isolated (95 human,
    3 half-elf, 2 elf); Salary 15 gp/month (a “donation” of 500 gp
    to join is not unusual).
    Authority Figure: Lord Moedt Belabranta
    Associated Classes: Aristocrat, fighter, paladin, ranger, warrior.
    Associated Skills:Diplomacy, Handle Animal, Intimidate,
    Knowledge (nobility and royalty), Ride, Sense Motive.
    Requirements: You are expected to serve an average of
    20 hours per tenday, drilling and patrolling the skies above
    the city.
    Favored in Guild Fringe Benefit: Due to frequent training
    and practice, you gain a +2 bonus on Ride checks while
    riding griffons.
    Special: Joining the Griffon Cavalry requires swearing an
    oath of loyalty to the city of Waterdeep. Prospective members
    must demonstrate profi ciency in combat (a base attack bonus of
    at least +3) and know the Mounted Combat feat. The Griffon
    Cavalry is quite prestigious, and prospective members often
    have to arrange favors or make signifi cant donations to civic
    causes in order to join.
    Griffon riders are given griffon badges of Waterdeep* on joining
    the company. They are issued griffon mounts and lances of
    burning blackfi re* in order to perform offi cial duties, but may
    not use their mounts or magic weapons for personal reasons
    without obtaining special approval from Lord Moedt. Members
    of the Griffon Cavalry wear the same uniform as the Guard,
    but have a griffon emblazoned on their tabard.

    City Guard
    Spoiler:
    The City Guard serves as Waterdeep’s army, defending the City
    of Splendors from attack and patrolling the surrounding countryside.
    The Guard also serves as bodyguards for Piergeiron and as honor guards for visiting diplomats. Contingents of the Guard
    and the Watch jointly man the city gates; the Guard controls
    access, while the Watch observes those who enter, pursues fugitives,
    and escorts visitors into the city.
    Base of Operations: Castle Waterdeep (C76), Guard Armory
    (C47), Guard Barracks (C19, D56, N1), Piergeiron’s Palace (C75),
    various towers and gatehouses surrounding the city.
    City Guard (Expansive Government): AL LN,
    N, LG; 100,000 gp resource limit; Membership
    1,200 (can grow up to 12,000 by recruiting
    mercenaries in times of war); Mixed (humans 770,
    shield dwarves 130, elves [all kinds] 110, lightfoot halfl
    ings 70, half-elves 55, gnomes [all kinds] 30,
    half-orcs 25, others 10); Salary 6 gp/month
    (none to join).
    Authority Figure: General Obryn Ironfi st, son of Arn, blood of Turgo, of the Forlorn Hills of Dardath.
    Associated Classes: Barbarian, cleric, fighter, paladin, ranger, rogue, warrior.
    Associated Skills: Climb, Handle
    Animal, Intimidate, Profession (siege
    engineer), Ride, Spot.
    Requirements: You are expected to
    serve an average of 30 hours per tenday,
    standing guard, drilling, or patrolling.
    (Many Guards serve more.)
    Favored in Guild Fringe Benefit: You
    learn tactics for fi ghting alongside other
    Guards. Whenever you are adjacent
    to another Guard, you both gain a +1
    competence bonus to AC.
    The uniform of the Guard is brightly
    polished chainmail, covered by black
    tabards with gold trim. Guards carry
    weapons appropriate to their posting, such
    as longswords, rods (treat as masterwork
    clubs), shortbows, shortspears,
    short swords, and daggers.
    The Guard’s ranks and command
    structure are similar to that of the City
    Watch (detailed below), except the army is apportioned
    not to wards but to various garrisons along
    the city wall, in Castle Waterdeep, Piergeiron’s Palace, and in the
    surrounding countryside.
    Madeiron Sunderstone: Madeiron stands an astonishing eight feet
    tall in height, a throwback to his Ostorian lineage. He keeps
    his head shaved and his muscular form lightly oiled, giving
    his opponents no chance to grab him in combat. Madeiron is
    famous for his polished blue full plate, a greataxe known as the axe of heavenly fire, and the 9-foot-long iron bar he uses for crowd control. He is virtually fearless, but not especially bright. However, his perseverance makes him a formidable foe.
    Madeiron hails from Hartsvale, a small kingdom nestled in
    the mountains north of the Silver Marches. He is a distant cousin
    of the current royal family, tracing his lineage back to King
    Brun I, son of Hartkiller. Madeiron came to Waterdeep over
    two decades ago after a long and varied career as an adventurer
    in the Inner Sea lands. He rose through the ranks of the City
    Guard to become the Champion of Piergeiron, the Open Lord’s
    personal bodyguard. Madeiron stays at Piergeiron’s side in the
    Palace and outside the city, and he answers any challenges
    to the Open Lord with his own weapon.

    City Navy
    Spoiler:
    Heavily reliant on maritime trade, Waterdeep has long
    maintained a powerful navy capable of dominating its rivals
    along the Sword Coast and protecting its merchant shipping
    from pirates and monstrous threats.
    Base of Operations: The navy is based in the Inner Fort
    (H4), the Outer Fort (H3), Smugglers’ Bane Tower (H1), and
    Harborwatch Tower (H2), collectively garrisoned by almost a
    thousand marines at all times. The navy’s fl eet is based in the
    Naval Harbor.
    City Navy (Expansive Government): AL LN, N, LG, NG, CG,
    LE, CN; 100,000 gp resource limit; Membership 2,000 (can grow up to 9,000 by recruiting merchant sailors in times of
    war); Mixed (humans 1,380, elves [all kinds] 220, shield dwarves
    140, lightfoot halfl ings 110, half-elves 80, half-orcs 70); Salary
    6 gp/month (none to join).
    Authority Figure: Admiral Helkar Hornwynd.
    Associated Classes: Barbarian, bard, cleric, expert, fi ghter,
    ranger, rogue, warrior.
    Associated Skills: Balance, Climb, Knowledge (geography),
    Profession (sailor), Profession (siege engineer), Use Rope.
    Requirements: You are expected to serve an average of 30
    hours per tenday. This might involve several tendays away on a
    voyage, followed by a long leave in which you are free to do as
    you please.
    Favored in Guild Fringe Benefit: You gain a +1 competence
    bonus on attack rolls and damage rolls while fi ghting on board
    a ship or boat.
    In times of war, merchant sailors are press-ganged into the navy
    and “encouraged” to swear an oath of loyalty to Waterdeep.
    The navy’s fl eet consists of 16 fast “rakers” (or dromonds),
    slim top-armored vessels usually armed with two fi re-pot light
    catapults and two large deck-mounted ballistae that the guard
    uses with stunning accuracy against pirates and smugglers. These
    ships have armored bow rams, banks of oars, and two masts for
    crowding on sail in pursuit or when speed is essential. They are
    supported by twenty-four small lateen-sailed galleys, known as
    “strikers,” and fi fteen large, wallowing troop-and-supply vessels,
    or “transports.” At least two naval rakers are always on patrol
    outside the harbor, and another two are on “ready” duty within
    the harbor. At least four others will be on extended patrol
    somewhere off the Sword Coast on any day in peacetime.

    City Watch
    Spoiler:
    The City Watch serves as Waterdeep’s police force, patrolling
    the city and ensuring the well-being of its inhabitants.
    In addition to arresting those who break the laws, Watch
    patrols often assist passersby with heavy loads, give directions,
    search for lost children, provide basic medical aid, and
    referee verbal disputes.
    The commander of the watch is Captain Rulathon, who
    reports to Piergeiron. His senior commanders are Grand Civilar
    Derek Windsfire, Mage Civilar Thyriellentha, and Senior Armsmaster Helve Urtrace.
    Each ward is commanded by a ward civilar and has a number of
    guard posts, each commanded by a senior civilar. Each patrol is
    commanded by a civilar, who reports to the local senior civilar.
    There is also one skulk (made up of a half-dozen rangers and
    rogues) per ward commanded by a Senior Skulk, and one arcanum
    (made up of a half-dozen sorcerers and wizards) per ward
    commanded by a Senior Watch-Wizard.
    Base of Operations: Piergeiron’s Palace (C76).
    City Watch (Expansive Government): AL LN, N, LG; 40,000
    gp resource limit; Membership 1,600; Mixed (humans 1,020,
    shield dwarves 160, lightfoot halfl ings 130, half-elves 110, elves
    [all kinds] 80, half-orcs 55, gnomes [all kinds] 35, others 10);
    Salary 5 gp/month.
    Authority Figures: Captain Rulathon (see below); Senior
    Armsmaster Helve Urtrace (see below).
    Important Characters: Thyriellentha (see below); Ilph (CN
    male lightfoot halfling rogue 5/thief-acrobatCA 4, Senior Skulk
    of Castle Ward); Olophin yn Zelmazzar (LG male Calishite
    human fighter 2/paladin 2 [Tyr], a senior civilar of the Trades
    Ward).
    Associated Classes: Cleric, expert, fi ghter, paladin, ranger,
    rogue, sorcerer, warrior, wizard.
    Associated Skills: Intimidate, Knowledge (local), Search, Sense
    Motive, Spot, Use Rope.
    Requirements: You must spend 30 hours per tenday on
    duty.
    Favored in Guild Fringe Benefit: You gain a +1 bonus on
    Diplomacy checks and Intimidate checks when dealing with any
    resident of Waterdeep in Waterdeep.
    The uniform of the Watch is a doublet of leather armor studded
    with iron rings, under an overshirt of green, black, and gold.
    Members of the Watch are armed with light steel shields, clubs,
    daggers, and short swords.
    The watch has access to the armories ($75 and C76) of the
    guard, the Palace (C75), and the wall-towers. All on-duty members
    can enter any building or area in the city without hindrance
    or warning and can search any person, place, or container at
    will, unless specifi cally forbidden by a Lord. Traditionally, certain
    areas are lightly patrolled, such as the docks, and others are
    heavily patrolled, such as the City of the Dead. If a watch patrol
    encounters a major disturbance, they will blow the distinctive
    “trembling” note horns they carry on their belts to summon
    aid, and one member of the patrol will immediately run to the
    nearest guard tower or guard post to spread the word, usually
    summoning additional aid from the guard of necessary.
    If a watch patrol makes an arrest, two members of the patrol
    immediately escort the captive to a Magister, while the others
    continue patrolling. The watch prefers to disarm and capture
    suspects who do not surrender, but, in cases of great danger,
    lethal force is authorized. Afterward, speak with dead spells are
    employed on the dead to determine the truth and then resurrection
    spells are paid for by the city if necessary.

    The Gray Hands
    Spoiler:
    Although Waterdeep is ably defended by the City Guard and City
    Watch, some threats require more extreme solutions. The Gray
    Hands are an elite force of high-powered adventurers who answer
    directly to the Lords of Waterdeep. Although their numbers are
    small, members of this group are capable of confronting the most
    powerful foes. The Lords of Waterdeep are loath to call on the
    Gray Hands unless no other option prevents itself, for the fallout
    from confl icts involving this group inevitably infl ict a great deal
    of collateral damage on the City of Splendors.
    Base of Operations: Blackstaff Tower (C6).
    The Gray Hands (Minor Mercenary): AL LG, LN, NG, CG;
    15,000 gp resource limit; Membership 20; Mixed (human 16,
    half-elf 2, shield dwarf 1, frost giant 1); Salary 100 gp/month
    (none to join).
    Authority Figures: Jardwim; Khelben “Blackstaff”
    Arunsun wizard.
    Important Figure(s): Asper, Harshnag the Grim, Hrusse of Assuran, Carolyas Idogyr.
    Associated Classes: Barbarian, cleric, fi ghter, ranger, sorcerer,
    wizard.
    Associated Skills: Climb, Concentration, Intimidate, Knowledge
    (the planes), Listen, Spot.
    Requirements: You must be present in Waterdeep at least 30
    hours per tenday. The Gray Hands do not patrol or stand duty;
    they’re called when they’re needed. Favored in Guild Fringe Benefit: You gain a +1 morale bonus on all saving throws made in Waterdeep or within 10 miles of the city.
    Special: A prospective member must demonstrate excellent
    combat skills or powerful spellcasting to join the Gray Hands
    (minimum +5 base attack bonus or 3rd-level spells). Members of
    the Gray Hands usually adopt the Gray Hand enforcer prestige
    class as soon as possible.

    Churches and Religious Orders
    Polytheistic Waterdeep is home to all manner of faiths. The city’s
    largest temples include the Font of Knowledge (Oghma, C4), the
    Halls of Justice (Tyr, C5), the House of Heroes (Tempus, $58),
    the House of Inspired Hands (Gond, $38), the House of the
    Moon (Selûne, $56), the House of Wonder (Mystra, $21), the
    Shrines of Nature (Silvanus and Mielikki, $5), the Spires of the
    Morning (Lathander, C1), the Temple of Beauty (Sune, $10),
    the Tower of Luck (Tymora, $19), and the Plinth (all faiths,
    T38). Temples to dark gods, such as Ghaunadaur, Loviatar, and
    Shar, are said to lie in the depths of Undermountain. The City
    of Splendors is also home to religious orders such as the Order
    of the Aster (Lathander), the Order of the Blue Moon (Selûne),
    the Order of the Sun Soul (Lathander, Selûne, Sune), the Order
    of the Even-handed (Tyr), and the Holy Order of the Knights
    of Samular (Tyr). The following is a brief accounting of the
    various faiths active in Waterdeep.

    Church of Gond
    Spoiler:
    Waterdeep has long been a bastion of enterprising artisans and
    craftsfolk, many of whom worship the Wonderbringer. Merchants
    from Lantan are believed to have fi rst introduced the teachings
    of Gond to the settlement, and their teachings were in large part
    responsible for the ascendance of Waterdeep’s mercantile culture.
    The Waterdhavian branch of the church has long benefi ted from
    the generous donations of Waterdeep’s prosperous tradesfolk.
    In recent years, as Waterdeep’s economic troubles have
    multiplied, donations to the church’s coffers have fallen off,
    undermining the authority of the temple’s leaders with respect
    to the rest of the faith. In response, High Seeker Jhoadil
    Zulthind has partnered with the Splendid Order of Armorers,
    Locksmiths, & Finesmiths, the Guild of Stonecutters, Masons,
    Potters, & Tile-Makers, and the Watchful Order of Magists
    & Protectors to begin actively marketing constructs to the
    wealthiest Waterdhavians, attempting to corner the market
    for such devices. Smiths, stonemasons, and sorcerers across the
    city are now employed in the fabrication of caryatid columnsFF,
    dread guardsMM2, guardgoyles*, helmed horrorsMF, iron golems,
    nimblewrightsMM2, shield guardians, and stone golems.
    Base of Operations: House of Inspired Hands ($38).
    Church of Gond (Expansive Religious): AL any; 100,000 gp
    resource limit; Membership 340; Mixed (humans 255, rock
    gnomes 60, shield dwarves 10, half-elves 10, halfl ings 5); Dues
    5 gp/month (none to join).
    Authority Figure: High Seeker Jhoadil Zulthind.
    Associated Classes: Cleric, expert, fighter, rogue, wizard.
    Associated Skills: Concentration, Craft (any), Knowledge
    (architecture and engineering), Knowledge (religion), Spellcraft,
    Use Magic Device.
    Requirements: You must craft an item worth at least 2 gp and
    donate it to the temple once per month. You must also adhere
    to the tenets of Gond’s faith.
    Favored in Guild Fringe Benefit: The church subsidizes the
    costs of any construct or magic item you create, reducing your
    raw material costs by 10%.
    Special: Admittance to the clergy of Gond usually requires
    demonstrable understanding of the church’s teachings (2 ranks
    in Knowledge [religion]) and a vow of devotion to the Wonderbringer.
    Many members of the clergy are instructed in the Initiate of
    Gond feat, once they qualify.


    Church of Lathander
    Spoiler:

    Although humankind has dwelt in the shadow of Mount
    Waterdeep since the abandonment of Aelinthaldaar, the City
    of Splendors has retained the energy of an up-and-coming commercial
    center full of promise for generation upon generation.
    This spirit of renewal is both in harmony with the teachings of
    the Morninglord and the primary reason so many Waterdhavians
    embrace the teachings of Lathander. As a result, the Church of
    Lathander is one of the leading churches of Waterdeep.
    The Church of Lathander is divided into three factions,
    although there is little discord between the three: the clergy of
    Lathander, the Order of the Aster, and the Order of the Sun Soul.
    The clergy focus primarily on ministering to the faithful. The
    Order of the Aster encompasses the Morninglord’s holy warriors,
    dedicated to the destruction of evil undead and the defense of the
    clergy. The Order of the Sun Soul is not formally part of the
    Morninglord’s church, as it claims equal allegiance to the churches
    of Selûne and Sune, but in truth, this monastic brotherhood has
    long been primarily associated with the followers of Lathander.
    However, the Waterdhavian branch of the Sun Soul Order has
    recently begun espousing a heresy that might eventually lead to
    a split among the three branches of the Morninglord’s church.
    CLERGY OF LATHANDER
    The clergy of Lathander are considered by the followers of the
    Morninglord to be the Church of Lathander, encompassing both
    the Order of the Aster and the Lathander-worshiping members
    of the Order of the Sun Soul. In practice, however, the cleric
    faction of the Morninglord’s church encompasses only those
    individuals who are not members of the other two factions.
    The clergy of Lathander concern themselves primarily with
    the encouragement of the arts and acting as patrons for artists,
    performers, and craftsfolk.
    Base of Operations: Spires of the Morning (C1).
    Clergy of Lathander (Expansive Religious): AL LG, NG, CG;
    100,000 gp resource limit; Membership 320; Isolated (humans
    292, half-elves 13, halfl ings 9, others 6); Dues 2 gp/month
    (none to join).
    Authority Figure: High Radiance Ghentilara
    Important Characters: Bamaal Dunster; Prior Athosar.
    Associated Classes: Cleric, fighter, monk, paladin.
    Associated Skills: Concentration, Diplomacy, Heal, Knowledge
    (nobility and royalty), Knowledge (religion), Spellcraft.
    Requirements: You must tithe 10% of the profi ts of any
    new undertaking or 50 gp per month, whichever is less. This is
    in addition to the normal dues you pay. You must adhere to the
    tenets of Lathander’s faith.
    Favored in Guild Fringe Benefit: Your faith is bolstered by
    active participation in your guild. Once per character level, you
    can call upon this inner faith and thereby gain a +5 bonus on a
    turn undead check and the subsequent turning damage roll.
    Special:Admittance to the Church of Lathander usually
    requires demonstrable understanding of the church’s teachings
    (2 ranks in Knowledge [religion]) and a vow of devotion to the
    Morninglord.
    Senior members of the order usually adopt either the morninglord
    of LathanderPG or sunmasterLE prestige class.

    ORDER OF THE ASTER
    Spoiler:
    The Order of the Aster serves as the church army of the faithful
    of Lathander. In alliance with devotees of the Moonmaiden
    and other like-minded deities, members of the order, sometimes
    known as Soldiers of the Light, continue their eternal battle with
    the forces of darkness and destruction, specifi cally the followers
    of Bane, Shar, and Talos.
    Each member of the Order of the Aster is assigned to a
    company of the Morninglord’s church army. Each company is
    housed in one of a dozen or so church-sponsored abbeys scattered
    across western and central Faerûn. Companies are dispatched by
    the commanding abbot to battle enemies of the faith, usually
    in response to an entreaty from a high-ranking cleric of the
    Morninglord. Between tours of service, members of the order
    are frequently given leave to pursue their own goals. Most spend
    their time defending individual temples of the Morninglord, but
    some serve the faith by becoming adventurers. In Waterdeep,
    many members of the Order of the Aster contribute to the
    defense of the City of Splendors by serving in the City Guard.
    Base of Operations: Spires of the Morning (C1).
    Order of the Aster (Standard Religious): AL LG, NG; 15,000 gp
    resource limit; Membership 80; Isolated (humans 75, half-elves
    3, halfl ings 1, other 1); Dues 50 gp/month (none to join).
    Authority Figures: High Dawnknight Tlinthar Regheriad; Dawnknight Alaura Cartier; Dawnknight Haurier Brightshadow.
    Important Characters: Jandar Ilbaereth (see below); Corinna
    Lathankin.
    Associated Classes: Cleric, fi ghter, paladin, ranger.
    Associated Skills: Concentration, Diplomacy, Heal, Knowledge
    (nobility and royalty), Knowledge (religion), Ride.
    Requirements: You must adhere to the tenets of Lathander’s
    faith and obey your superiors in the Order.
    Favored in Guild Fringe Benefit: The fellowship of your
    comrades strengthens you in times of trial. Once per character
    level you can call on this power in order to add a +4 bonus to
    your Strength score for 1 minute.
    Special: Admittance to the Order of the Aster usually requires
    demonstrable understanding of the church’s teachings (4 ranks
    in Knowledge [religion]) and fi ghting skill (base attack bonus of
    at least +3), as well as a vow of devotion to the Morninglord.
    Most members of the order are instructed in the Disciple of the
    SunCD feat, once they qualify. Senior members of the order usually
    adopt either the morninglord of LathanderPG or sunmasterLE
    prestige class.

    ORDER OF THE SUN SOUL
    Spoiler:
    During the Age of Netheril, the Netherese venerated Amaunator,
    Keeper of the Eternal Sun, as the lord of bureaucracy,
    contracts, law, order, sun, and rulership. An order of itinerant
    monks known as the Brotherhood of the Sun served the faithful
    in the fi eld, bringing the comforting words of Amaunator to the
    peasants and common folk. Although the Brotherhood of the
    Sun survived the fall of Netheril and the death of the Yellow
    God, it never coalesced around a successor to Amaunator. Instead,
    each monastery chose its own god to serve, with most eventually
    gravitating to Lathander (god of dawn) or Selûne (goddess of
    the moon and stars), but a few choosing Sune Firehair.
    Today, the Brotherhood of the Sun is known as the Order
    of the Sun Soul, and the group’s original association with the
    Church of Amaunator has been largely forgotten. The order now
    admits both men and women, but retains its itinerant nature and
    ancestral focus on serving the common folk of the Realms.
    The Order of the Sun Soul maintains a large monastery
    in the city of Waterdeep, due in large part to the presence of
    prominent churches of Lathander, Selûne, and Sune. The order’s
    current leader, Monastic Abbot Hanor Kichavo, is attempting to
    unify the three sects of the order into a cohesive whole for the
    first time in centuries. Drawing selectively on historical texts
    that survived the Netherese diaspora and the fall of Calimshan’s
    Cajaan dynasty, he preaches that Lathander, Selûne, and Sune
    are tripartite fragments of Amaunator, and that the Yellow God
    shall rise anew once the three are unifi ed to form the one.
    Base of Operations: Monastery of the Sun (T46).
    Order of the Sun Soul (Standard Religious): AL LG, LN;
    15,000 gp resource limit; Membership 144; Isolated (humans
    124, halfl ings 12, half-elves 5, others 3); Dues 2 gp/month
    (none to join).
    Authority Figure: Monastic Abbot Hanor Kichavo.
    Important Characters: Righteous Brother Hronkil Elgredsson;
    Righteous Sister Kadila adh Vitendi.
    Associated Classes: Fighter, monk, paladin.
    Associated Skills: Balance, Concentration, Heal, Listen,
    Knowledge (religion), Tumble.
    Requirements: You must engage in charitable work among
    the poor, sick, and needy. This requires an average of 20 hours
    per tenday.
    Favored in Guild Fringe Benefit: Lathander teaches that
    undead must be destroyed. Once per character level you can call
    upon your faith to enter a state of holy resolve, which lasts for
    1 minute. While in this state, you gain a +2 morale bonus on
    attack rolls and damage rolls against undead.
    Special: Admittance to the Order of the Sun Soul usually
    requires demonstrable athleticism (2 ranks in Jump or Tumble,
    or the Athletic feat) and a vow of obedience to one of the three
    acknowledged patrons of the order.
    Monks of the Sun Soul Order can gain levels in one other
    class and still progress as a monk as long as their monk level is
    their highest class level. Senior members of the order usually
    adopt the Sun Soul monk prestige class.

    Church of Loviatar
    Spoiler:
    The Church of Loviatar has a large and growing body of adherents
    among the more decadent members of the Waterdhavian
    nobility, including several members of House Anteos and House
    Husteem. In the City of Splendors, worship of the Maiden
    of Pain has traditionally been confi ned to private homes and
    disreputable Dock Ward cellars, but the cult has flourished with
    the recent establishment of a new temple in the uppermost level
    of Undermountain.
    Base of Operations: House of Pain (UM L1).
    Church of Loviatar (Standard Religious): AL LE, LN, NE;
    15,000 gp resource limit; Membership 150; Isolated (humans
    139, half-elves 7, halfl ings 2, others 2); Dues 10 gp/month
    (none to join).
    Authority Figure: High Whipmaster Hlethvagi Anteos.
    Important Character: Yolanda Shamat.
    Associated Classes: Cleric, fighter, monk, ranger, rogue,
    warrior.
    Associated Skills: Bluff, Concentration, Intimidate, Knowledge
    (religion), Sense Motive, Spellcraft.
    Requirements: You must adhere to the tenets of Loviatar,
    and add to the poverty, misery, and suffering of the helpless.
    This requires an average of 20 hours per tenday.
    Favored in Guild Fringe Benefit: Participation in Loviatar’s
    rigorous observances has inured you to pain. Once per character
    level, you can enter a state of unholy suffering in which you gain
    damage reduction 2/– and ignore the effects of being sickened
    or stunned. This state lasts for 1 minute.
    Special: Admittance to the Church of Loviatar usually
    requires demonstrable understanding of the church’s teachings
    (2 ranks in Knowledge [religion]) and a vow of devotion to the
    Maiden of Pain.
    Most members of the clergy are instructed in the Initiate
    of LoviatarSS feat, once they qualify. Most Loviatan
    monks are members of the Disciples of the White Rod
    and instructed in the Pain TouchCW feat, once they
    qualify. Senior female members of the church usually
    adopt the maiden of painPG prestige class.

    Church of Mystra
    Spoiler:
    Waterdeep has a strong tradition of both wizardry and
    sorcery. Waterdhavians inclined to worship one of the
    “arcane” faiths (Azuth, Mystra, Savras, or now Velsharoon)
    have traditionally favored the Lady of Mysteries,
    dating back to the establishment of the House of Wonder
    in the Year of Starlight (1215 DR). In Waterdeep, the Church of Mystra has long played a secondary role to the Watchful Order of Magists & Protectors because the sale of spells and magic items is traditionally the province of the guild, not the church. The relationship between guild and church has been upset in recent years by the growth of the Enclave of Red Magic and attempts by Meleghost Starseer, the temple’s high priest, to reach out to the Red Wizards. Waterdeep’s Mystran
    church is closely allied with the Church of Selûne, and the two faiths work together to battle the followers of Shar. In the aftermath of the Time of Troubles, Meleghost Starseer joined Naneatha Suaril in founding the Knights of the Blue Moon, in large part to remove High Moonknight
    Xale from his leadership role at the House of Wonder. Although
    Knights of the Blue Moon are offi cially welcome in the House
    of Wonder, Meleghost has made clear that he fi nds their presence distasteful.
    Base of Operations: House of Wonder ($21).
    Church of Mystra (Standard Religious): AL CG, LE, NG;
    40,000 gp resource limit; Membership 212; Mixed (humans
    136, elves 21, half-elves 21, halfl ings 11 gnomes 11, dwarves 6,
    half-orcs 4, others 2); Dues 25 gp/month (none to join).
    Authority Figure: Meleghost Starseer.
    Important Character: Ilbrost Mythyl.
    Associated Classes: Bard, cleric, sorcerer, wizard.
    Associated Skills: Concentration, Heal, Knowledge (arcana),
    Knowledge (religion), Spellcraft, Use Magic Device.
    Requirements: You must adhere to the tenets of Mystra’s faith
    and craft one magic item per month of at least 25 gp value to
    donate to the church.
    Favored in Guild Fringe Benefit: The church subsidizes your
    monetary expenses when you create magic items, reducing raw
    material costs to you by 10%.
    Special: Admittance to the Church of Mystra usually requires
    demonstrable understanding of the church’s teachings (2 ranks
    in Knowledge [religion] and 2 ranks in Knowledge [arcana]) and
    a vow of devotion to the Mother of All Magic. No member of
    the church may have the Shadow Weave MagicPG feat.
    Most members of the clergy are instructed in the Initiate of
    MystraPG feat, once they qualify. Senior members of the order
    usually adopt either the arcane devoteePG or dweomerkeeperFP
    prestige class.


    Church of Oghma
    Spoiler:
    Although the Binder has long been honored Waterdeep’s bards,
    wizards, and sages, only recently has the church of Oghma
    achieved the status of a major faith among the populace of
    Waterdeep. The faith’s recent rise to prominence is the result of
    hard work and careful diplomacy by Savant Sandrew the Wise.
    House Estelmer gave generously to the construction of the Great
    Library, assembling the tomes in the Estelmer villa before the
    temple was completed.
    In the Year of the Banner (1368 DR), the Font of Knowledge
    (C4) was fi nally completed, and the temple staff moved from its
    former temple, a row house on Swords Street, to the beautiful
    new structure. House Estelmer took the lead in collecting and
    organizing the collection of tomes and scrolls before the temple
    was even complete, allowing the church of Oghma to open
    the doors of the Great Library in possession of the greatest
    assemblage of books found in the City of Splendors.
    Although the most valuable service offered to the city by the
    Binder’s disciples is the Great Library, the informal result has
    been the creation of a “market square” for the city’s notoriously
    independent sages. Because most recognized sages spend at least
    several hours each day among the stacks, adventurers in need of
    immediate information have taken to seeking out “the Council
    of Sages” in the Font of Knowledge.
    The Church of Oghma is closely allied with the bardic college
    of New Olamn (C72) and receives a great deal of fi nancial
    backing from members of House Estelmer and House Majarra.
    It is also closely linked with the Scriveners’, Scribes’, & Clerks’
    Guild, which hosts a small chapel to Deneir within its guildhall.
    A keyed two-way portal links a bricked-up archway in a scribes’
    chamber on the second fl oor of the Font of Knowledge (C4)
    and the library on the second fl oor of the Zoarstar (T25) to
    a library hidden in a secret chamber of the old dwarf hold in
    Undermountain’s Maze Level (UM L5).
    Base of Operations: Font of Knowledge (C4).
    Church of Oghma (Standard Religious): AL N, NG, LN, LG,
    CG; 40,000 gp resource limit; Membership 172; Mixed (humans
    110, elves 17, half-elves 17, halfl ings 9, gnomes 9, dwarves 5,
    half-orcs 3, others 2); Dues 5 gp/month (none to join).
    Authority Figure: Savant Sandrew the Wise.
    Important Figures: Jhasper Goldtoes, Hycis Gentilore, and Aria and Cera Whucknolls.
    Associated Classes: Bard, cleric, expert, ranger, rogue, sorcerer, wizard.
    Associated Skills: Concentration, Decipher Script, Diplomacy,
    Knowledge (history), Knowledge (religion), Speak Language,
    Spellcraft.
    Requirements: You must adhere to the tenets of Oghma’s
    faith, and devote an average of 10 hours of service per tenday
    to work in the church’s libraries.
    Favored in Guild Fringe Benefit: Once per character level
    you can take 20 on a bardic knowledge check or a Knowledge
    check (you must have at least 1 rank in the Knowledge skill in
    question to use this ability). You must spend 1 hour in research
    or prayer in a temple devoted to Oghma to use this ability.
    Special: Admittance to the Church of Oghma usually requires
    demonstrable understanding of the church’s teachings (2 ranks
    in Knowledge [religion]) and a vow of devotion to the Binder.

    Church of Selûne
    Spoiler:
    The church of Selûne is one of the city’s oldest faiths, as followers
    of the Moonmaiden have worshiped on the slopes of
    Mount Waterdeep since the Year of the Half Moon (390 DR).
    During the time of Bloodhand Hold, the church was known
    as the Cult of the Howling Moon, made up of good-aligned
    lycanthropes who gathered at what is now the Dancing Court.
    The cult was driven from the city by Nimoar the Reaver, but
    subsequently returned.
    In the Year of the Gleaming Crown (1097 DR), two years
    after donating the Plinth (T38) to the Lords of Waterdeep,
    Selûnites began worshiping at the newly constructed High House
    of Stars (see Vault of Stars, page 120). The temple stood until
    the Year of the Tomb (1182 DR), when it was attacked and
    burned by infi ltrators from below. The Moonmaiden’s followers
    began worshiping at the House of the Moon ($56) in the Year
    of Soft Fogs (1188 DR), where they have remained ever since,
    having foiled an arson attempt in the Year of the Saddle (1345
    DR) on the “Night of Temple Fires.”
    Led by the charismatic Priestess of the High Moonlight
    Naneatha Suaril, the church of the Moonmaiden has waxed in
    strength since the Time of Troubles, when the church of Selûne
    foiled the dark plots of Shar and her followers. Naneatha lent
    strong backing to the effort to found the Order of the Blue
    Moon after the Time of Troubles, and High Moonknight Xale
    and other knights of the order are in regular attendance at the
    House of the Moon.
    Current Base of Operations: House of the Moon ($56) and
    Selune’s Smile (D6).
    Former Base of Operations: High House of Stars and the
    Plinth (T38).
    Church of Selûne (Standard Religious): AL CG, CN, NG; 15,000
    gp resource limit; Membership 240; Mixed (humans 153,
    werecatsMF 24, half-elves 24, elves 12, halfl ings 12, gnomes 8,
    others [mostly good-aligned lycanthropes] 7); Dues 5 gp/month
    (none to join).
    Authority Figure:Naneatha Suaril.
    Important Characters: Lady Alathene Moonstar; Kyriani Agrivar; Feluna Moonstar.
    Associated Classes: Bard, cleric, druid, ranger, sorcerer,
    wizard.
    Associated Skills: Concentration, Diplomacy, Heal, Knowledge
    (religion), Sense Motive, Spellcraft.
    Requirements: You must adhere to the tenets of Selûne’s faith.
    You must also spend an average of 10 hours per tenday engaged
    in charitable work among the poor, sick, and needy.
    Favored in Guild Fringe Benefit: Your faith is strengthened
    by your observances. Once per character level you can call
    upon the power of the Moonmaiden to grant you a +5 sacred
    bonus on saving throws for a period of 1 minute, provided you
    call upon her between sunset and sunrise and you are beneath
    a moonlit sky. In addition, all members of the order who are
    affl icted lycanthropes receive a +2 sacred bonus on Control
    Shape checks.
    Special: Admittance to the Church of Selûne usually requires
    demonstrable understanding of the church’s teachings
    (2 ranks in Knowledge [religion]) and a vow of devotion to the
    Moonmaiden.
    Most members of the clergy are instructed in the Initiate of
    SelûnePG feat and select the Lunar Magic* feat, once they qualify.
    Senior members of the order usually adopt the silverstarFP
    prestige class.


    ORDER OF THE BLUE MOON
    born of Selûne. Although Mystryl’s second successor Mystra
    (once the mortal wizard Midnight) retains dominion over
    the Weave, Selûne is thought by some to retain a measure of
    infl uence over her twice-removed daughter’s portfolio, causing
    the Weave to ebb and fl ow much as the moon causes tides in
    Torilian bodies of water.
    The Order of the Blue Moon is a small religious order
    dedicated to both the Mother of Mystryl and the reigning
    Lady of Mysteries. The group draws its name from fl uctuations
    of the Weave that result in localized concentrations of
    magic that occur at varying locations during nights of the
    full moon, causing Selûne to appear blue in color. Members
    of this order serve both goddesses in their endless battles with
    Shar, the Mistress of the Night. They seek advantage over the
    dark servants of their eternal foe by making strategic use of
    Selûne’s infl uence over the Weave combined with the power
    of the Weave itself.
    The order gathers only to debate shared goals and propose
    new missions beneath the light of a blue moon. The order’s
    hidden chapter house is said to lie amid the Red Rocks north of
    Waterdeep, protected by both the ever-raging waters of the sea
    and a permanent maelstrom of wild magic. However, Waterdeep’s
    House of the Moon serves as the order’s day-to-day center of
    operations, for Naneatha Suaril actively supports the order’sgoals. Knights of the Blue Moon are most active along the
    Sword Coast and western Inner Sea lands.
    Paladins who join this order are permitted to freely multiclass
    as sorcerers, as long as their sorcerer level never exceeds
    their paladin level. Note that only Mystra allows paladins in
    her service.
    Base of Operations: Hall of Refl ected Moonlight.
    Order of the Blue Moon (Minor Religious): AL NG, CG, LG;
    15,000 gp resource limit; Membership 64; Isolated (humans 61,
    half-elves 2, aasimar 1); Dues 50 gp/month (none to join).
    Authority Figure: Xale of the Starry Glen.
    Associated Classes: Bard, cleric, paladin, sorcerer.
    Associated Skills: Concentration, Heal, Knowledge (arcana),
    Knowledge (religion), Perform, Spellcraft.
    Requirements: You must adhere to the tenets of Mystra’s
    faith and Selûne’s faith, and obey your superiors in the order.
    Favored in Guild Fringe Benefit: Your resolve in the service
    of Mystra and Selûne gives you a special blessing. Once per
    character level, you can call on your blessing to gain a +5 sacred
    bonus on one attack roll or check to penetrate spell resistance,
    provided the target of your attack or spell is evil.
    Special: Admittance to the Order of the Blue Moon usually
    requires demonstrable mastery of moon-related magic (the Lunar
    Magic* feat) and a vow of devotion to the Moonmaiden or the
    Lady of Mysteries.
    Most members of the order are instructed in the Arcane StrikeCW
    feat, once they qualify. Senior members of the order usually adopt
    the Knight of the Blue Moon* prestige class.



    Last edited by Elit3Fla5h on Wed Mar 27, 2013 1:05 pm; edited 19 times in total
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    Elit3Fla5h

    Posts : 1455
    Join date : 2011-08-12

    Re: D&D Waterdeep PnP

    Post by Elit3Fla5h on Tue Mar 26, 2013 7:11 am

    Guilds and organizations Continued

    Church of Shar
    Spoiler:
    Although adherents of the Nightmaiden have long been
    active in the shadow of Mount Waterdeep, the Waterdhavian
    church of Shar traces its origins to a disastrous expedition to
    the Black Jungles in the Year of Dark Dawn (1104 DR) by
    Lord Vanrak Moonstar, a noted explorer in his day. Formerly
    a charismatic, outgoing swashbuckler, Vanrak returned a pale
    shadow of his former self. Within a tenday of his return, Lord
    Andvarran Moonstar, the family patriarch, died of a strange
    wasting disease unknown to Waterdeep’s healers and strangely
    resistant to their spells.
    Lord Vanrak assumed leadership of House Moonstar and
    publicly broke with the priests of the High House of Stars (see
    Vault of Stars, page 120), whom he blamed for his father’s
    untimely death. Consumed with bitterness, the Dark Ranger, as
    he came to be known, secretly embraced Selûne’s ancient enemy,
    the Lady of Loss.
    By the Year of the Howling Moon (1130 DR), House
    Moonstar was in open schism. Those Moonstar nobles who still
    venerated Selûne aligned themselves with Lord Vanrak’s sister,
    Lady Alathene, and took refuge in the temple of Selûne. At
    the Moonstar villa in Dock Ward (now the Blushing Mermaid
    festhall [D36]), Lord Vanrak and his followers—a small army
    of mercenaries and priests of Shar—extended their dark infl uence
    over much of the city’s harbor.
    On the night of the seventh full moon of the year, Lady
    Alathene asked the Lords of Waterdeep to strip her brother of
    his title and banish him from the city. To prove her case, she
    presented evidence of her brother’s numerous crimes including
    slavery, arson, theft, and murder. The Lords ordered the Dark
    Ranger’s immediate capture, but when the watch breached the
    gates of the Moonstar villa, Lord Vanrak and his followers
    had disappeared.
    Unbeknownst to his moon-worshiping kin, Lord Vanrak had
    fl ed through a secret portal into Undermountain. For decades
    thereafter, the Dark Ranger and his followers explored Halaster’s
    Halls. In the Year of the Dark Mask (1181 DR), Vanrak and
    his followers conquered a highly defensible redoubt in the Dark
    Levels of Undermountain (UM SLM). From this base, the
    church of Shar grew strong, exerting its infl uence throughout
    much of Undermountain and periodically dispatching assassins
    and marauders to battle followers of the Moonmaiden in the
    city above.
    The church of Shar achieved its most dramatic success in the
    Year of the Tomb (1182 DR), when Vanrak’s followers infi ltrated
    the cellars of the High House of Stars and slaughtered most
    of the inhabitants. They also acquired enough treasure from
    the temple vaults to fund Lord Vanrak’s personal quest for
    immortality. Within a few years, the Dark Ranger voluntarily
    transformed himself into a death knightMM2—the perfect, eternal
    servant of the Lady of Loss.
    In recent years, Lord Vanrak’s followers have failed to execute
    several important plans. In the Year of the Saddle (1345 DR),
    the Dark Army of the Night tried to set afi re the House of
    the Moon ($56) as part of the “Night of Temple Fires.” In
    the Year of Shadows (1358 DR), the avatar of Shar attempted
    to subvert the Moonmaiden’s church by masquerading as her
    ancient foe and imprisoning the avatar of Selûne. Shar’s faithful
    were driven from the city after followers of the Moonmaiden
    freed Selûne from Shar’s clutches, forced to nurse their bitterness
    anew in the darkness of Vanrakdoom.
    Base of Operations: Vanrakdoom (UM SLM)
    Church of Shar (Standard Religious): AL CE, NE, LE;
    15,000 gp resource limit; Membership 112; Isolated (humans
    108, halfl ings 2, elves 1, others 1); Dues 25 gp/month (none
    to join).
    Authority Figure: Vanrak Moonstar.
    Associated Classes: Cleric, fi ghter, monk, rogue, sorcerer,
    wizard.
    Associated Skills: Concentration, Disguise, Knowledge
    (arcana), Knowledge (religion), Listen, Spellcraft.
    Requirements: Once per month you must donate a magic
    item or mundane item worth at least 50 gp to the Church. (A
    gift of greater value might suffi ce for more than one month,
    but regardless of the value of the gift offered, you must give
    something of value at least once per year.)
    Favored in Guild Fringe Benefit: Once per character level
    you can call upon Shar’s command of darkness to grant yourself
    darkvision out to 60 feet for a period of 10 minutes. If you
    already have darkvision, you instead gain blindsight out to 30
    feet for 1 minute.
    Special: The church of Shar requires members to be true adherents
    of the Lady of Loss, with a demonstrable understanding
    of the church’s teachings (4 ranks in Knowledge [religion]).
    The ranks of the priesthood are made up primarily of clerics, but
    all divine spellcasters are welcome. Most members of the clergy
    are instructed in the Initiate of Shar* feat, once they qualify.
    Senior members of the church usually adopt the nightcloakFP
    prestige class.

    Church of Tymora
    Spoiler:
    who trust their lives to Lady Luck. The donations of those who
    braved the depths of Undermountain and survived to tell the tale
    alone were enough to construct the Tower of Luck ($19) in just
    a few short years. Nevertheless, the church of Tymora continues
    to struggle, due in large part to the lack of adherents among the
    year-round citizenry. Some say that High Lady Priest Seenroas
    and Lord Prior Markos are too mercenary, trading in luck as
    if it were a commodity, while others say they are ignoring the
    burgeoning number of adherents among the halfl ing population
    of Waterdeep.
    Base of Operations: The Tower of Luck ($19).
    Church of Tymora (Standard Religious): AL CG, CN, N; 40,000
    gp resource limit; Membership 192; Integrated (humans 71,
    halflings 38, elves 35, dwarves 19, gnomes 13, half-elves 10,
    half-orcs 4, others 2); dues 5 gp/month (none to join).
    Authority Figure:Honorable Mistress Seenroas Halvinhar.
    Important Figure(s): Adama Miiralin, Lord Prior
    Markos Zellizands.
    Associated Classes: Bard, cleric, rogue.
    Associated Skills: Appraise, Concentration, Heal, Knowledge
    (religion), Spellcraft, Use Magic Device.
    Requirements: You must adhere to the teachings of Tymora,
    and give a special offering of at least 50 gp value every time a
    stroke of great luck favors you (you roll a 20 on an attack roll
    or saving throw).
    Favored in Guild Fringe Benefit:Once per character level
    you can call upon the powers of chance to intercede on your
    behalf immediately prior to a single d20 roll. You gain a bonus
    equal to 1d10–4 on the roll; if the result is negative, you take
    the appropriate penalty instead (fate is fi ckle, after all).
    Special: The church of Tymora requires members to be true
    adherents of Lady Luck, with a demonstrable understanding of
    the church’s teachings (2 ranks in Knowledge [religion]).
    The ranks of the priesthood are made up primarily of clerics,
    but all divine spellcasters are welcome. Senior members of the
    church sometimes adopt the auspicianFP prestige class.

    Church of Tyr
    Spoiler:
    Waterdeep has long been a bastion of justice and the rule of law
    in the North (or at least has aspired to be such), thanks in large
    part to the followers of Tyr who have long played an illustrious
    role in the governance of the City of Splendors. As such, the
    church of Tyr and its associated religious orders hold a prominent
    role in the city’s religious and political life, but confl icts between
    the twin obligations of faith and public service have created
    discord and division among the faithful.
    The four primary factions within the Waterdeep arm of the
    church include members of the government, the formal cleric
    hierarchy, the Holy Order of the Knights of Samular, and the
    Order of the Even-Handed. Members of the government include
    Piergeiron the Paladinson, Madeiron Sunderstone
    , Mulgor of Tyr, Rulathon, and Texter. Few last long in such positions
    if their primary obedience is not to god and government fi rst.
    For example, Piergeiron would not last long as Open Lord if it
    became apparent that he put the dictates of the cleric hierarchy
    above the best interests of Waterdeep. In contrast, members
    of the cleric faction owe their primary allegiance to god and
    church hierarchy, while members of the religious orders owe
    their primary allegiance to god and brotherhood.


    CLERGY OF TYR
    The clergy of Tyr are considered by the followers of Grimjaws
    to be the church of Tyr, encompassing the independents, the
    Order of the Even-Handed, and the Holy Order of the Knights
    of Samular. In practice, however, the clergy encompasses only
    those who are not members of the other three factions.
    Base of Operations: Halls of Justice (C5).
    Clergy of the Church of Tyr (Expansive Religious): AL
    LG; 100,000 gp resource limit; Membership 217; Isolated
    (humans 199, half-elves 9, shield dwarves 6, others 3); Dues
    10 gp/month.
    Authority Figures: Hammer Lord Hykros Allumen; Tyr’s Champion Harkas Kormallis.
    Important Characters: Lorkas Ermaxis; Jhassalan “of the Lightning”.
    Associated Classes: Barbarian, cleric, fi ghter, monk, paladin,
    ranger, wizard.
    Associated Skills: Concentration, Diplomacy, Heal, Knowledge
    (nobility and royalty), Knowledge (religion), Spellcraft.
    Requirements: You must adhere to the tenets of Tyr’s faith
    and spend at least 20 hours a tenday engaged in charitable work
    among the city’s poor or in attendance in the city’s temple,
    assisting petitioners.
    Favored in Guild Fringe Benefit: Tyr’s teachings have helped
    you to differentiate truth from falsehood in the pursuit of justice.
    Once per character level you can call upon your teachings to
    gain a +5 bonus on any one Sense Motive check.
    Special: The church of Tyr requires members to be true adherents
    of the Maimed God, with a demonstrable understanding
    of the church’s teachings (4 ranks in Knowledge [religion]).
    The ranks of the priesthood are made up primarily of clerics and
    paladins, but all divine spellcasters are welcome. Most members
    of the order are instructed in the Initiate of TyrPG feat, once they
    qualify. Rare members of the church are suffi ciently zealous
    to take the Hand of Tyr* feat. Senior members of the order
    sometimes adopt the justiciar of TyrPG prestige class.

    HOLY ORDER OF THE KNIGHTS OF SAMULAR
    Spoiler:
    In the Year of the Rings Royal (952 DR), the Second Troll War
    fi nally ended under the leadership of Aeroth, War Captain of
    Silverymoon. One of the great heroes of that war was Samular
    Caradoon, a Tyrran knight whose bravery and faith were unsurpassed.
    Samular was the third of three brothers: The oldest,
    Renwick, studied wizardry, while Amphail the Just and his
    younger brother Samular became paladins of Tyr.
    Nearly two decades before the war, Renwick Caradoon
    acquired a trio of artifacts of mysterious purpose now known
    as the rings of Samular and later gave them to Samular to
    hold. When the Second Troll War began, the magic of the
    three rings enabled the brothers (each of whom temporarily
    held one of the rings) to employ a magic siege engine known
    as Kezefbane to great effect against the trolls, lifting the siege
    of Waterdeep. For his heroism and leadership, Amphail was
    elevated to the position of War Lord of Waterdeep after the
    battle, only to die in a troll raid less than a year later. Without
    the third brother, the effectiveness of Kezefbane against thetrolls was greatly diminished. Nevertheless, Samular played
    a key role in Aeroth’s eventual victory through his martial
    prowess and valor; in so doing, Samular acquired a legion of
    devoted followers. Renwick fell in the fi nal battle, but the eldest
    brother had prepared to transform into an archlich, a process
    he began as he lay dying. Only Samular knew that Renwick
    had survived his “death” in battle.
    After the war, Samular formed an order of Tyrran paladins
    based in the North. Under Samular’s leadership, the order seized
    Thornhold, the keep of a petty warlord named Brunyundar
    Margaster, and made Thornhold its chapterhouse. Located just
    south of the Mere of Dead Men, Thornhold became the personal
    property of Samular and his direct heirs. Renwick retreated into
    his tower in the Sumber Hills—his undead state would have been
    considered an abomination by many of Samular’s followers—and
    Samular’s acceptance of such would have destroyed the fl edgling
    order. Samular ordered that a training monastery, Summit Hall,
    be built around Renwick’s tower, and that the tower remain
    undisturbed for all time, in honor of his brother’s memory. The
    heart of the order moved to Waterdeep, occupying a wing of the
    Halls of Justice (C5).
    Current Base of Operations: Summit Hall (Sumber Hills,
    southeast of Red Larch), Halls of Justice (C5).
    Former Base of Operations: Thornhold (just south of the
    Mere of Dead Men on the Long Road, now held by Bronwyn
    Caradoon and shield dwarves of Clan Stoneshaft).
    Holy Order of the Knights of Samular (Expansive Religious):
    AL LG; 40,000 gp resource limit; Membership 508; Isolated
    (humans 474, half-elves 15, aasimar 13, others 6); Dues 50
    gp/month (500 gp to join).
    Authority Figures: Sir Gareth Cormaeril of Waterdeep; Master Laharin Goldbeard of Summit Hall; High Lord Abbot Mantasso
    of Summit Hall.
    Important Characters: Bronwyn Caradoon; Morus Brokengulf II; Renwick “Snowcloak” Caradoon.
    Associated Classes: Aristocrat, cleric, fi ghter, paladin.
    Associated Skills: Concentration, Diplomacy, Heal, Knowledge
    (religion), Ride, Sense Motive.
    Requirements: You must uphold the tenets of Tyr’s faith and
    obey the lawful commands of superiors in the Order. You must
    also serve an average of 10 hours per tenday standing guard
    over places holy to Tyr or the strongholds of the Order.
    Favored in Guild Fringe Benefit: Your faith is bolstered by
    your participation in the Order. Once per character level, you
    can deem a particularly insidious mind-affecting spell or ability
    to be a test of faith, and thereby gain a +5 bonus on your Will
    saving throw against that attack.
    Special: Admittance to the Knights of Samular is open only
    to males of human descent and usually requires the successful
    completion of a quest and a vow of devotion to the Maimed
    God. The aspirant must demonstrate knowledge of the tenets
    of Tyr’s faith (2 ranks in Knowledge [religion]).
    Senior members of the order usually adopt the justiciar of
    TyrPG prestige class.


    ORDER OF THE EVEN-HANDED
    Spoiler:
    The Order of the Even-Handed is a local monastic order
    dedicated to Tyr. The order’s small chapterhouse sits on the
    slopes of Mount Waterdeep, overlooking Smuggler’s Bay. Due
    to longstanding philosophical differences between Grand Master
    Hlam and Hammer Lord Hykros Allumen (Hykros believes
    Hlam’s mixing of cleric and monk traditions to be heresy), the
    order has closer ties with the Hall of Justice in Neverwinter
    than it does with the clergy of Waterdeep’s Tyrran temple, going
    so far as to send its tithes to the City of Skilled Hands.
    Hlam, Grand Master of the Even-Handed, has long dwelled in
    a small cave partway up the eastern slopes of Mount Waterdeep.
    Over the years, as he trained a succession of younger monks
    who found their way to his cave, Hlam developed a monastic
    discipline that he called the Way of the Sacred Fists, giving equal
    weight to cleric magic and monk training. In recent years, his
    students organized themselves into a monastic order, one that
    taught both individual self-reliance and a duty to bring justice
    to the world. With the assistance of Piergeiron, Hlam’s disciples
    purchased an aging manor near their master’s cave to serve as
    the order’s chapter house.
    Although Hlam has always preferred to adventure alone,
    most of the younger members of the order seek out companies
    of fair-minded adventurers of varied skills, as opposed to
    journeying with other members of the order. However,
    it is a goal for every member of the order to have one
    grand solo adventure in the service of the Grimjaws
    before they die. Most also seek to battle and defeat
    a Helmite monk in ritual combat.
    Base of Operations: House of Two Hands (C74).
    Order of the Even-Handed (Minor Religious): AL
    LG, LN; 3,000 gp resource limit; Membership 32;
    Mixed (humans 20, elves 3, half-elves 3, halfl ings 2,
    gnomes 2, dwarves 1, half-orcs 1); Dues 1 gp/month
    (none to join).
    Authority Figure: Grand Master Hlam.
    Important Characters: Master of the Left Hand
    Otho Delcourt; Master of the Right
    Hand Ella Fornyth.
    Associated Classes: Cleric, fighter,
    monk.
    Associated Skills: Concentration,
    Diplomacy, Heal, Knowledge (religion),
    Move Silently, Sense Motive.
    Requirements: You must adhere to
    the tenets of Tyr’s faith.
    Favored in Guild Fringe Benefit:
    Your resolve in the service of Tyr the
    Just gives you a special blessing. Once per
    character level, you can call on your blessing to add a
    +3 bonus to the save DC of one stunning attack you make using
    the Stunning Fist feat or cleric spell you cast, provided the target
    of your attack or spell is evil. If you are a monk, you can freely
    multiclass as a cleric or sacred fi st and still advance as a monk.
    Special: Admittance to the Order of the Even-Handed usually
    requires a vow of impartiality and a vow of devotion to Tyr the
    Even-Handed. Aspirants must demonstrate skill in unarmed
    combat (Improved Unarmed Strike feat).
    Most members of the order are instructed in the Combat Casting
    feat, once they qualify. Senior members of the order usually
    adopt the sacred fi stCD prestige class.

    Church of Umberlee
    Spoiler:
    Although the Bitch Queen is given more than her due in the City
    of Splendors during the annual donations to Umberlee’s Cache
    (see page 120), the church of Umberlee has never been strong
    in the City of Splendors. The Bitch Queen’s offi cial emissary to
    Waterdeep is usually a priest based in Stormhaven House on
    Orlumbor, charged with overseeing the Fleetswake ceremonies
    and observing which ships pay proper homage to the Bitch Queen
    upon departing Deepwater Harbor.
    In the Year of the Gauntlet (1369 DR), Dread High Trident
    Meritid Archneie discovered a magic abalone shell fl oating in the
    harbor, which he believed to be the legendary Orglara, a sacred
    text of the Bitch Queen. Seeing this as a good omen, Meritid
    promptly petitioned the Lords to use half the annual tithe to
    construct a temple to the Bitch Queen atop a large outcropping
    of rock near the end of the large sandbar that extends south of
    the city’s South Gate. Without explanation, the Lords agreed to
    his unlikely request, and construction was begun on the azurehued
    Queenspire (H5). Now, after many years of work, the
    Queenspire is fi nally nearing completion, and Meritid has sent
    out a call far and wide for Umberlants to join him in worshiping
    the Queenspire in the lee of Mount Waterdeep.
    Base of Operations: The Queenspire (H5).
    Church of Umberlee (Minor Religious): AL CE; 15,000 gp
    resource limit; Membership 24; Isolated (humans 18, merfolk
    4, weresharksMF 2); Dues 20 gp/month (none to join).
    Authority Figure: Dread High Trident Meritid Archneie.
    Associated Classes: Adept, cleric, druid, fi ghter, ranger,
    rogue.
    Associated Skills: Concentration, Intimidate, Knowledge
    (religion), Profession (sailor), Spellcraft, Swim.
    Requirements: You must uphold the tenets of Umberlee’s faith
    and spend an average of 10 hours per tenday ensuring that ships
    leaving harbor placate Umberlee before they set out.
    Favored in Guild Fringe Benefit: Umberlee rewards your
    faith and service by stretching forth her hand to smite your
    enemies. Once per character level, you can call on her power
    to gain a +5 profane bonus on a single attack roll or spell
    penetration check.
    Special: The church of Umberlee requires members to be true
    adherents of the Bitch Queen with a demonstrable understanding
    of the church’s teachings (4 ranks in Knowledge [religion]).
    The ranks of the priesthood are made up primarily of clerics,
    but all divine spellcasters are welcome.
    Senior members of the church sometimes take up the waveservantFP
    prestige class.

    Monsters
    The City of Splendors is home to a signifi cant population of
    monsters. Such creatures generally fall into three camps: those
    that live openly among the folk of Waterdeep, those who prey on
    the population like foxes in the henhouse, and those who play a
    parasitic role within the City of Splendors. Most Waterdhavian
    “monsters” are loners, at least with respect to their own kind,
    but those who do work in concert from the shadows often wield
    a great deal of hidden infl uence in the city.

    The Plague Rats
    Spoiler:
    Waterdeep’s dark underbelly has long been home to wererats, a
    lycanthropic plague that the Lords have never wholly eradicated.
    In recent years, as the number of threats occupying the Lords
    has grown, the wererat population has grown in number to its
    highest point in decades. Concurrent with this population growth,
    the rodent lycanthropes have been assimilated into the Plague
    Rats, an elite organization of thieves, assassins, and wererats
    active throughout the Western Heartlands and the North and
    dedicated to Talona, the Mistress of Disease.
    In Waterdeep, the Plague Rats largely operate in Dock Ward
    and the sewers under cover of darkness, although they perform
    clandestine missions anywhere in the city for hire. Currently, the
    group is focused on expanding their ranks and extending their
    reach into every aspect of Dock Ward’s seamier side. Ironically,
    only the burgeoning power of the Shadow Thieves and the
    Xanathar Thieves’ Guild is keeping the Plague Rats in check.
    Base of Operations: ???
    Plague Rats (Expansive Criminal): AL LE, NE; ??? gp
    resource limit; Membership ???; Dues 50 gp/month
    (50 gp to join).
    Authority Figure: Plaguemistress Teltaera of the Seven Blights.
    Associated Classes: Barbarian, cleric, fi ghter, ranger, rogue.
    Associated Skills: Appraise, Hide, Knowledge (local), Move
    Silently, Sleight of Hand, Use Rope.
    Requirements: Do not divulge secrets of the guild to outsiders.
    Give Talona her due.
    Favored in Guild Fringe Benefit: Talona is inclined to be
    merciful toward you, and rarely affl icts you with her blessings.
    You gain a +2 bonus on Fortitude saves against disease. In addition,
    if you are an affl icted lycanthrope, you gain a +2 bonus
    on Control Shape checks.
    Special: All members must choose Talona as their patron
    deity and demonstrate a knack for stealth and skullduggery (2
    ranks in Hide).

    Savants of the Dark Tide
    Spoiler:
    In the Year of the Gauntlet (1369 DR), a wave of monsters
    from the depths of the Sea of Swords swept into Waterdeep
    Harbor, nearly overrunning the defenders of Dock Ward.
    Among their number were a dozen or so aboleths, most of
    whom were slain during the Deepwater War. However, among
    their number was a trio of aboleths from the Swordsea Depths
    who joined the Army of Iakhovas with the deliberate intent of
    using the assault to sneak into Waterdeep’s sewers. During the
    chaos and confusion, the Savants of the Dark Tide swam into
    foulest heart of the sewer, where they have since established a
    nigh-impregnable lair.
    The Swordsea Depths are the region of the Underdark that
    extends out into the continental shelf beneath the Sea of Swords.
    As described in UM L6: The Seadeeps (see page 128), this region
    of the Underdark is wracked by a never-ending three-way war
    between the aboleths, the drow, and an alliance of svirfneblin
    and tomb tappersMF. The Savants of the Dark Tide came to
    Waterdeep in pursuit of an ancient legend in hopes of gaining a
    decisive advantage in that war. If the Savants of the Dark Tide
    can locate and resuscitate the Sargauth Swimmer (a legendary
    aboleth of enormous size and age rumored to lie dreaming in
    the Sargauth River), the knowledge it possesses might tip the
    balance in their interminable war.
    Since their arrival, the aboleths have moved cautiously,
    seeking to understand the city above their heads before moving
    into the depths. The Savants quickly determined that the only
    organized activity in the sewers was performed by members of
    the Cellarers’ & Plumbers’ Guild. As such, individual rogues and
    others who will not be missed are captured and transformed into
    skum, whenever possible; however, guild members are enslaved
    and instructed to stay away from certain parts of the sewers and
    to stay within the city of Waterdeep, but they are otherwise left
    to do their jobs. By using already enslaved members to lure more
    senior members of the guild, the aboleths have thus enslaved
    the entire leadership of the guild as well.
    Base of Operations: ???
    Savants of the Dark Tide (Standard Criminal): AL LE; 15,000
    gp resource limit; Membership ???; Dues 0 gp/month (0 gp to join).
    Authority Figure: ???
    Important Characters:???
    Special: Membership in this organization is involuntary,
    except for the aboleths. Skum are transformed slaves, and all
    other members are enslaved proxies of their piscine masters.

    The Unseen
    Spoiler:
    The Unseen is a consortium of shapechangers, thieves, illusionists,
    and assassins that has been growing in strength and numbers
    in Waterdeep for nearly three decades. The Unseen began as
    a druuth (a band of doppelgangers led by illithids), tasked to
    infi ltrate and spy on the City of Splendors for the Underdark
    city of Ch’Chitl. The death of the elder brain of the Kingdom
    Below forced the druuth to operate largely on its own, enabling
    a greater doppelgangerMF named Hlaavin to emerge as the leader
    of the now-autonomous band. Aside from the creation of the Waterdeep-based wilora, the successes of the Unseen are largely unknown,
    but failures and setbacks include the death of Flaern Cragsmere
    during a failed attempt to infi ltrate that family, the Rat Hills
    Confl agration (which drove the doppelgangers wholly into the
    city), and the unmasking of the Hanging Lantern festhall
    (D22) when the infamous Volothamp Geddarm revealed that
    the courtesans were doppelgangers. Despite these setbacks, the
    Unseen finally appear poised to achieve true power in the City
    of Splendors, having finally placed one of their own in the ranks of the Lords of Waterdeep, and having learned the identity of
    “the One,” leader of the Red Sashes.
    Base of Operations: ???
    The Unseen (Standard Criminal): AL NE, CE, LE; ???
    gp resource limit; Membership ???; Dues 50 gp/month (500 gp to join).
    Authority Figure: Hlaavin.
    Important Characters: ???
    Associated Classes: Bard, druid, fi ghter, ranger, rogue,
    sorcerer, wizard.
    Associated Skills: Bluff, Disguise, Escape Artist, Hide,
    Knowledge (dungeoneering), Sense Motive.
    Requirements: Do not divulge the secrets of the brotherhood
    to any outsiders.
    Favored in Guild Fringe Benefit: Due to your long association
    with many shapechangers, you gain a +2 bonus on Spot
    and Sense Motive checks made to see through a Disguise or
    Bluff attempt.
    Special: Any creature with the shapechanger subtype can
    join, regardless of character class (or lack thereof). If you are
    not a shapechanger, you must demonstrate skill in deception and
    subterfuge (2 ranks in Bluff and 2 ranks in Disguise) or have
    the ability to alter your form magically (alter self, polymorph,
    wild shape, or similar spells or abilities).
    The Unseen are primarily, but not exclusively, made up of
    creatures with the shapechanger subtype.

    Rogues and Ruffians
    Like all great cities, Waterdeep attracts its fair share of rogues
    who stalk the shadows and ruffi ans who prey on the weak.
    Waterdeep’s only recognized thieves’ guild, the Shadow Thieves,
    has been exiled for nearly a century, and the Lords have long
    sought to confi ne the city’s inevitable illegal pursuits to the
    Port of Shadow. As a result, most Waterdhavian rogues are
    independent agents or members of organizations based outside the
    city. Since the Year of the Wave (1364 DR), those who practice
    bardcraft have been regaining their former prominence in the
    City of Splendors. Much of this ascendance can be ascribed to
    the founding of New Olamn (C72).

    Agents of the Eye
    Spoiler:
    The Xanathar, also known as the Eye, is Waterdeep’s most
    powerful and successful beholder. It eliminated every rival
    eye tyrant in the City of Splendors and the dungeons below,
    leaving it the unquestioned master of its kind in the City
    of Splendors. The Eye is served by a large group of agents,
    known in Undermountain as the Agents of the Eye and
    in Waterdeep as the Xanathar Thieves’ Guild. By either
    name, the Xanathar’s operation controls a large fraction of
    Waterdeep’s slave trade and is rivaled only by the Shadow
    Thieves in its dominance of petty thieving operations in the
    City of Splendors.
    Base of Operations:???
    Agents of the Eye (Expansive Criminal): AL LE, NE, CE;
    ??? gp resource limit; Membership ???; Dues 60 gp/month
    (300 gp to join).
    Authority Figure: The Eye.
    Important Characters: ???
    Associated Classes: Expert, fighter, rogue, sorcerer, wizard.
    Associated Skills: Disable Device, Hide, Intimidate, Knowledge
    (dungeoneering), Knowledge (local), Search.
    Requirements: Do not divulge guild secrets to outsiders. You
    must obtain the guild’s consent before attempting any large (a
    score of 1,000 gp or more) or high-profi le crime, and the guild
    claims 15% of your profi ts for such crimes.
    Favored in Guild Fringe Benefit: You know the best markets
    for valuable merchandise. Once per character level, you can sell
    a magic item for 100% of its market value, or an art object or
    gem for 120% of its normal value.
    Special:The Eye is extremely careful, to the point of paranoia,
    about bringing new members into its inner circle. You must demonstrate
    ruthlessness and obedience in a test of loyalty (usually, killing
    or selling into slavery a former associate or family member).
    As the Xanathar Thieves’ Guild grows in number, the Eye
    increasingly hides behind multiple layers of indirection, but even
    low-level agents of the Xanathar Thieves’ Guild are secretly
    probed by the Eye before becoming members of the guild.
    Although no one has done so thus far, an agent of the Eye might become an ocular adeptFP, but the Eye would view such individuals as self-aggrandizing, deluded pawns.

    Black Boar Tribe
    Spoiler:
    Named for a barbaric tribe that attacked the City of Splendors
    nearly three centuries ago, the Black Boar “tribe” is one of
    two barbaric gangs that prowl Waterdeep’s Dock Ward. The
    Black Boars were founded less than a decade ago by Myrnd
    Gundwynd, a noble raised by members of the Thunderbeast
    tribe before returning to Waterdeep as an adult.
    The Black Boars provide genuine, reasonably priced security
    services for merchants and tavernkeepers in Dock Ward, serving
    as both bodyguards and bouncers for those with coin. The Black
    Bears are not above initiating the occasional tavern brawl on
    behalf of a wealthy patron, but they never deliberately target
    individuals during such altercations, so only those in need of
    a distraction typically use this “service.” Members are fi erce
    rivals of the Bull Elk “tribe.”
    Base of Operations: The Black Boar tribe has no chapterhouse,
    but its members can usually be found drinking at the Sleeping Snake(D41).
    Black Boar Tribe (Minor Mercenary): AL CN, CG, N;
    3,000 gp resource limit; Membership 62; Isolated (humans
    59, shield dwarves 2, half-orcs 1); Dues 10 gp per month
    (100 gp to join).
    Authority Figure: Myrnd Gundwynd
    Important Characters: Janszobur.
    Associated Classes: Barbarian, fighter, rogue, warrior.
    Associated Skills: Climb, Intimidate, Jump, Knowledge
    (local), Move Silently, Spot.
    Requirements: Do not divulge secrets of the tribe to outsiders.
    Spend an average of 10 hours per tenday engaged in
    missions or jobs for the tribe.
    Favored in Guild Fringe Benefit: You have learned to
    overcome pain and weakness in order to impress your fellows.
    Once per character level you can automatically shake off the
    effects of being sickened, stunned, or shaken.
    Joining the Black Boar tribe usually requires a demonstration
    of great bravery, such as wrestling a deadly monster in one of
    the city’s illegal fight pits.

    Bull Elk Tribe
    Spoiler:
    Named for a barbaric tribe that set Nimoar’s Hold ablaze in
    the Year of the Shining Shield (889 DR), the Bull Elk “tribe”
    is one of two barbaric gangs that prowl Waterdeep’s Dock Ward.
    The Bull Elks are composed primarily of outcast Uthgardt
    barbarians and brutish half-orcs, although a few former Illuskan
    reavers have joined the tribe as well.
    Under the leadership of “Chief” Hagar Hlutwigsson, the
    Bull Elks offer lucrative “protection services” to most of the
    taverns along the harbor and many ships while they are unloaded.
    They are sometimes hired discretely by representatives
    of the various noble houses to incite tavern brawls in which a
    certain target is “accidentally” hurt or killed. The thuggish Bull
    Elks are savvy enough to stay just within the law, keeping one
    step ahead of the Magisters, the City Watch, and the Guild of
    Watermen. They are fi erce rivals of the Black Bear “tribe.”
    Base of Operations: The Bull Elk tribe has no chapterhouse,
    but its members can usually be found drinking at the Bloody
    Fist (D17).
    Bull Elk Tribe (Minor Criminal): AL CE, NE, CN; 3,000 gp
    resource limit; Membership 83; Mixed (humans 66, half-orcs
    17); Dues 40 gp/month (100 gp to join).
    Authority Figure: “Chief” Hagar “Blue Bear” Hlutwigsson.
    Important Characters: “Wormguts”; Reskyn the Fanged; Ulmrin.
    Associated Classes: Barbarian, fi ghter, rogue, warrior.
    Associated Skills: Climb, Intimidate, Jump, Knowledge
    (local), Search, Spot.
    Requirements: Do not divulge secrets of the tribe to
    outsiders.
    Favored in Guild Fringe Benefit: You have learned exceptional
    savagery in battle from your bloodthirsty fellows. If you
    are within 30 feet of another Bull Elk tribesman, you gain a
    +1 morale bonus on damage rolls.
    Special: Joining the Bull Elk tribe usually requires a demonstration
    of uncontrolled savagery, such as entering a rage or
    frenzy in combat. In the absence of pure savagery, demonstrable
    fi ghting skill (base attack bonus +3 or better) will suffi ce.

    The Shadow Thieves
    Spoiler:
    Founded over a century ago in the City of Splendors, the Shadow
    ThievesLD were eventually unmasked and nearly destroyed by
    the Lords of Waterdeep. After the guild was banished from the
    City of Splendors, the survivors regrouped in Amn. The guild
    has since grown to be the largest and most prosperous thieves’
    guild in all Faerûn, controlling the lion’s share of all criminal
    operations along the Sword Coast (with the notable exception of
    Waterdeep), and elsewhere in the Realms as well.
    The Shadow Thieves have long schemed to reestablish
    themselves in the City of Splendors. Constant vigilance by the
    Lords of Waterdeep and their agents kept the guild at bay until
    recently, but the dark times that have fallen on Waterdeep in
    the past two decades have given the Shadow Thieves an opening
    they have been quick to exploit. For more than fi ve years, the
    guild has been funneling manpower and resources into the City
    of Splendors—and results are beginning to show. The guild has
    slowly come to dominate criminal activity in Dock, South, and
    Trades Ward, and its fi ngers are reaching into the northern
    wards of the city as well.
    The Waterdeep sect is led by Silhouette of Shadows Alauneth
    “the Black Viper” Orrane. She reports to Marune “the Masked,”
    Cloakmaster of the Dessarin, who is in the city often enough
    to be considered the true head of the sect. Marune, in turn,
    reports to the Shade of Baldur’s Gate and thereby the entire
    Shadow Council.
    Early in the Year of the Tankard (1370 DR), Marune finally
    unveiled his grand plan for giving the Shadow Thieves an unassailable
    edge over the Lords of Waterdeep. The necromancer
    began distributing slippers of shadowwalking* to the guild’s
    highest-ranking thieves. Agents of the Shadow Thieves can now
    effortlessly navigate Waterdeep’s shadows, beyond the reach of
    the city’s Lords. Marune intends to continue this work until the
    entire city falls under the sway of the guild.
    Base of Operations: Before their banishment, the Shadow
    Thieves were based in the Citadel of Bloody Shadows in the
    heart of Mount Waterdeep. Today, the reborn guild is based in a
    half-dozen safe houses scattered through Dock Ward, Southern
    Ward, and Trades Ward.
    Shadow Thieves of Waterdeep (Standard Criminal): AL LE,
    NE, CE, CN; ??? gp resource limit; Membership ??? Dues 70 gp/month (300 gp to join).
    Authority Figures: The Shadow Council of Athkatla (specifi
    cally the Shade of Baldur’s Gate); “The Masked”; Alauneth “the Black
    Viper”.
    Important Characters:
    Associated Classes: Expert, fighter, rogue.
    Associated Skills: Bluff, Disguise, Gather Information, Hide,
    Knowledge (local), Sleight of Hand.
    Requirements: You may not divulge secrets of the guild to
    outsiders. You must gain the consent of your superiors before
    attempting any particularly large (1,000 gp or more) or highprofi
    le crime, and the guild is entitled to a 20% cut of your
    profi ts for such jobs.
    Favored in Guild Fringe Benefit: Mask favors thieves who
    are bold and quick. Once per character level, you can call upon
    Mask’s blessing to gain a +4 dodge bonus to AC for a duration
    of 1 minute.
    Special: Joining the Shadow Thieves requires a demonstration
    of cunning and effectiveness (usually the acquisition of a valuable
    trinket that is to be given to the guild in tribute, or the heart
    of an assassinated enemy of the guild) and a blood-oath to the
    Shadow Council’s designated representative.
    Members of the Shadow Thieves can take the Shadow Thief of
    AmnPG prestige class, if admitted to the guild and they meet
    all requirements.

    Secret Societies
    Waterdeep attracts the interest of various secret societies the
    same way honey attracts the interest of fl ies. As the chief bastion
    of civilization, commerce, and military power on the northern
    Sword Coast, Waterdeep’s dealings affect people for a thousand
    miles around.

    The Harpers
    Spoiler:
    Those Who Harp believe in the power of individuals, the balance
    between the wilderness and civilization, and the good of
    humankind and its allies. Harpers have played a powerful part
    in guiding Waterdeep’s energies toward commerce, not conquest.
    Despite the group’s longstanding ties to the City of Splendors,
    the recent formation of the Tel Teukiira has undercut Harper
    activities in Waterdeep and divided the loyalties of many Harper
    agents, friends, and allies.
    Although the number of Harpers based in Waterdeep has
    always been small, each has a score of individual contacts,
    Harper friends, and secret allies. In addition, many Harpers
    regularly pass through the City of Splendors, effectively doubling
    or tripling the number of active Harpers in the city at any
    given time.
    Base of Operations: ???
    Harpers of Waterdeep (Minor Special): AL NG, CG, LG;
    ??? gp resource limit; Membership ???; Dues none.
    Authority Figure:
    Important Characters: ???
    Important Harper Friends:
    Associated Classes: Any.
    Associated Skills: Concentration, Diplomacy, Gather Information,
    Knowledge (arcana), Listen, Perform, Spellcraft.
    Requirements: None.
    Fringe Benefits: The Harpers count many skilled magical
    artisans among their friends. Once per character level you can
    purchase a single magic item of 50,000 gp or less for 75% of
    its normal market price.
    Special: Joining the Harpers requires sponsorship by a member
    in good standing of Those Who Harp and approval from the
    High Harpers.
    Members of the Harpers can take the Harper agentPG or Harper
    paragonPG prestige class, if approved by the High Harpers and
    they meet all requirements.

    Red Sashes
    Spoiler:
    The Red Sashes are a vigilante group active in Waterdeep’s
    poorer neighborhoods, particularly Dock Ward. Answering only
    to “the One” (Durnan, see Lords of Waterdeep), the Red Sashes
    excel at intrigue, hiding people, and fi nding people who do not
    want to be found. The Red Sashes appear to work against the
    Lords of Waterdeep, but in truth, they often end up serving
    the Lords indirectly.
    Unlike most vigilantes, the Red Sashes do not act impetuously
    or excessively. They keep a close eye on Waterdeep’s seamy
    underbelly, carefully observing the abused and their abusers. If
    the Watch seems inclined to step in and actually serve the cause
    of justice, then the Red Sashes remain in the shadows. However,if the Watch pursues an innocent person, the Red Sashes might
    surreptitiously assist his escape. Likewise, if the Watch seems
    disinclined to pursue someone who has committed a crime, the
    Red Sashes might apprehend the wrongdoer and deposit him on
    the Palace steps. Such public captures both embarrass the Watch
    and draw public attention to the case.
    The Red Sashes are organized into cells, one per ward, each
    answerable only to “the One.” The Castle, Trades, and Dock
    Ward cells are the strongest and most active. Most Red Sashes
    only know the identities of their fellow cell members, meaning
    that the arrest of the few cannot unravel the whole
    organization. Coordination among the various cells is rare or nonexistent, and sometimes multiple cells have pursued the same individual. As “the One” seems capable of eluding all detection, magical
    or otherwise, the unmasking of a single cell leader has not yet led to
    another cell being penetrated. Among the Lords of Waterdeep, only Khelben, Kitten, Mirt, Nindil, and Sammereza are aware of Durnan’s involvement with the Red Sashes. The more practical Lords keep
    this information away from the paladins of the group, who would never approve of the group’s methods. Laeral Silverhand Arunsun and the Unseen (see page 57) are among the few others who know Durnan’s secret.
    Base of Operations: Various taverns in Dock Ward.
    Red Sashes (Standard Criminal): AL CG, CN, NG; ?? gp resource
    limit; Membership ???; Dues 5 gp/month (none to join).
    Authority Figure:“The One”
    Important Characters:??
    Associated Classes: Bard, expert, fi ghter, ranger, rogue,
    warrior.
    Associated Skills: Bluff, Climb, Disguise, Gather Information,
    Knowledge (local), Sense Motive, Use Rope.
    Requirements: You may not divulge secrets of the society to
    outsiders. You should be present in Waterdeep for an average of
    10 hours per tenday, available to participate when summoned
    to action.
    Favored in Guild Fringe Benefit: You are intimately familiar
    with one of Waterdeep’s wards, and know many of its people
    and secrets. Choose one ward; while in that ward, you gain a
    +2 bonus on Gather Information, Search, Spot, Listen, and
    Sense Motive checks.
    Joining the Red Sashes requires only an oath of loyalty to
    the One, but this is an organization that approaches potential
    members, not the other way around. Invitations to join the
    group are only made after a period of extended observation
    and a series of casual conversations crafted to draw out the
    potential candidate’s views. Many members of the group take
    the vigilanteCA prestige class.

    The Tel Teukiira
    Spoiler:
    The Tel Teukiira (an Elven word that translates as “Moonstars”
    or “Silverstars”) are a group of renegade Harpers and allies of
    the Blackstaff who seek to bring together humans, elves, and other races against the many dangers lurking in the shadows
    of Faerûn. The members of the Tel Teukiira seek to learn from
    the lessons of history, preserving and learning from the lore
    of lost civilizations. Although the Lord and Lady Arunsun
    still believe that the goals of Those Who Harp are right and
    true, the Blackstaff formed the Tel Teukiira to address goals
    that range far beyond the scope of Harper activities. In the
    Year of the Laughing Swan (816 DR), Khelben, in the guise
    of a cloistered monk of Candlekeep, discovered dire threats
    within Alaundo’s Prophecies that no one else had ever perceived.
    At fi rst Khelben hoped to counter these threats through his
    shepherding of the Harpers, but over time the group slipped
    from his control.
    In the Year of the Prince (1357 DR), Khelben stole the
    Scepter of the Sorcerer Kings from the Harper vault known
    as the Catacombs of Ordulin and replaced it with an illusory
    duplicate. Over a decade later, he made sure the Scepter fell into
    the hands of Fzoul Chembryl, head of the Zhentarim. Fzoul used
    the Scepter to destroy the banelichMF Faram Khaldan. When
    Khelben’s action was discovered in the Year of the Tankard (1370
    DR), the Harpers of Twilight Hall in Berdusk put Khelben on
    trial, and the Blackstaff admitted his guilt and resigned from
    Those Who Harp. Khelben then founded the Tel Teukiira, putting
    in motion his long-brewing plan.
    Organizationally, the Tel Teukiira shares much in common
    with the Harpers, except that the group is under the fi rm direction
    of the Blackstaff. Laeral has no offi cial standing within the
    group, but she speaks with authority second only to Khelben.
    Reporting directly to the Blackstaff are twelve senior agents,
    who meet in conclave every eight tendays and have the individual
    authority to shepherd regional and active agents. Thirty regional
    agents serve as the eyes and ears of the group, monitoring events
    and news within a broad region. Finally, twelve active fi eld agents
    are in the forefront of the group’s activities, implementing the
    decisions of the senior agents.
    Base of Operations: The Tel Teukiira is headquartered at
    Blackstaff Tower
    Tel Teukiira (Minor Special): AL NG, LG, LN; ??? gp
    resource limit; Membership ???;
    Important Characters: ???
    Associated Classes: Any.
    Associated Skills: Concentration, Decipher Script, Knowledge
    (arcana), Knowledge (history), Perform, Spellcraft.
    Requirements: None.
    Favored in Guild Fringe Benefit: The Moonstars count many
    skilled magical artisans among their friends. Once per character
    level you can purchase a single magic item of 50,000 gp or less
    for 75% of its normal market price.
    Special:Joining the Tel Teukiira requires the personal invitation
    of the Blackstaff or Lady Arunsun.
    Members of the Tel Teukiira can take the Moonstar agent*
    prestige class, if they meet the requirements. Former members
    of the Harpers with levels in the various Harper prestige classes
    (Harper agentPG and Harper paragonPG) are not considered “Ex-
    Harpers” and do not lose any of their current abilities when
    they leave the Harpers for the Moonstars, but they cannot
    continue to advance in such classes, refl ecting the ambivalent
    relationship between the two groups. All Moonstars can acquire
    the Blessed of the Seven SistersPG feat, assuming they meet
    the prerequisites.

    Martial Schools
    Waterdeep once held a school for each discipline that were constantly clashing with each other for power and control, each having a large student base. This clashing ended when Kuraken Skillad came to the city and killed each master with a single strike in fair combat and burned the schools to the ground before making his own.

    The Sublime Sanctuary
    Spoiler:
    Located in the poorest district the Sublime Sanctuary is the only place in all the city to learn blade magic. Since the purging of the old Martial schools the number of adepts have drasticaly decreased because the current master only picks a few initiates every year and out of those few only one or two have what it takes to keep up with the strict training.

    Base of Operations: The Sublime Sanctuary
    The Sublime Sanctuary (Standard Martial): AL N; 2000 gp resource limit; Membership 20; Mixed (Human 10, Elves 2, Half-elves 1, Gnomes 2, Dwarves 3, Half-orcs 2.
    Authority Figures: Kuraken Skillad
    Associated Classes: Crusader, Warblade, Swordsage, Fighter, Monk, Rouge, Ranger, Cleric, Paladin.
    Associated Skills: Tumble, Intimidate, Concentration, Balance, Sense Motive, Hide, Jump, Diplomacy.
    Requirements: An initial year of strict and harsh training at the sanctuary.
    Favored in Guild Fringe Benefit: Due to your intense training once per character level you may perform any manuver you know without it being prepared.
    Special: Very few initiates are chosen and only at the end of the year. Whoever is chosen seems to be at random with no group being visably similar.


    Last edited by Elit3Fla5h on Thu Apr 04, 2013 7:18 pm; edited 17 times in total


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    Elit3Fla5h

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    Re: D&D Waterdeep PnP

    Post by Elit3Fla5h on Tue Mar 26, 2013 7:14 am

    Waterdeep Locals

    System of Wards
    Since the Year of Falling Stars (1035 DR), Waterdeep has been
    divided for the purposes of governance and security into a system
    of wards or civic districts. Although no formal boundaries mark
    their borders, the six recognized wards of Waterdeep are Castle
    Ward, Dock Ward, North Ward, Sea Ward, Southern Ward, and
    Trades Ward. The City of the Dead is nearly a seventh ward
    unto itself, and Deepwater Harbor and the surrounding islands
    form an informal eighth ward.
    Spoiler:
    Building class
    Spoiler:
    Class A Buildings: Class A buildings are always unique and
    distinctive landmarks of any scale. Most, however, are of a large
    and grandiose nature, almost built as much for show as for use.
    Examples include the city’s public structures, major temples,
    and the nobles’ villas.
    Class B Buildings: Class B buildings cover the larger, more
    successful and elaborate single buildings within the city. They
    have up to six stories, and might have extensive cellars (usually
    connected to the sewers at some point). Most inns and guildhalls
    fall into this class. Examples include grand houses and mansions,
    prosperous businesses, large warehouses, and the guildhalls.
    Class C Buildings: The great majority of buildings in Waterdeep
    are Class C—the tall row houses that line the streets to
    heights up to fi ve stories. Row houses usually have shops on the
    ground fl oor, with offi ces or apartments above that. While not
    always multi-story row houses, this class includes many of the
    better-kept taverns and rooming houses in the city as well.
    Class D Buildings: Class D buildings are lesser buildings,
    usually one-story wooden buildings used as small warehouses,
    individual homes, and storage sheds for Waterdeep’s lower classes.
    Such buildings are mainly found in Dock Ward, southernmost
    Castle Ward, and, in smaller numbers, in Southern Ward and
    Trades Ward.

    Sea Ward
    Spoiler:
    Waterdeep’s wealthiest ward is notable for the many-spired, grand
    homes of the nobility, the gleaming edifi ces of the city’s leading
    temples, and the imposing towers of the city’s premier wizards.
    Other notable landmarks include the Field of Triumph ($77),
    the lush Heroes’ Garden ($70), and the Sea’s Edge Beach.
    SEA’S EDGE BEACH
    Originally just an area of mud fl ats on the city’s western seaside,
    the area south of the West Gate ($72) has been covered with
    sand and turned into a beachfront. While only used as such at the
    height of summer when water temperatures rise to near-tolerablelevels, Sea’s Edge Beach is also used for refl ection, solitude, and
    as the terminus of Auril’s Blesstide Cliffs Run.
    HEROES’ GARDEN ($70)
    Waterdeep’s only public park outside the City of the Dead is a
    large, lush area of grass, trees, and ponds once covered by the
    sprawling school of wizardry known as the Tower of Yintros.
    A number of statues decorate the area, including large marble
    statues to the Open Lords Baeron and Lhestyn (in her guise as
    the Masked Lady). It is often the scene of adventurers retelling
    tales of their exploits to others and attendant local children. The
    watch and the local citizenry tend to the park, which means they
    keep the park free of debris and prevent would-be heroes from
    carving their names into the trees. (The Company of Crazed
    Venturers did so anyway several decades back.)
    The Catacombs of Yintros (see page 115) lie beneath Heroes’
    Garden.
    FIELD OF TRIUMPH ($77)
    This huge open-air stadium is the site of many spectacles staged
    for the populace of Waterdeep. From late spring to late autumn,
    thousands of people fl ood through the awe-inspiring Lion
    Gate to witness shows of magic, martial skills, horse races, and
    monstrous exhibitions of creatures big and small. The Field also
    acts as a public forum for such important public events as the
    Open Lord’s proclamations to the city and special gatherings for
    foreign dignitaries.
    SEA WARD STRUCTURES
    $1: Sated Satyr (tavern, C, 2)
    $2: Wyvern’s Rest (inn, C, 2)
    $3: Selchoun’s Sundries (business, B, 2)
    $4: Golden Harp Inn (inn, B, 2)
    $5: The Shrines of Nature (temple, B, 2s)
    $6: Emveolstone Villa (noble villa, A, 2s & 3s)
    $7: Hiilgauntlet Villa (noble villa, A, 3s)
    $8: The Blue Alley (wizard’s domicile, C, 1)
    $9: Gauntyl Villa (noble villa, A, 1s & 2s)
    $10: The Temple of Beauty (temple, A, 3)
    $11: Brokengulf Villa (noble villa, A, 4s & 3s)
    $12: Raventree Villa (noble villa, A, 3s & 2s)
    $13: Morrick Mansion (noble villa, A, 5s & 2s)
    $14: Eldoran Villa (noble villa, A, 1s & 3s)
    $15: Naingate (wizard’s domicile, B, 4)
    $16: Melshimber Villa (noble villa, A, 4s & 5s)
    $17: Ilitul Villa (noble villa, A, 2s)
    $18: Aurora’s Realms Shop, Singing Dolphin Catalog Counter
    (business, B, 1)
    $19: The Tower of Luck (temple, A, 2s & 3s)
    $20: Wavesilver Villa (noble villa, A, 2s & 4s)
    $21: The House of Wonder (temple, A, 5s)
    $22: Eltorchul Villa (noble villa, A, 1s & 3s)
    $23: Nesher Villa (noble villa, A, 1s & 2s)
    $24: Gundwynd Villa (noble villa, A, 2s & 3s)
    $25: Tessalar’s Tower (wizard’s domicile, B, 4s)
    $26: Artemel Villa (noble villa, A, 2s)
    $27: Ammakyl Villa (noble villa, A, 1s & 2s)
    $28: Silmerhelve Villa (noble villa, A, 3s)
    $29: Ruldegost Villa (noble villa, A, 3s & 4s)
    $30: The Dragon Tower of Maaril (wizard’s domicile, A, 4s)
    $31: Husteem Villa (noble villa, A, 3s & 4s)
    $32: Zulpair Villa (noble villa, A, 3s)
    $33: Eirontalar Villa (noble villa, A, 2s)
    $34: Staufen Villa, “Tespergates” (noble villa, A, 2s & 3s)
    $35: Irlingstar Villa (noble villa, A, 3s & 4s)
    $36: Manthar Villa (noble villa, A, 1s & 3s)
    $37: The Fiery Flagon (tavern, B, 1s)
    $38: The House of Inspired Hands (temple, B, 3s)
    $39: Dacer’s Inn (inn, B, 3s)
    $40: Ilzimmer (noble villa, A, 1s & 2s)
    $41: The Ship’s Wheel (tavern, C, 2)
    $42: The Pilgrim’s Rest (inn, B, 3)
    $43: The Wandering Wemic (inn, B, 3)
    $44: Tchazzam Villa (noble villa, A, 1s & 2s)
    $45: Maerghoun’s Inn (inn, B, 3)
    $46: Urmbrusk Villa (noble villa, A, 2s & 3s)
    $47: Assumbar Villa (noble villa, A, 1s & 3s)
    $48: Cassalanter Villa (noble villa, A, 3s & 4s)
    $49: Thongolir Villa (noble villa, A, 1s & 2s)
    $50: Eagleshield Villa (noble villa, A, 2s & 4s)
    $51: Dezlentyr Villa (noble villa, A, 2s & 4s)
    $52: Belabranta Villa (noble villa, A, 3s & 5s)
    $53: Bladesemmer Villa (noble villa, A, 1s & 3s)
    $54: The House of Purple Silks (festhall, B, 4)
    $55: Gounar’s Tavern (tavern, B, 2)
    $56: The House of the Moon (temple, A, 4)
    $57: Moonstar Villa (noble villa, A, 2s & 4s)
    $58: The House of Heroes (temple, A, 3)
    $59: The Broken Lance (tavern, C, 1)
    $60: Halazar’s Fine Gems (business, B, 2)
    $61: The Silken Slyph (tavern/inn, A, 4)
    $62: Gerin’s Breads (business, B, 2)
    $63: Melvar’s Chapbooks and Folios (business, B, 2)
    $64: Velatha’s Delights (business, B, 2)
    $65: Tammerbund’s Glasswares (business, B, 3)
    $66: Mystra’s Arms (asylum, A, 6)
    $67: Furjur the Flippant’s residence (house, A, 3)
    $68: Hlethvagi Anteos’s residence (villa, A, 5)
    $69: Stagdown Manse (villa, A, 3)
    $70: Heroes’ Garden (city building, n/a)
    $71: Seaseyes Tower (city building, A, 5)
    $72: West Gate (city building, A, 3)
    $73: Seawatch Tower (city building, A, 5)
    $74: North Tower, “The Trolltower” (city building, A, 4)
    $75: Armory (city building, A, 3)
    $76: High Flagon Gambling House (business, B, 3)
    $77: Field of Triumph (city building, A, 5)
    $78: Myrna Cassalanter’s residence (house, A, 2)
    $79: Trollfort (city building, A, 4)

    North Ward
    Spoiler:
    Waterdeep’s quietest ward is also one of its wealthiest. North
    Ward is home to most of the middle class and lesser noble
    families. This ward has few notable landmarks other than the
    Cliffwatch, and it all but shuts down at dusk. This placid reputation
    belies the intrigues and scheming that goes on behind closed doors, and the volumes of smuggled goods that lie in cellars
    beneath the city streets.
    CLIFFWATCH
    This sheer 100-foot cliff presents a beautiful view of the countryside
    east and south of Waterdeep, and it provides a valuable
    defense against invading orcs and trolls. Guards in Endcliff
    Tower (N80) and the Watchway Tower (CD11) carefully watch
    the cliff’s edge, which is unobstructed by walls or rails.
    THE GRINNING LION (N56)
    Tucked away inside a block of homes and businesses, this place,
    adorned with (faked) battle trophies from all over Faerûn, is as
    raucous as taverns get in North Ward. An old joke claims the
    Riven Shield Shop (T4) sends all shields beyond repair to hang
    on the walls here.
    The music is loud, with male and female dancers in fantastically
    styled and revealing mock armor swaying and pirouetting among
    the tables. Real, if broken, weapons hang on the walls everywhere,
    so bouncers swiftly discourage any disputes. Folk come here to
    drink zzar and wine and eat fried onions and eels.
    The proprietor is Unger Farshal (NE male Tethyrian human
    fi ghter 8), and regulars in attendance include Hala Myrt (an
    agent of Lord Orlpar Husteem; see page 50) and Vlorn Keenear
    (see page 72).
    NORTH WARD STRUCTURES
    N1: Guard Barracks (city building, C, 3)
    N2: Brossfeather Villa (noble villa, A, 2s & 3s)
    N3: Anteos Villa (noble villa, A, 1s & 2s)
    N4: Phull Villa (noble villa, A, 1s & 3s)
    N5: Snome Villa (noble villa, A, 2s)
    N6: Crommor Villa (noble villa, A, 2s)
    N7: Piiradost Villa (noble villa, A, 1s & 2s)
    N8: Thunderstaff Villa (noble villa, A, 2s & 4s)
    N9: Talmost Villa (noble villa, A, 2s & 3s)
    N10: Thann Villa (noble villa, A, 3s)
    N11: Hawkwinter Villa (noble villa, A, 3s & 4s)
    N12: Sultlue Villa (noble villa, A, 2s)
    N13: Cragsmere Villa (noble villa, A, 2s & 3s)
    N14: Massalan Villa (noble villa, A, 1s & 2s)
    N15: Kothont Villa (noble villa, A, 1s & 2s)
    N16: Holyhands House (inn/temple of many faiths/former
    noble villa, A, 3s & 4s)
    N17: Lanngolyn Villa (noble villa, A, 1s & 3s)
    N18: Ulbrinter Villa (noble villa, A, 2s & 3s)
    N19: Jardeth Villa (noble villa, A, 2s)
    N20: Gralhund Villa (noble villa, A, 3s)
    N21: The Raging Lion (inn, B, 3)
    N22: Maerklos Villa (noble villa, A, 1s, 2s, & 4s)
    N23: Nandar Villa (noble villa, A, 2s & 3s)
    N24: Stormweather Villa (noble villa, A, 2s & 5s)
    N25: A Maiden’s Tears (tavern, B, 1)
    N26: Twilight Hunters (tavern, C, 2)
    N27: The Gentle Mermaid (festhall, B, 4)
    N28: Durinbold Villa (noble villa, A, 3s & 4s)
    N29: Estelmer Villa (noble villa, A, 2s & 3s)
    N30: Tarm Villa (noble villa, A, 3s)
    N31: Majarra Villa (noble villa, A, 3s & 4s)
    N32: The Misty Beard (tavern, C, 4)
    N33: Agundar Villa (noble villa, A, 1s & 3s)
    N34: Amcathra Villa (noble villa, A, 2s & 4s)
    N35: Hunabar Villa (noble villa, A, 2s)
    N36: Thorp Villa (noble villa, A, 3s)
    N37: Lathkule Villa (noble villa, A, 3s)
    N38: Kormallis Villa (noble villa, A, 1s & 2s)
    N39: Adarbrent Villa (noble villa, A, 3s & 4s)
    N40: Phylund Villa (noble villa, A, 2s & 3s)
    N41: Margaster Villa (noble villa, A, 2s)
    N42: Roaringhorn Villa, “The High House of Roaringhorn”
    (noble villa, C, 4 [formerly A, 4])
    N43: Ragathan Furriers (business, C, 2)
    N44: Zun Villa (noble villa, A, 2s & 4s)
    N45: House of Crystal Storage (warehouse, C, 4)
    N46: The House of Crystal (guildhall, B, 2)
    N47: The Galloping Minotaur (inn, B, 2s & 3s)
    N48: Meraedos Fine Furs (business, C, 2)
    N49: Sulmest’s Splendid Shoes & Boots (business, C, 1)
    N50: Aurora’s Realms Shop, High Road Catalogue Counter
    (business, C, 1)
    N51: The House of Healing (guildhall, C, 3)
    N52: Hothemer Villa (noble villa, A, 3s)
    N53: Ilvastarr Villa (noble villa, A, 2s & 3s)
    N54: Fallen Stars Fish (business, C, 1)
    N55: Wands Villa (noble villa, A, 3s & 5s)
    N56: The Grinning Lion (tavern, C, 1)
    N57: Gost Villa (noble villa, A, 3s & 4s)
    N58: Helmfast Villa (noble villa, A, 3s)
    N59: Orlpar Husteem’s residence (row house, B, 3)
    N60: Downybeard Tobacconist (business, B, 2)
    N61: Hriiat Fine Pastries (business, C, 2)
    N62: Irbryth Authamaun’s residence (business/row house, B, 2)
    N63: Danilo Thann’s residence (row house, A, 3)
    N64: Maerik Thaelcloak’s residence (row house, A, 2)
    N65: Silent Shield (inn/storage, B, 4)
    N66: Taurntyrith Adornments (business, A, 2)
    N67: Bhephel’s Bottles/Exotic Wines and Cordials (business,
    A, 2)
    N68: Sarsantyr’s Tapestries & Draperies (business, B, 2)
    N69: Tirelessly Turning Wheel/Caravan Curios From All Far
    Faerûn (business, B, 3)
    N70: Millomyr Harps (business, A, 2)
    N71: Greenglade Tower (rooming house, A, 5)
    N72: Obelos “The Only” Braeril’s residence (business/row
    house, A, 3)
    N73: Hospice of St. Laupsenn (temple, A, 3)
    N74: Simon Ilzimmer’s residence (row house, A, 4)
    N75: Brianne’s Tower (residence, A, 6)
    N76: Firesong Villa (villa, A, 4)
    N77: The Bent Nail (business, B, 3)
    N78: Northgate (city building, A, 4)
    N79: Farwatch Tower (city building, A, 5)
    N80: Endcliff Tower (city building, A, 3)
    N81: Cliffwatch Ruins (ruined inn, n/a)
    N82: Upper Towers (city building, A, 4)

    Castle Ward

    Spoiler:
    Castle Ward
    Castle Ward lies in the heart of Waterdeep, wrapping around the
    eastern slopes of Mount Waterdeep. This ward is home to the
    city’s administrative buildings and buildings of state. The ward’s
    most prominent landmarks include Ahghairon’s Tower (C79),
    Blackstaff Tower (C6), Castle Waterdeep (C76), Piergeiron’s
    Palace (C75), the Market, and Mirt’s Mansion (C52).
    FETLOCK COURT
    This large paved courtyard adjoining the Palace paddocks
    and stables is the staging area for any mounted contingent
    of the guard before they head out of the city for outlying
    patrols. It has also become an impromptu concert area for
    practicing bards, who prefer it to their chilly quarters at New
    Olamn (C72).
    THE MARKET
    The largest open space in the city is an open marketplace surrounded
    by stone buildings (many moneylenders and pawnshops
    among them) that enclose the maze of temporary stalls and carts
    that appear here day and night. The Market is the best place to
    haggle for the lowest prices on almost any trade good imaginable,
    though there’s no guarantee of fi nding anything.
    MOUNT WATERDEEP
    The mountain on which the city is built is a bald, rough crag
    with a peak some 1,500 feet above sea level. A lookout tower and
    griffon-steed eyrie sit atop this mountain. On its seaward fl anks
    are emplaced eleven gigantic triple-catapults for hurling loads
    of rock and burning material out to sea against attacking ships.
    Several sea caves pierce the base of its western fl ank, connecting
    it to Undermountain and various points under the city by
    tunnels of great antiquity (once used for smuggling). The City
    Guard now watches these sea caves, allowing the Lords to use
    them for secretive operations. The South Seacave is connected
    by a set of hoists down into the mountain to the River Sargauth
    and Skullport.
    THE CYNOSURE (C7)
    In the immediate aftermath of Myrkul’s defeat and the ascension
    of Midnight and Cyric, many Waterdhavians heard the
    voice of Ao over Mount Waterdeep. Within a month, a marble
    temple known as the “Temple of the Overgod” was built upon
    the ruins of Trader’s Way (the site of Myrkul’s death) with the
    enthusiastic support of Waterdeep’s guilds and noble houses.
    Many worshipers fl ocked to the temple, including many nobles
    intent on following what seemed the latest fashion. Yet, after six
    months, the temple’s fl ock was reduced by both mortal and divine
    disinterest. Soon, the temple was empty save for a few sporadic
    services. In the Year of the Serpent (1359 DR), the Lords of
    Waterdeep annexed the temple building and put it to use as a
    public hall, available for rent by nobles and wealthy merchants
    for parties, balls, weddings, and other events. Now carved into
    the frieze is “The Cynosure,” a name both apt and ironic given
    the existence of the plane of the same name and the purpose it
    serves as the meeting place for the gods.
    The ground on which the Cynosure was built falls within
    Myrkul’s Ruins, so named for the brown murk that settled
    on the area after Myrkul’s disintegration during the Time of
    Troubles. Although the Watchful Order of Magists & Protectors
    cleaned up much of the fall-out of the destruction of the
    Lord of Bones, Myrkul’s Ruins remain the site of a seemingly
    permanent planar breach, linking Faerûn to the Fugue Plane.
    The minor planar breach has allowed the Fugue Plane’s impeded
    magic trait (all spells are impeded; Spellcraft DC 20 + level
    to cast) to leech into this area. As word of this phenomenon
    has spread, many powerful spellcasters have chosen to hold
    negotiations in the, as it is seen as relatively “neutral ground”
    by those skilled in the Art.
    NEW OLAMN (C72)
    In just a few short years, New Olamn has become a prominent
    center of education and bardcraft in Waterdeep and up and down
    the Sword Coast. It can be reached by means of the Cliffride, a
    steep, treacherous gravel track that runs along the western edge
    of Mount Waterdeep’s northern spur and is constantly exposed
    to the sea winds and spray of the ocean below. A more pleasant
    path passes through Mount Melody Walk, a continual fl ame-lit
    tunnel dug through Mount Waterdeep’s northern spur and staffed
    by a four-person contingent of the Guard at all times.
    PIERGEIRON’S PALACE (C75)
    Built in the Year of the Smoky Moon (1287 DR), the white
    marble Palace of Waterdeep, now commonly known as Piergeiron’s
    Palace, still stands as a shining symbol of the Lords’ Rule,
    unblemished by corruption. The Palace is the main offi ce location
    for many city offi cials, the majority of which are dedicated to
    the administration of city services, such as the Watch, the Guard,
    city clerks, and the Loyal Order of Street Laborers. The Lords’
    Court meets in a large chamber on the second fl oor, just up the
    grand staircase from the echoing, open entry hall.
    There are also embassies here from many other countries and
    cities, although such embassies need not be located in the Palace.
    The most elaborate embassy in the Palace is the Silverymoon
    Embassy, with a portal to Alustriel’s Court.
    Piergeiron’s lodgings occupy the two northern towers of the
    northern wing of the Palace. Also in the northern wing are
    various guest quarters for visiting dignitaries without a separate
    embassy in the city. Secret tunnels run from Piergeiron’s chambers
    to all the private meeting places of the Lords, including
    Blackstaff Tower (C6).
    CASTLE WATERDEEP (C76)
    Waterdeep’s great fortress is a thick-walled stronghold that
    broods over Castle Ward from the fl anks of Mount Waterdeep.
    Pennants and banners are often hung and fl own from its battlements
    to signal the arrival of diplomats or the commencement
    of ceremonies. The great height of the castle walls makes such
    signs readily visible in the southern half of the city. The castle’s
    walls average sixty feet thick, with rooms and passages tunneled
    out of their great bulk.
    The castle can house approximately three thousand Mediumsize
    creatures in comfort, and three times that number if everycorner is used for accommodation and storage. The normal
    garrison is fourteen hundred city guards. Dungeon levels beneath
    the city hold ninety cells in total, each capable of holding up
    to six prisoners. By edict of the Lords, the castle’s larder must
    contain an emergency food supply large enough to feed fi fty
    thousand people for a tenday. The castle courtyard is used for
    training members of the Guard and the Watch. The main stables,
    containing seventy or so fully trained and equipped warhorses, are
    located in the ground-level interior of the castle’s south wall.
    Signal beacons, horns, and mighty catapults capable of commanding
    the entire harbor of Waterdeep as far as Deepwater
    Isle and the Torchtowers are kept ready on the battlements. A
    garrison unit of at least thirty armed soldiers of the Guard always
    stands watch. The castle gates and all stations of the walls are
    always guarded, and just within the gates is a duty guardroom
    where a strike squad of twenty crossbowmen and two wizards
    can reinforce the guards at the gate in seconds, and anywhere
    else in or under the castle in minutes.
    Castle Waterdeep is linked to extensive dungeons beneath
    the castle and in the mountain to the west, used as armories,
    food-stores, and to hold Waterdeep’s secrets. Beneath the castle’s
    dungeons lies the Citadel of the Bloody Hand (see page 116),
    now a dangerous, festering sore on the castle’s integrity.
    CASTLE WARD STRUCTURES
    C1: Spires of the Morning (temple, A, 3)
    C2: Fair Winds (villa, B, 2)
    C3: Silavene’s (festhall, B, 3)
    C4: The Font of Knowledge (temple, B, 4)
    C5: The Halls of Justice (temple, C, 5)
    C6: Blackstaff Tower (wizard’s domicile, B, 4)
    C7: The Cynosure (city building, A, 2)
    C8: The Market Hall (guildhall, B, 2)
    C9: The Singing Sword (tavern, C, 3)
    C10: The Smiling Siren (festhall, C, 2)
    C11: The Pampered Traveler (inn, B, 3)
    C12: Mighty Manticore Tavern (tavern, C, 1)
    C13: Diloontier’s Apothecary (business, C, 1)
    C14: Balthorr’s Rare & Wondrous Treasures (business, C, 1)
    C15: Tower of the Order (guildhall, B, 4)
    C16: Palace Paddocks (city building, C, 2)
    C17: Palace Stables (city building, C, 2)
    C18: Palace Storage (warehouse, C, 2)
    C19: Guard Barracks (city building, C, 2)
    C20: The Crawling Spider (tavern, C, 2)
    C21: House of the Fine Carvers (guildhall, B, 3)
    C22: Hilmer Storage (warehouse, C, 2)
    C23: Halls of Hilmer, Master Armorer (business, C, 1)
    C24: The Dragon’s Head Tavern (tavern, C, 2)
    C25: Halambar Lutes & Harps (business, B, 2)
    C26: The Golden Key Locksmiths (business, C, 2)
    C27: The Master Bakers’ Hall (guildhall, B, 2)
    C28: Velstrode the Venturer’s Row house (house, B, 3)
    C29: Olmhazan’s Jewels (business, B, 1)
    C30: The Asp’s Strike (tavern, C, 2)
    C31: Rebeleigh’s Elegant Headwear (business, C, 1)
    C32: The Elfstone Tavern (tavern, B, 2)
    C33: Phalantar’s Philtres & Components (business, B, 2)
    C34: Pewterers’ and Casters’ Guildhall (guildhall, C, 1)
    C35: The Blue Jack (tavern, D, 1)
    C36: Guildhall of the Order (guildhall, B, 1)
    C37: Aurora’s Realms Shop, Waterdeep Way Catalogue Counter
    (business, C, 1)
    C38: The Jade Jug (inn, B, 4)C39: Fellowship Hall (guildhall, B, 3)
    C40: The Map House (guildhall, B, 2)
    C41: Shyrrhr’s House (row house, B, 3)
    C42: Loene the Fighter’s House (row house, A, 3)
    C43: Mother Tathlorn’s House of Pleasure (festhall, B, 5)
    C44: The House of Gems (guildhall, C, 2)
    C45: Lady Naneatha Lhaurilstar’s residence (row house, B, 3)
    C46: Bell Tower (city building, C, 3)
    C47: Guard Smithy (city building, C, 2)
    C48: The Yawning Portal (inn, C, 3)
    C49: The Red-eyed Owl (tavern, D, 2)
    C50: The Sleepy Slyph (tavern, C, 2)
    C51: Crommer’s Warehouse (warehouse, C, 4)
    C52: Mirt’s Mansion (villa, A, 3)
    C53: The Quaffi ng Quaggoth (tavern, C, 1)
    C54: The Sailor’s Own (tavern, D, 1)
    C55: Eilean’s Maztican Delights (business, B, 2)
    C56: Lightsinger Theater (business, A, 3)
    C57: Sorynth’s Silverware (business, B, 2)
    C58: Jhural’s Dance (festhall, C, 3)
    C59: Tavern of the Flagon Dragon (tavern, C, 2)
    C60: Sapphire House (rooming house/inn, B, 5)
    C61: Delzimmer residence (row house, B, 4)
    C62: Irlingstar residence, “Sablehearth” (row house, B, 4)
    C63: Syndra Wands’ Tower (wizard’s domicile, B, 3)
    C64: Old Knot Shop (business, B, 2)
    C65: “Sharkroar” Horth Shalark’s Broadsheets (business, C, 1)
    C66: Pantheon Temple of the Seldarine (temple, A, 4)
    C67: Peaktop Aerie (city building, A, 5)
    C68: Watching Tower (city building, A, 6)
    C69: Watching Tower (city building, A, 6)
    C70: Thayan Embassy (embassy, A, 4)
    C71: Caladorn Cassalanter’s residence (rowhouse, A, 3)
    C72: New Olamn (school, A, 4)
    C73: Azuth’s Mug (tavern, B, 1)
    C74: House of Two Hands (monastery, A, 3)
    C75: Piergeiron’s Palace (city building, A, 7)
    C76: Castle Waterdeep (city building, A, 10)
    C77: Larissa Neathal’s residence (row house, A, 2)
    C78: Wyrmbones Inn (inn, A, 3)
    C79: Ahghairon’s Tower (city building, A, 4)
    C80: Tolgar Anuvien’s residence (villa, A, 3)
    C81: Blushing Nymph (festhall, B, 2)
    C82: Haerun Mhammaster’s residence (rowhouse, C, 3)
    C83: Ammathair Hawkfeather’s residence (house, C, 2)
    C84: Nurneene’s Marvelous Masks (business, C, 4)
    C85: The Curious Past (business, B, 2)
    C86: Paethier’s Pipeweed (business, B, 2)

    Trade ward
    Spoiler:
    Trades Ward lies in the eastern half of Waterdeep, encircling
    the western and southern walls of the City of the Dead. Given
    over almost entirely to commerce, Trades Ward lacks the feeling
    of community found in the more residential wards, but retains
    the hustle and bustle of a marketplace throughout the day and
    night. Notable landmarks of Trades Ward include the Court of
    the White Bull, the Plinth (T38), and Virgin’s Square.
    COURT OF THE WHITE BULL
    This place is a packed-dirt plaza named for the birth of an albino
    calf on this site when it lay outside the city walls. The calf’s owner
    eventually built the White Bull tavern, which thrived for years
    until destroyed by Thongalar the Mighty and Shile Rauretilar in
    a great spell battle that tore a rapidly widening planar breach to
    the Astral Plane. Azuth, god of mages, repaired the breach, but
    this area intermittently acquires the planar trait of wild magic.
    As a result, no one has ever dared build on the location, making
    it a natural meeting place and market for caravan owners to
    peddle their wares from wagons.
    THE PLINTH (T38)
    Once a wizard’s tower and the center of Selûnite worship in
    Waterdeep, the Plinth is now a temple open to any faith and
    employed by worshipers of gods who lack sizable congregations
    in the City of Splendors. This mighty, needlelike tower resembles
    a tall, thin, pyramid with the top cut off. Small balconies spiral
    around the tower in slow descent. City laws forbid the sacrifi ce
    of intelligent beings to any god, but a lot of folk leap (or are
    “helped” to fall) from these heights each year. The fl at roof
    is often used as a landing place for aerial steeds by the city’s
    wealthy and powerful.
    VIRGIN’S SQUARE
    This market and traditional hiring place for warriors is named
    for a local legend that virgins were sacrifi ced to dragons on
    this spot, long before the founding of Waterdeep. Whenever
    Cult of the Dragon agents visit the city, this is their traditional
    meeting place.
    TRADES WARD STRUCTURES
    T1: The Underdark (tavern, C, 2)
    T2: Khammeral’s Coins (business, C, 1)
    T3: Inn of the Dripping Dagger (inn, B, 4)
    T4: The Riven Shield Shop (business, B, 2)
    T5: Myrmith Splendors’ residence (row house, B, 2)
    T6: Mhair’s Tower (wizard’s domicile, A, 5)
    T7: Saern’s Fine Swords (business, B, 2)
    T8: Gondalim’s (inn, B, 3)
    T9: Dunblast Roofi ng Company (business, C, 2)
    T10: Citadel of the Arrow (guildhall, B, 3)
    T11: Costumers’ Hall (guildhall, B, 2)
    T12: Thentavva’s Boots (business, C, 1)
    T13: Maelstrom’s Notch (inn, B, 2)
    T14: The League Offi ce (guildhall, C, 1)
    T15: The Unicorn’s Horn (inn, B, 6)
    T16: Aurora’s Realms Shop, Street of Tusks Catalogue Counter
    (business, B, 4)
    T17: Orsabbas’s Fine Imports (business, C, 3)
    T18: Riautar’s Weaponry (business, C, 2)
    T19: The House of Song (guildhall, B, 2)
    T20: Patient Fingers Finework (business, C, 2)
    T21: League of Basketmakers & Wickerworkers Storage
    (warehouse, C)
    T22: The House of Cleanliness (guildhall, C, 1)
    T23: Belmonder’s Meats (business, C, 1)T24: Thond Glass and Glazing Shop (business, C, 2)
    T25: The Zoarstar (guildhall, temple, B, 3)
    T26: The Old Guildhall (guildhall, C, 3)
    T27: The House of Textiles (guildhall, B, 2)
    T28: Golden Horn Gambling House (festhall, B, 3)
    T29: The House of Light (guildhall, B, 3)
    T30: House of Light Storage (warehouse, C, 2)
    T31: Stationers’ Hall (guildhall, C, 2)
    T32: The Gentle Rest (inn, B, 5)
    T33: The Gentle Rest Stables (business, C, 2)
    T34: The Guild Paddock (guildhall, C, 2)
    T35: Meiroth’s Fine Silks (business, B, 3)
    T36: The Bowels of the Earth (tavern, C, 2)
    T37: Cobblers’ and Corvisers’ House (guildhall, C, 2)
    T38: The Plinth (city building/temple, A, 6)
    T39: Felzoun’s Folly (tavern, C, 3)
    T40: Surtlan’s Metalwares (business, C, 1)
    T41: Scirkhel Wands’ residence (row house, B, 3)
    T42: Wheel Hall (guildhall, C, 2)
    T43: The Gray Serpent (inn, C, 3)
    T44: Blackstone House (row house, B, 4)
    T45: Rejviik’s Mortuary (business, A, 3)
    T46: Monastery of the Sun (temple, A, 4)
    T47: Huulfor Manor (business, A, 3)
    T48: River Gate (city building, A, 4)
    T49: The Singed Bolt (tavern, C, 2)
    T50: Zeltabbar Iliphar’s residence (row house, B, 3)
    T51: Henndever’s Coffi ns and Coffers (business, B, 2)

    City of the Dead
    Spoiler:
    This walled enclosure on the eastern edge of Trades Ward is the
    general cemetery for the City of Splendors, and its size nearly
    makes it a ward in and of itself. Many citizens visit the City of
    the Dead’s parklike green lawns and white marble tombs during
    the day, for it is one of the few places dominated by greenery
    that the citizens of Waterdeep can share within the city walls.
    A Watch contingent keeps the cemetery peaceful, and various
    members of the Guild of Chandlers and Lamplighters keep
    torches lit around and inside a number of the tombs. The grounds
    are off-limits after dusk, and the gates are locked. Nevertheless,
    many individuals still hold clandestine meetings at night in the
    City of the Dead, despite the slight risk of undead escaping from
    a warded tomb to prowl the sprawling cemetery.
    Although it has only been in its current form since the Year
    of the Riven Skull (1250 DR), the area has served as the city
    burial ground for centuries. The cemetery ran out of room in
    the Year of the Stranger (1064 DR), prompting the city to
    build a low wall around it and replace the individual graves
    with magic tombs linked by portals (constructed primarily by
    the mage Anacaster) to infi nite demiplanes. Two years later, the
    high number of undead prompted the Lords to erect higher,
    defensible walls around the cemetery and to lock and ward the
    magic tombs. There have been few incidents since.
    ROADS’ END (CD1)
    This small tomb is the fi nal resting place for travelers who die
    while in the city. Any unclaimed possessions are interred with
    their remains (minus any outstanding debts, including their burial
    costs). This tomb has always been a frequent target for thieves,
    usually following rumors of rich adventurers being buried with
    great magic and gold.
    THE HOUSE OF THE HOMELESS (CD2)
    This is a vast mausoleum with a row of low steps leading up to
    its high metal gates. Anacaster’s portal (an opaque energy-fi lled
    arch at the end of the echoing, empty entry hall) leads to an
    apparently endless labyrinth of underground caverns. The city
    pays the Guild of Chandlers & Lamplighters to light these
    caverns. Here lie all the dead of Waterdeep who do not merit,
    or do not own, a place in any other tomb. If their names are
    known, such are always cut into the rock above the hole where
    their cremated ashes are interred.
    AHGHAIRON’S STATUE (CD3)
    This tall, marble sculpture is an incredibly lifelike depiction
    of the bearded, robed mage as he appeared at age seventy (his
    prime). Ahghairon stands atop concentric steps, facing west with
    his hands outstretched to indicate the City of Waterdeep around
    him, with a smile on his face. The steps are lit by night with rows
    of torches and are a favorite meeting spot by day.
    MERCHANTS’ REST (CD4)
    Also known as “the Coinscoffi n,” this resting place is reserved for
    those who prepay for the honor of burial here. The tomb contains
    one of Anacaster’s portals, which leads to a lightly wooded region
    with inset plaques on the ground, marking burial plots.
    WARRIORS’ MONUMENT (CD5)
    This is a 60-foot-high impressive stone sculpture depicting a circle
    of three men and two women striking down trolls, goblinoids,
    orcs, and barbarians, all of whom are falling backward—outward—
    all around them. After the Time of Troubles, the statue
    was renovated and magically altered to add a griffon-rider fl ying
    above the other warriors and spearing a minion of Myrkul.
    LORDS’ RESPITE (CD6)
    This small, black marble tomb is the fi nal resting place of those
    Lords who wish to be buried in state. It is fronted on three sides
    by statues of the Open Lords—Ahghairon (north), Baeron (east),
    and Lhestyn (south). There is no statue on the western face, but
    there is a door apparently made of the same smoky material as
    the Lords’ helms, which prevents any from seeing or entering
    the inside of the tomb. Only one Lord has been buried here in
    the past three decades, and the identities of all buried Lords
    remain secret even in death, as bodies interned herein are buried
    in full Lords’ regalia.
    THE HALL OF THE SAGES (CD7)
    This is a special tomb for sages—a small, dusty tomb with only
    about eighty sages interred inside. What makes it interesting
    to some illicit treasure hunters is the rumor that many of the
    sages’ rarest tomes and books were interred with their cremated
    remains (a false rumor maintained by Laeral and others to fl ush
    out dealers of forbidden lore).THE HALL OF HEROES (CD8)
    This is the offi cial warriors’ tomb of Waterdeep, for fi ghters and
    all who fall in battle. Its blue marble walls enclose a trophy hall
    with many remembrances of the fallen, including the sword hilt
    of Raurlor (its blade long since turned to the skeleton of an asp).
    At the far end of the hall is one of Anacaster’s portals, leading
    to pleasant rolling fi elds on an “empty,” grassy plane, where the
    warriors are buried, row upon row.
    DEEPWINTER VAULT (CD10)
    Deepwinter Vault is the long-neglected tomb of the nowvanished
    Deepwinter family. It also contains the primary
    entrance to the Dungeon of the Crypt (see page 118).
    SULTLUE VAULT (CD14)
    In the depths of this heavily warded tomb slumbers Sylsinssath
    Sultlue (CE male yuan-ti pureblood sorcerer 9/ancient masterSK
    3) of House Eselemas. Driven from Lushpool by his cousin and
    greatest rival, he settled in Waterdeep over a century ago and
    quickly rebuilt his fortunes. Members of House Sultlue make
    regular visits to this tomb to attend to his needs, and a small
    band of tainted onesSK actually dwell within the tomb.
    CITY OF THE DEAD STRUCTURES
    CD1: Roads’ End (vault, C, 1)
    CD2: The House of the Homeless (tomb, C, 1)
    CD3: Ahghairon’s Statue (tomb, A, 1)
    CD4: Merchants’ Rest (tomb, B, 1)
    CD5: Warriors’ Monument (tomb, B, 1)
    CD6: Lords’ Respite (tomb, A, 1)
    CD7: The Hall of the Sages (tomb, B, 1)
    CD8: The Hall of Heroes (tomb, A, 1)
    CD9: Mariners’ Rest (tomb, C, 1)
    CD10: Deepwinter Vault (tomb, B, 1)
    CD11: Watchway Tower (city building, A, 4)
    CD12: Guard Tower (city building, A, 4)
    CD13: Beacon Tower (city building, A, 7)
    CD14: Sultlue Vault (tomb, B, 1)

    Dock Ward
    Spoiler:
    Waterdeep’s most notorious and colorful ward is also the oldest.
    Traveler’s tales portray it as a lawless, brawling place of drunks,
    smugglers, roaming monsters, and fell magic, which is not all that
    far from the truth. The bustling harbor scene and its attendant
    activities dominate this ward.
    THE WARRENS
    Beneath the heart of Dock Ward lies one of Waterdeep’s lesserknown
    neighborhoods. Reachable through narrow winding
    tunnels leading off various dark alleys, the Warrens have been
    centuries in the making, starting with ancient stone houses built
    along hilly streets. From time to time a higher fl oor has been
    added to a building, or a walkway built to add living space or
    to connect houses, even those across a street from each other.
    Over time, parts of streets have been completely hidden from
    the sun, and the lowest fl oors of many buildings have become
    cellars. Subsequent rebuildings have shored up the lowest inhabited
    fl oors and worked from there. The slow result of Waterdeep’s
    reach for the grander and larger and taller is the forgotten layer
    known as the Warrens, home to many of Waterdeep’s small folk.
    Many gnomes, halfl ings, and even the occasional dwarves have
    found congenial and discreet housing amid the dark cellars and
    narrow tunnels, for stout halfl ing warriors guard most entrances,
    keeping the Warrens free of humans and their ilk.
    THE KEELHAULED DWARF
    In the cavernous cellar beneath the warehouse known as the
    House of Tarmagus (D30) lies The Keelhauled Dwarf, a subterranean
    tavern favored by duergar and their ilk, as well as many
    of the city’s half-orcs, thugs, and ruffi ans.
    THE MONSTER PIT
    Beneath the Fishscale Smithy (D60) building and the neighboring
    Thirsty Sailor (D12) lies an abandoned gladiatorial arena once
    owned (indirectly) by Elaith Craulnober. Various Dock Ward
    gangs sometimes use the place for settling their differences.
    THE OLD XOBLOB SHOP (D71)
    This curiosity shop is fi lled with lots of battle trophies and
    souvenirs from Undermountain. The shop is untidy and ill-organized
    but worth a look, if only to see the stuffed beholder for
    which the shop is named (hanging by the main counter). The
    proprietor, Dandalus Ruell, loves to tell the tale of his victory
    over Old Xoblob.
    DOCK WARD STRUCTURES
    D1: The Gray Griffon (tavern, C, 3)
    D2: Turnstone Plumbing and Pipefi tting (business, C, 2)
    D3: The Metal House of Wonders (guildhall, C, 2)
    D4: Dhaermos Storage (warehouse, D, 5)
    D5: Whistling Blades (business, D, 1)
    D6: Selûne’s Smile (tavern, C, 2)
    D7: The Rearing Hippocampus (inn, C, 2)
    D8: The Splintered Stair (inn, C, 3)
    D9: The Blackstar Inn (inn, C, 3)
    D10: Serpentil Books & Folios (business, D, 3)
    D11: The Ship’s Prow (inn, C, 4)
    D12: The Thirsty Sailor (tavern, D, 3)
    D13: The Thirsty Throat (tavern, D, 2)
    D14: Helmstar Warehouse (warehouse, C, 2)
    D15: Warm Beds (inn, C, 3)
    D16: Lanternmaker Zorth Ulmaril (business, D, 2)
    D17: The Bloody Fist (tavern, D, 1)
    D18: Three Pearls Nightclub (festhall, D, 1)
    D19: Shipwrights’ House (guildhall, B, 2)
    D20: Red Sails (warehouse, C, 2)
    D21: Muleskull Tavern (tavern/guild, D, 2)
    D22: The Hanging Lantern (festhall, C, 6)
    D23: The Sleeping Wench (tavern, D, 3)
    D24: Aurora’s Realms Shop, Slut Street Catalogue Counter
    (business, C, 3)
    D25: The Purple Palace (festhall, C, 4)D26: The Mermaid’s Arms (festhall, C, 3)
    D27: The Blue Mermaid (tavern, D, 2)
    D28: Shippers’ Hall (guildhall, C, 2)
    D29: Shippers’ Storage (warehouse, D, 3)
    D30: The House of Tarmagus (warehouse, D, 4)
    D31: Coopers’ Rest (guildhall, C, 2)
    D32: The Hanged Man (tavern, D, 1)
    D33: House of Pride Perfumes (business, C, 1)
    D34: Arnagus the Shipwright’s residence (row house, B, 3)
    D35: Full Sails (tavern/guildhall, C, 3)
    D36: The Blushing Mermaid (festhall, C, 2s & 3s)
    D37: Felhaur’s Fine Fish (business, D, 1)
    D38: Khostal Hannass, Fine Nuts (business, D, 1)
    D39: Seaswealth Hall (guildhall, C, 2)
    D40: Nestaur the Ropemaker (business, C, 2)
    D41: The Sleeping Snake (tavern, D, 1)
    D42: Shipmasters’ Hall (inn, C, 3)
    D43: Watermens’ Hall (guildhall, C, 3)
    D44: Mariners’ Hall (guildhall, B, 3)
    D45: Torpus the Tanner (business, C, 2)
    D46: League Hall (guildhall, C, 2)
    D47: The Butchers’ Guildhall (guildhall, C, 2)
    D48: Melgard’s Fine Leathers (business, C, 1)
    D49: Thomm Storage (warehouse, C, 4)
    D50: Telethar Leatherworks (business, D, 2)
    D51: Fellowship Storage (warehouse, C, 4)
    D52: Smokehouse (business, D, 2)
    D53: Jemuril the Dwarf’s residence (rowhouse, C, 2)
    D54: The Copper Cup (festhall, C, 4s & 5s)
    D55: Gelfuril the Trader (business, C, 1)
    D56: Guard Barracks (city building, C, 3)
    D57: Cookhouse Hall (city building, C, 2)
    D58: The Pickled Fisherman (tavern, D, 2)
    D59: The Soaring Pegasus (tavern, C, 2)
    D60: The Fishscale Smithy (business, C, 2)
    D61: Jester’s Clubhouse (guildhall, D, 1)
    D62: Horizon’s Sails (business, B, 2)
    D63: Mother Jatha’s (business, D, 1)
    D64: Talnu’s Ropeworks (business, D, 2)
    D65: Merlook Nets & Knotware (business, D, 1)
    D66: Ralagut’s Wheelhouse (business, D, 1)
    D67: The Angry Coxswain (tavern, D, 1)
    D68: Gathgaer Milomynt’s residence (row house, D, 2)
    D69: Maernath Storage (warehouse, D, 2)
    D70: Alex Lenter’s Storage (warehouse, D, 2)
    D71: Old Xoblob Shop (business, B, 3)
    D72: The Pavilion of Paving Stones (guildhall, C, 3)
    D73: Sailor’s Corner (inn, D, 2)
    D74: Darth’s Dolphyntyde (tavern, D, 1)

    South ward
    Spoiler:
    Once known as Temple Ward, Southern Ward lies in the southeastern
    corner of Waterdeep, bounded by Trades Ward to the north
    and Dock Ward to the west. Caravan City, as this oft-forgotten
    ward is sometimes known, is a homely, friendly, busy, and largely
    poor area of Waterdeep. Notable landmarks of Southern Ward
    include Caravan Court and Waymoot.
    CARAVAN COURT
    This place is usually a dust-shrouded melee of cursing, whipwielding
    drovers, bawling beasts of burden, and creaking wagons
    and carts. Most caravans entering or leaving through the
    Southern Gate muster or disband in Caravan Court, making it
    a scene of nonstop activity and chaos.
    WAYMOOT
    At the southern intersection of the High Road and the Way of
    the Dragon, the Waymoot is a high signpost mounted in the
    middle of the crossroads with hanging arrows pointing toward
    the harbor and city gates. Created by the Watchful Order and
    funded by local merchants, the signpost magically directs travelers
    to locations spoken into a crystal on the post. Once a site is
    spoken, the Waymoot writes the destination onto the relevant
    arrow and indicates is distance from Waterdeep; therefore folk
    are sent out the appropriate gate leading north, east, or south,
    depending on their destinations.
    SOUTH WARD STRUCTURES
    S1: The Swords’ Rest (tavern, C, 1)
    S2: The Stone House (guildhall, D, 1)
    S3: The House of Good Spirits (guildhall, B, 3)
    S4: The Redbridle Stables (business, C, 2)
    S5: The Coach and Wagon Hall (guildhall, B, 3)
    S6: Saddlers’ & Harness-Makers’ Hall (guildhall, B, 2)
    S7: Brian the Swordmaster’s Smithy (business, C, 2)
    S8: The Old Monster Shop (business, D, 4)
    S9: Midnight Sun (tavern, D, 1)
    S10: Flurmastyr residence (row house, C, 2)
    S11: Builders’ Hall (guildhall, B, 2)
    S12: Nelkaush the Weaver (business, C, 1)
    S13: The Sublime Way (School, B, 2)
    S14: The Full Cup (tavern, D, 1)
    S15: The Jade Dancer (festhall, B, 3)
    S16: Tehmak’s Coaches (business, B, 3)
    S17: Hlakken Stables (business, C, 2)
    S18: The Spouting Fish (tavern, C, 4)
    S19: Nueth’s Fine Nets (business, C, 1)
    S20: Metalmasters’ Hall (guildhall, B, 3)
    S21: Aurora’s Realms Shop, South High Road Catalogue
    Counter (business, C, 4)
    S22: The Red Gauntlet (tavern, D, 2)
    S23: Pelauvir’s Counter (business, C, 5)
    S24: Bellister’s Hand (business, C, 2)
    S25: Bellister’s House (warehouse, C, 3)
    S26: Orm’s Highbench (business, D, 4)
    S27: Athal’s Stables (business, D, 2)
    S28: Essimuth’s Equipment (business, C, 2)
    S29: Temple of Good Cheer (row house, C, 3)
    S30: Madame Garah’s Boarding House (row house, B, 2)
    S31: Amrani’s Laundry (business, C, 1)
    S32: Piatran’s Clothiers (business, C, 1)
    S33: Rokkek Ingerr’s residence (row house, B, 2)
    S34: Hemmerem’s Stables (business, B, 1s & 2s)
    S35: Kolat’s Towers (wizards’ domiciles, B, 4s)
    S36: Watch Guardpost (city building, B, 2)
    S37: The Garrulous Grocer (home/business, B & C, 1, 2, & 3)
    S38: Krabbellor Silversmiths (business, C, 2)S39: Laran’s Cartographers (business, B, 2)
    S40: Waukeen’s Wares (business, D, 2)
    S41: The Safehaven Inn (inn, B, 3)
    S42: Ingerr & Ingerr Warehouses (warehouse, C, 2)
    S43: The Beer Golem (tavern, C, 2)
    S44: Phaulkonmere (noble villa, A, 2s & 3s)
    S45: The Daily Trumpet (business, C, 3)
    S46: Helm’s Hall (temple/house, C3
    S47: Tymora’s Blessing (tavern, D, 1)
    S48: The Medusa’s Glare (business, B, 2)
    S49: Flame of Hope (business, C, 2)
    S50: Berendarr’s World of Words (business, D, 1)
    S51: Hlethvagi’s Coins (business, B, 2)
    S52: The South Gate (city building, A, 4)
    S53: East Torch Tower (city building, A, 5)
    S54: Formerly Prestar’s Furniture (ruined building, D, 1)

    Deepwater Harbor
    Spoiler:
    The naturally sheltered, deepwater basin that gives Waterdeep
    both its name and its wealth is a bustling place. Its chill waters
    are kept fairly clean by the diligent work of the Guild of Watermen
    and the merfolk of Tharqualnaar. The mariners of the
    Guard control access to the harbor above the waves, using the
    retractable chain-nets and walls of the defensible harbor to bar
    entrance or exit by particular ships.
    Deepwater Harbor is divided into two smaller harbors—the
    Great Harbor, through which commerce and transportation
    fl ows, and the Naval Harbor, restricted for the use of the navy.
    Two major islands, Stormhaven and Deepwater, enclose the
    harbor. Notable landmarks include Boatscrape Cove, where ships
    are beached to be cleaned of barnacles and worse; Deepwater
    Beach, where mermaids often come to sun and fl irt with the
    guards; the Sea Stacks, sharp rocks that deter the close approach
    of sailing ships; and Umberlee’s Cache, the subsea depression that
    leads to fl ooded caverns in the depths. (See page 120 for more
    information on Umberlee’s Cache.)
    Waterdeep’s sewers empty into the harbor at places covered
    with extremely large and strong gratings, regularly patrolled
    by bands of merfolk. The merfolk use catch-nets on poles to
    scoop and gather the debris into large tow-globes for transport
    far out to sea. The harbor’s rocky, sloping bottom is thinly
    covered with mud, especially at the southern end of the harbor.
    It is kept free of plants and litter by the merfolk. Due to the
    cleanliness of the harbor and the undersea lighthouse known asDeepwater Beacon (H7), there are no penalties to Spot checks
    beneath the harbor’s surface.
    UNDERWATER RESIDENTS
    The Great Harbor is home to two communities—the merfolk
    village of Tharqualnaar and the sea elf hamlet of T’Quession.
    Both communities suffered horribly during the Deepwater
    War, but their numbers have rebounded thanks to an infl ux
    of refugees from other communities devastated by the Army
    of Iakhovas. Locathah sometimes come to the harbor to
    trade, as do other merfolk, but lizardfolk and sahuagin are
    slain on sight.
    DEEPWATER BEACON (H7)
    This underwater lighthouse stands at the edge of Umberlee’s
    Cache (see page 120), lit by a magical light which guides the
    merfolk patrols and keeps the sea wraiths confi ned within the
    caverns below. The light is actually the terminus of a one-way
    portal from a point high above the atmosphere through which
    sunlight pours twenty-four hours a day. The lighthouse serves
    the merfolk as a tethering spot for giant seahorse steeds, as an
    armory, and as a storage facility. It also serves ships above by
    acting as a subsurface beacon.
    DEEPWATER HARBOR STRUCTURES
    H1: Harborwatch Tower (city building, A, 4)
    H2: Smugglers’ Bane Tower (city building, A, 4)
    H3: Outer Fort (city building A, 3)
    H4: Inner Fort (city building, A, 3)
    H5: The Queenspire (temple, A, 6)
    H6: Sea Elf Trading Outpost (business, D, 1)
    H7: Deepwater Beacon (city building, A, 3)

    Communities Within
    Although Waterdeep is a city in its own right, it contains
    three settlements within its borders suffi ciently distinct to be
    considered communities of their own.

    Skullport
    Spoiler:
    Skullport is a subterranean community on the banks of the
    River Sargauth in the depths of Undermountain’s third level.
    Built atop the ruins of the Sargauth Enclave, the Port of
    Shadow has long been the dark mirror of Waterdeep’s fair
    face. The Lords of Waterdeep have long tolerated Skullport’s
    existence, reasoning correctly that if they were to destroy the
    Port of Shadow, the sinister commerce of the place would
    inevitably migrate upward to the city proper, despoiling the
    City of Splendors. However, the Lords do keep a close eye on
    activities within Skullport, predominantly through the efforts
    of Laeral and “Kitten”.
    Skullport serves as a smuggling and trading base for stolen
    and illegal cargo in the City of Splendors. Body parts, cadavers,
    drugs, ask-no-questions mercenaries, slaves, evil and vile magic,
    poisons, and almost anything else can be found for sale in its
    dark ways. Aside from the community’s location and Skull Isle,
    the most notable feature of the Port of Shadow are its inhabitants—
    beholders, gargoyles, illithids, drow, vampires, and all
    manner of terrible monsters.
    Skullport has no government per se, although the various
    competing power groups form a fl uid oligarchy of sorts, with
    disputes resolved outside the town through proxies. The Skulls
    of Skullport, remnants of the Netherese wizards who once
    ruled the Sargauth Enclave, keep what peace exists. Shradin
    Mulophor is the nominal lord of Skullport, harkening back to
    an ancient agreement with Halaster, but since his transformation
    during Halaster’s Higharvestide, he has exercised little
    actual authority. His clone has largely retreated within his
    manse, ignoring all else.
    Other important power groups in Skullport include the
    Agents of the Eye, the Arcane Brotherhood, the Chosen of
    Eilistraee (from the nearby Promenade of Eilistraee, UM L3),
    the Dark Dagger, the drow of House Tanor’Thal, duergar from
    Gracklstugh, the Harpers, the illithids of Ch’Chitl, the Iron
    Ring, the Keepers, the Kraken Society, the Lords of Waterdeep,
    various Skulker gangs, and the Unseen.
    THE SKULLS OF SKULLPORT
    The Skulls for which the Port of Shadow is named are the
    sentinels of order in an otherwise dangerous community. The
    true nature of the Skulls has been a mystery since the port’s
    founding, but their authority has never been successfully challenged
    since the arrival of Shradin Mulophor in the Year of the
    Angry Sea (1148 DR). The Skulls are possessed of a strange,
    alien intellect and are known to speak in cryptic phrases and
    ancient tongues long since vanished from the Realms. The
    Skulls often make bizarre demands of those who cross their
    paths or otherwise attract their attention, and their reaction
    to events is unpredictable.

    T’Quession
    Spoiler:
    The hamlet of T’Quession is less than a decade old, having been
    formed by sea elf refugees from warmer southern waters in the
    Year of the Shield (1367 DR). The Fair Folk were driven from
    their homes by a huge horde of undersea predators, the vanguard
    of the Army of Iakhovas. The survivors settled in Waterdeep’s
    harbor alongside the merfolk of Tharqualnaar and petitioned
    Waterdeep’s Lords to join the Guard. Like the merfolk, the sea
    elves fought long and hard in defense of Waterdeep during the
    Deepwater War and paid a high toll for their efforts. In the
    years since that battle, many additional sea elves have migrated
    to the relative safety of Waterdeep’s harbor, and the community
    is beginning to grow.
    Like the merfolk of Tharqualnaar, sea elves who join the
    Guard receive a healthy stipend from the Lords. However, most
    of the Fair Folk seem to prefer the role of merchants, selling
    the fruits of the seas to surface dwellers at the Sea Elf Trading
    Outpost (H6), just outside Waterdeep’s walls.

    Tharqualnaar
    Spoiler:
    The village of Tharqualnaar is a community of merfolk older
    than Waterdeep itself, dating back to the Year of Sea Monsters
    (–458 DR). For centuries, detachments of male merfolk have
    been sent north from warmer southern waters to the fl ooded sea
    caves beneath what is now known as Deepwater Isle. Members of
    the merfolk garrison kept watch over the tithes to Umberlee that
    littered the cavern fl oor, hoping to keep thieves from provoking
    the Bitch Queen’s ire and the inevitable ensuing destruction
    above and below the surface all along the Sword Coast. Since the
    Year of Three Seas’ Rage (–334 DR), that duty has necessitated
    keeping watch over Umberlee’s Cache (see page 120) and the
    burgeoning number of sea wraiths and other monsters of the
    depths that dwell within.
    In the Year of the Harp (1355 DR), merfolk fl eeing the destruction
    of Laakos’ Reef, a community in the Shining Sea forty
    miles east of Calimport, arrived in Deepwater Harbor seeking
    sanctuary from the looming threat of Iakhovas and offering
    their tridents in service to the Lords of Waterdeep. As they were
    accompanied by female and young merfolk, Tharqualnaar was
    transformed almost overnight from a remote military garrison
    into a thriving village. In the Year of the Gauntlet (1369 DR),
    the village was nearly destroyed by the Army of Iakhovas, and
    the merfolk bore the brunt of the Deepwater War’s undersea
    casualties. However, in the war’s aftermath, refugees from up
    and down the Sword Coast migrated to Tharqualnaar and made
    it their home. Coupled with a generous donation of material
    and magic support from the Lords of Waterdeep, the merfolk
    village of Tharqualnaar has once again begun to thrive. The
    merfolk have even cultivated an undersea garden in a “hot rift”
    on the harbor floor near the eastern tip of Deepwater Isle.
    All adult merfolk of Tharqualnaar are considered members
    of the City Guard if they contribute to the defense of Waterdeep,
    though their weaponry and equipment is their own. The
    Lords pay a stipend of food, medical supplies, and trade-bars
    (the equivalent of 25 gp per head per month) to all who loyally
    patrol the harbor depths against invaders, predators, and shipping
    hazards. The merfolk are expected to aid in the recovery
    of corpses, spilled cargo, sunken vessels, and the like. They are
    free to travel outside the harbor, but rarely patrol more than
    a quarter-mile from the western shore of Deepwater Isle or a
    half-mile north of Stormhaven Island.

    Here is the map to go with the location keys.
    https://dl.dropbox.com/u/52732916/Waterdeep%201-8.png


    Lords of Waterdeep

    The Lords of Waterdeep have ruled the city for most of the last three centuries. During that period, there have been between fifty and eighty Lords of Waterdeep, of whom four reigned as Open Lord: Ahghairon the Mage, Baeron Silmaeril, Lhestyn the Masked Lady, and Piergeiron the Paladinson. The Lords of Waterdeep have been drawn from all walks of life, from noble to dungsweeper, and from merchant to cleric. Although most of the Lords of Waterdeep have been human, they have included elves, halfelves, and halfl ings among their number. Of all the Lords selected by Ahghairon or his successors, only one, Kerrigan the Arcanist, has abused his position. Kerrigan, through various subterfuges and hired agents, killed three of his fellow Lords before Ahghairon discovered his treason. The resultant spell battle crossed the city before ending in Temple (now Southern) Ward with the death of the traitorous Lord. The penalty for impersonating a Lord is immediate execution. On those occasions when a Lord appears to be about in
    the city in full regalia, offi cers of the guard or watch alert
    Piergeiron at once, for the Open Lord can demand that any Lord unmask himself or herself at his command. Failure to do so is also punishable by death. It is not uncommon for thoseseeking to improve their standing, socially or economically, to claim to be a Lord. This is a dangerous practice, however, for if the perpetrator is caught in the lie, such claims are also punishable by death. The Open Lord of Waterdeep, currently Piergeiron the Paladinson, holds the titles of Warden of Waterdeep (commander of the guard), Overmaster of the Guilds, and Commander of the Watch. He or she is the only Lord whose face is exposed and known to the public, and he serves as the city’s chief diplomat. Although no other Lord is ever formally named, some individuals become the subject of widespread rumor or general consensus.
    Mirt the Moneylender, Larissa, and Texter are generally mentioned
    as prospects, and, until his apparent resignation, Khelben
    was generally agreed to be a Lord. (In truth, Khelben remains
    a Lord, although his resignation was genuine, if brief.)
    Many of the Lords of Waterdeep are detailed below. The rest
    are left to the DM to develop as befi ts his or her campaign.

    Piergeiron the Paladinson:
    Spoiler:
    Open Lord Piergeiron is a tall, muscular, handsome
    man of quiet confi dence, poise, and patience. His hair is only
    slightly graying at the temples, despite his increasing years. The
    Paladinson speaks so seldom and slowly that he has acquired
    the nickname (never to his face) of “the Thickskull.” Piergeiron
    is not stupid, but often pretends to be, so draw others out into
    admissions they might not make otherwise. The Paladinson is
    the son of Athar, “the Shining Knight,” who was famed for
    slaying the great wyrm Kistarianth the Red.
    Despite the many challenges of his tenure, Piergeiron has
    remained above reproach, ably administering the city and
    ensuring the rule of law. As such, the Paladinson is very safe
    from those who wish the city to fl ourish and a frequent target
    of attack by those who wish Waterdeep ill. Piergeiron dwells in
    the Palace of Waterdeep (C75), commonly known as Piergeiron’s
    Palace, ever shadowed by his personal bodyguard, Madeiron Sunderstone.
    Piergeiron’s wife Maethiira died in the Year of the Moonfall
    (1344 DR), and the couple had only one child. Aleena Paladinstar
    has been absent from the city for several years, having taken to planewalking to see new worlds. Some say she might someday succeed her
    father when his reign as Open Lord comes to an end.

    Brian the Swordmaster
    Spoiler:
    Brian is a gray-eyed bald man, with a black
    beard streaked with gray and a penchant for scowling. His
    years at the forge and as an armar of the guard have left him
    with a powerful build. Brian is a skilled swordsmith, the best in
    the city, and a master armorer. He crafts items of lasting beauty,
    durability, and exquisite workmanship. Much like “Kitten,” he
    is known for his simple, direct way of looking at things. He issimilar in outlook to Mirt, Durnan and Nindil, capable of seeing
    weak points in plans and foreseeing problems long before they
    occur. Brian dwells above his smithy (S7).

    Kuraken Skillad
    Spoiler:
    Out of all the Lords of Waterdeep Kuraken stands out the most in a croud. This scawny catfolks fur is multi-colored loud and shiny, in stark contrast to his grey blindfold and personality. Kuraken's speach is short and to the point, his face always stone cold even to his wife. Kuraken is the only martial adept master of the city, teaching the sublime way for free and running off others who dare to teach at a cost in the city; believing that all with strong minds should have the oppurtunity to become stronger. Kuraken resides in his dojo (s13).


    Last edited by Elit3Fla5h on Fri Nov 01, 2013 4:49 pm; edited 17 times in total


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    Re: D&D Waterdeep PnP

    Post by Elit3Fla5h on Tue Mar 26, 2013 7:26 am

    Quest Log

    Bring him back alive! (Complete)
    Spoiler:
    Our heros have succeded in the rescue of Luke of the strange mites. They braved the underground lair and reunited father and son with little bloodshed.
    Rewards: 300xp 500GP each. Mite maker amulet.

    Mansion of shadows (Complete)
    Spoiler:
    After saving Helmut the party joins him for dinner at his house. The dinner quickly went to hell when an angry mob crashed the party and the family retreated into their desicrated temple. After a dangerous fight with devils and the loss of a party member our heros sealed the family underground and left the mansion to burn.
    1340xp 500gp each.

    Beyond the Towers (Party wipe)
    Spoiler:
    This quick group of strangers was felled my a large crocodile and then devoured by a Slithering Abomination in its' lair. Professor Stewart fled into the rest of the ruin as the abomination feasted on his hired hands corpses to never be seen again.

    Thieves Gold (Complete)
    Spoiler:
    What started out as a simple gold retrieval turned into a large hull of money and a guild raid for our heros'. After only returning less than a quarter of the money recovered the party called the job done and lined their pockets with the rest of the gold. Will this come back to bite them later?

    One Last Riddle ( In progress)
    Spoiler:
    Caught and questioned by a spectral Sphinx, our heros solved it's riddle with ease only to by commanded by the undead to seek revenge for him.


    Last edited by Elit3Fla5h on Fri Nov 29, 2013 9:10 pm; edited 7 times in total


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    Re: D&D Waterdeep PnP

    Post by LokiLeader on Tue Mar 26, 2013 6:29 pm

    Name: Type 21 (warforged), Shorn (Grigg)
    Race: Warforged, Grigg
    Alignment: Neutral Evil
    Age: 16
    Height: 5'8" (tiny)
    Weight: 185 lbs.
    Speed: 30

    Templates:
    Carnate Construct (-2 LA)
    Lolth Touched (+1 LA)
    Symbiotic Guest (+1 LA)

    Class: Cleric (Spontaneous Domain Caster) LVL1

    Type 21 ( Carnate Warforged)
    Strength: 22
    Dexterity: 16
    Constitution: 22

    Shorn (Symbiote Grigg)
    Intelligence: 10
    Wisdom: 14
    Charisma: 14

    HP: 14
    AC: 18 (10 +3 Dex +1 Shield +4 armor)
    Will: 2
    Reflex: 3
    Fort: 8

    Spells Per day: 3, 2+1

    Domains:
    DeathBound
    (Necromancer or Summoner Domain)

    Feats: Spell Focus (Conjuration: Summoning)

    Skills:
    Knowledge Religion: 4 ranks
    Spellcraft: 1 rank


    Last edited by LokiLeader on Tue Apr 02, 2013 2:29 pm; edited 5 times in total


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    Re: D&D Waterdeep PnP

    Post by Ippy on Wed Mar 27, 2013 9:01 am

    Lol, I'm fine with the reserved posts, its a helpful enough divider (although you could do the same with spoilers in a single mega-post, which would save more room and allow more posts on the first page for aspiring players' character sheets). I'll use this post as my reserve for a character. I'm currently in a toss up between a warblade, unarmed swordsage, and paladin (fighter, fighter/stealth, and fighter/support respectively). Although the warblade has a lot of free levels, so I could try to insert fancy.
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    Kyuce4

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    Re: D&D Waterdeep PnP

    Post by Kyuce4 on Wed Mar 27, 2013 10:15 am

    Name: Avacyn
    Race: Ghaele
    Age: 28
    Height: 5'10"
    Weight: 138 lbs

    Class: Ghaele LVL1

    Strength: 14
    Dex:14
    Con: 14
    Int: 8
    Wisdom: 15
    Cha: 14

    HP: 10
    AC: 12 + ( )
    Flat:
    Touch:

    Feats:
    Light Armor Proficiency
    BAB: +1
    Fort: 4
    Ref: 4
    Will: 4


    Last edited by Kyuce4 on Fri Apr 05, 2013 6:49 pm; edited 2 times in total
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    Rock'emSock'emRabbi

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    Re: D&D Waterdeep PnP

    Post by Rock'emSock'emRabbi on Thu Mar 28, 2013 2:23 pm

    Im a MONKEY-MONK-PSION


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    Nailo41

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    Re: D&D Waterdeep PnP

    Post by Nailo41 on Thu Mar 28, 2013 3:19 pm

    yo
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    FrenchPopo

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    Re: D&D Waterdeep PnP

    Post by FrenchPopo on Thu Mar 28, 2013 4:30 pm

    *reserved*


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    Re: D&D Waterdeep PnP

    Post by voxpopuli on Thu Mar 28, 2013 9:33 pm

    Lord Erebus Wayne: Human Noble Crusader
    Str: 16
    Dex:14
    Con:16
    Int: 12
    Wis 8
    Char 10
    Masterwork Longsword, steel shield, masterwork plate
    Feat:
    1.Noble Wealth Proficient: simple weapons, martial weapons
    2.Power Attack light, medium, heavy armor


    Manuver: Stone Bones all sheilds
    Charging Minotaur Manuvers( 5) Stances(1)
    Vanguard Strike
    Crusaders Strike
    Douse the Flames
    Stance:Iron Guards Glare

    Furious Counterstrike
    Steely Resolve 5


    Skills: Balance, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge History, Knowledge Religion, Martial Lore, Ride
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    Re: D&D Waterdeep PnP

    Post by Ippy on Sun Mar 31, 2013 7:28 pm

    My character sheet as of now:
    https://dl.dropbox.com/u/16549035/Bruce%20Wayne.xlsx

    Appearance:
    When at home in the Wayne Manse Bruce keeps to long, thick robes and various scarves. He also wears gloves (normally over his signet ring) in order to cover as much skin possible. It was a lesson he learned quickly from dabbling in alchemy. He also likes the way robes resemble dresses, because he likes the feel of wearing a dress (but he doesn’t know that since he’s never actually worn a dress—such would have been improper).

    When going about the town Bruce appears as if he were on of his own guards, albeit with perhaps a less dirty leather jerkin. It’s enough to designate him as the leader of the group when he deals with other merchants yet render him indistinguishable in crowds. While he keeps his heraldic shield with him, he maintains a cover on it in case any passerby might be familiar with the family crest. His public persona is primarily that of a business man.
    History*:
    Bruce is the third and youngest child of Thomas and Martha Wayne—two nobles of Waterdeep who one day fell in love.

    It is this background of success and nobility that pressured and guided Bruce’s upbringing. Thomas especially desired his children to be paragons of human capability and behavior. Bruce could never measure up to his brother’s courage, his sister’s knowledge, or his mother’s capacity for espionage. Piergeiron seemed to have little interest in him, and despite being schooled in every respectable walk of life by the best of teachers, Bruce proved mostly inept. Naturally he developed an inferiority complex, and has since felt like a burden to his family.

    Upon the disappearance of his sister (along with her lover), additional responsibility fell to Bruce, or at least he held that illusion deep within his heart. Rather than attempt to compete with his family he looked for achievement in areas they had not: merchandising and crafting. Thomas was of the mind that it was a noble’s place to govern economics rather than participate in the market, but given that Bruce was having marginal success he did not intervene. He wasn’t exactly proud but he accepted that Bruce might be more than a mediocre tradesman.

    A recent tragedy resulted in the deaths of Thomas and Martha Wayne. Bruce assumes their death an assassination, but there are few details to work from. He desperately tries to keep the activities of the Wayne family afloat and fill in for his parents, thankfully with the help of his aunt and brother (who has been coping with the death of their parents in his own way).
    Personality:
    Bruce is definitively insecure, unable to trust his own ability. He perpetually second-guesses himself and loathes taking any decisive action as he is never confident he’s made the right decision. He constantly seeks the praise that lacked from his home, and now he also seeks the protection and stability that disappeared along with his parents.

    Of course, none of these qualities are exactly useful to a noble. Bruce’s public face hides these feelings, his speech mimicking the command evident in his father’s voice. With the exclusion of his brother and aunt, most dealing with Bruce would get the impression of a man in control of his world.

    Bruce is innately good-aligned, and due to his upbringing it is natural of him to look after the citizens of Waterdeep. He does what he can to protect and improve their well-being, but he isn’t blind in this pursuit. As a noble he understands/believes the interests of some citizens may conflict with others and that he can’t abolish the poverty of the city with charity. Additionally, he can’t help anyone if he is dead. He’s prone to giving people second chances and is often a bit too trusting.

    Bruce is neutral along the law-chaos axis as although he respects and desires the existence of the law, he himself has no reservations about usurping the law if he believes it to be in the way of good. Then again, as a noble, such is essentially his right.


    Last edited by Ippy on Fri Apr 05, 2013 7:53 pm; edited 7 times in total
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    Re: D&D Waterdeep PnP

    Post by LokiLeader on Sun Mar 31, 2013 11:25 pm

    I don't know what to think about you Blaize. Either a slight rivalry as now there are 2 artificers... or if i should be upset that you are batman and NOT a factotum. Of course an artificer makes sense too if you go off the cartoon/comic batman.


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    Re: D&D Waterdeep PnP

    Post by Ippy on Mon Apr 01, 2013 8:38 am

    Ugh, screw this game. I'll be a tiger claw warblade (kyle). Guess I'll be a skilled swordsage rogue-monk thing (Trevor). Hmm, maybe a psionic (doesn't want to learn new things). Oh! This would be the perfect campaign setting for a merchant artificer (Wagner). If I go commoner, maybe no one will want the same thing. On a side note, I was going to be nothing like batma'n. For one, I meant for my char to be gay.

    EDIT:: batma'n has an apostrophe to avoid some stupid advertisement link thing.


    Last edited by Ippy on Thu Apr 04, 2013 8:36 pm; edited 1 time in total
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    Rock'emSock'emRabbi

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    Re: D&D Waterdeep PnP

    Post by Rock'emSock'emRabbi on Mon Apr 01, 2013 12:21 pm



    Poor blae...

    Blae: "I'm gonna be This!..." other guy next day: "Hey guys, Ima be a (blank)!"

    On a side note I'm surprised wagner that your guy isn't a LoLth-touched, Savage, Abÿssal Heritage(while being good aligned of course), female craftsmen?



    Weird..


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    Re: D&D Waterdeep PnP

    Post by Ippy on Mon Apr 01, 2013 3:01 pm

    You should totally be a psion Wagner. That way I can just roll with this cool character concept I've already thought about.

    EDIT: Yay! You changed.
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    Kyuce4

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    Re: D&D Waterdeep PnP

    Post by Kyuce4 on Tue Apr 02, 2013 8:56 pm

    yea, blae thought most these up first and then other people change to them and he is left without? well im changing mine anyway as blae already knows. im going to be a ghaele angel monster class.

    sidenote.... when is the next day we do this?
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    Re: D&D Waterdeep PnP

    Post by LokiLeader on Tue Apr 02, 2013 11:07 pm

    I thought you'd be more surprised Steve. I don't know about the Savage template, if that even is one. I made my character kinda broken, but honestly i don't enjot this character. Its probably going to just be a human. we'll know by the weekend.


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    Elit3Fla5h

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    Re: D&D Waterdeep PnP

    Post by Elit3Fla5h on Thu Apr 04, 2013 7:13 pm

    For the Martial adepts I updated the nobles and the guilds. All characters that know any manuvers all know each other unless you are a visitor of the city. Characters with martial adept classes and raised in the city know each other quite well.


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    Elit3Fla5h

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    Re: D&D Waterdeep PnP

    Post by Elit3Fla5h on Fri May 24, 2013 4:09 pm

    What do you guys think of moving this to the forum? we got otger campaigns goin and witg those dice rollers i found this could be an easy done forum game. Still open to all if online and even people like batin can still be apart.


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    Elit3Fla5h

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    Re: D&D Waterdeep PnP

    Post by Elit3Fla5h on Fri May 24, 2013 4:37 pm

    What do you guys think of moving this to the forum? we got otger campaigns goin and witg those dice rollers i found this could be an easy done forum game. Still open to all if online and even people like batin can still be apart.


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    Rock'emSock'emRabbi

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    Re: D&D Waterdeep PnP

    Post by Rock'emSock'emRabbi on Fri May 24, 2013 5:51 pm

    But then i cant pull ghostly shenanigans Sad


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    Elit3Fla5h

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    Re: D&D Waterdeep PnP

    Post by Elit3Fla5h on Fri May 24, 2013 7:00 pm

    Why can't you?


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    Rock'emSock'emRabbi

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    Re: D&D Waterdeep PnP

    Post by Rock'emSock'emRabbi on Fri May 24, 2013 7:06 pm

    I don't have the creative writing skills to properly portray my spectral antics...


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