Difference between revisions of "Gangs of Waterdeep"
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Revision as of 01:37, 25 June 2016
• Waterdeep •
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The Gem of the North
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• People •
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The Lords • Nobility • Magistrates • Herald • Watch
Guard • Guilds • Trading Costers • Sages Gangs • Fences • Usurists • Factions • The Harpers • The Heralds |
• Wards •
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Castle Ward • Sea Ward • North Ward • Trades Ward • South Ward • Dock Ward • Mountainside • City of the Dead • Undercliff • Undermountain • Skullport
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• Locations •
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• Calendar •
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• Language & Communication •
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Language Glossaries: Common • Dethek • Espruar
Northern Languages • Languages of Faerun • Songs of Faerûn • Broadsheets • Popular Publishings • Writing & Archival • The Lingo of Twilight Vaeteru |
• Other Lore •
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• City Map •
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Castle Ward
- Old Temple
- The Lazy Dragon, an inn
- Northern Street of Silver
- The Smiling Siren, a festhall and theater
North Ward
Yartar
House Rules
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Rules Additions
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Alchemy • Additional Armor • Additional Weapons • Backgrounds • Chase Scenes • Domains • Downtime • Wizard Traditions • Feats • Rare Materials • Spells • Gambling
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A Dungeons & Dragons Next Campaign in the Forgotten Realms
Year of the Bow (DR 1354)
You are part of a criminal enterprise (call it a gang, call it a mob). Until recently, you were based out of Yartar, a small walled city of about 6000. Through troubles, trials, and tribulations, you became allies (and possibly even friends) during your time in Yartar, allying with one another to take total control over the criminal underworld in the small city of Yartar.
But after a while? It just wasn't enough.
Any other gang would have simply milked it for what it was worth, until someone betrayed someone else, etc etc. But not your crew. Instead of resting on their laurels, you've turned your sights toward a new and lovely target, a challenge worth your mettle.
According to one of your number - a sorcerer with a background among the noble families of Waterdeep - it is impossible to form large criminal enterprises in the City of Splendors. Many have tried, and all have failed.
But those losers? They're not you.
Player Characters
- Roy, strongheart hin rogue & master chef; played by Chillos
- Randis the Deathsinger, Half-Elf Cleric of Shar, soft trader, dirgest, and Spirit of Vengeance; played by Kurt.
- Tyrannus Adarbrent, Storm Sorcerer & Waterdhavian Noble; played by Shawn
- Ruithondor Birlond, Half-Elf Monk & ex-pirate; played by Ryan
- Solar Grun, Human Wizard; played by Brandon
- Phila Sandro, Embittered Veteran Scout; played by Chris
- Vincent 'Ace' Greystone, Mastermind Rogue & drug smuggler; played by Dan
Alternate Characters
- Rafenas Birlond, Half-Elf Bard & ex-pirate; played by Ryan
Campaign Information
- House Rules: Alternate mechanics for the campaign
- Targets: Gangs targeted & research done.
- Timeline: Campaign timeline
- Treasury: Group Treasure
- Downtime: Campaign Downtimes
- Factions: Campaign Factions
- Investigation of Gangs: Information to seek when discovering gang info.
Non-Player Characters
Nobility of Waterdeep
- House Adarbrent: A house of wanderers and travelers, with interests in shipping, navigation, cartography, and exploration.
The Streets of Waterdeep
- x
Common Folk of Waterdeep
- x
Realmslore
- Realms Deities: The deities of the Realms
- The North
- Character Names
Language & Writing
- Forgotten Realms Languages: A comprehensive examination of the languages of Faerun.
- Languages in the North: The most commonly spoken languages in the Savage North.
- Everyday Writings in the Realms: A look at the tools of the scrivener: parchment and ink.
- Daily Dwarf Common in the Realms: A look at some of the Dwarven slang that has entered the Common tongue.
Other Lore
- Drugs of the Realms: A look at the narcotics of the Realms.
- Time of Day in the Realms: How Faerunians divide up the hours of the day.