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 Post subject: General Campaign Information, maps etc
PostPosted: Sat May 13, 2017 11:44 am 
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Marquis
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Waterdeep - Ward boundaries
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Pretty much everyone from or living in Waterdeep is aware of the following detail & landmarks:
Castle Ward: Home to Waterdeep's administrative buildings & buildings of state.
C1: Spires of the Morning (temple, A, 3)
Consisting of eight linked towers standing in their own walled, tree-cloaked compound, this large and splendid temple dedicated to Lathander greets the morning sun before any other part of the city.
C6: Blackstaff Tower (wizard's domicile, B, 4)
Official residence of Khelben “Blackstaff” Arunsun, Archmage of Waterdeep, his lady Laeral and their apprentices.
C7: The Cynosure (city building, A, 2)
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 flocked to the temple, including many nobles intent on following what seemed the latest fashion. Yet, after six months, the temple's flock 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.
C15: Tower of the Order (guildhall, B, 4)
Rising on the Street of Bells, this is the seat of the Watchful Order of Magists & Protectors. It is visited by those desiring to arrange a guild fireguard on their property.
C52: Mirt's Mansion (villa, A, 3)
This fortress home is the official residence of Mirt the Moneylender. It nestles on the slopes of Mount Waterdeep amid stands of trees and can be reached from Coin Alley, Tarnished Silver Alley, or from its own dock, aptly named Sumgglers’ Dock.
C72: New Olamn (school, A, 4)
New Olamn is a 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 flame-lit tunnel dug through Mount Waterdeep's northern spur and staffed by a four-person contingent of the Guard at all times. Practicing bards have adopted Fetlock Court, a large paved courtyard adjoining the Palace paddocks and stables, as an impromptu concert area for, in preference to their own chilly quarters at New Olamn. Fetlock Court is actually the staging area for any mounted contingent of the guard before they head out of the city for outlying patrols.
C75: Piergeiron's Palace (city building, A, 7)
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 office location for many city officials, 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 floor, 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.
C76: Castle Waterdeep (city building, A, 10)
Waterdeep's great fortress is a thick-walled stronghold that broods over Castle Ward from the flanks of Mount Waterdeep. Pennants and banners are often hung and flown 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.
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.
C87: 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 finding anything.
C88: 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 flanks 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 flank.
C89: The Jade Jug (inn, A, 3)
On the northwest corner of the intersection of the High Road and Waterdeep Way standsWaterdeeps’s plushest inn. Every detail has been though of and all is tasteful and subtly extravagant, suitable to those of aristocratic taste and purse. (30-50gp/night).
C90: The Walking Statue of Waterdeep
Standing on Gull Leap, a northern cliff of mount Waterdeep, is the 90 foot tall stone golem, created by Khelben “Blackstaff” Arrunsun, Archmage of Waterdeep to protect the city in time of need. It is sometimes used as a guiding beacon for expected ships during very rough storms.

Sea Ward: Sea Ward is the wealthiest ward in the city. In the summer months it is home to most of Waterdeep’s noble families who play here with as much gusto as they do on their own estates. Lashed by sea storms, Sea Ward is almost deserted in winter. The major avenue of this ward is the Street of the Singing Dolphin, from where many-spired and grand homes of the nobility can be seen hunkered behind their grand walls.
$5: The Shrines of Nature (temple, B, 2s)
This is a major shrine to Silvanus and the other goodly nature gods, its walled and forested area subtly but clearly demonstrating the wealth of the City of Splendours.
$10: The Temple of Beauty (temple, A, 3)
Dedicated to Sune.
$18: Aurora's Realms Shop, Singing Dolphin Catalog Counter (business, B, 1)
Outlet of the famous Faerun-wide all goods retail chain.The hansome male counter clerk, Orloth Theladrin, provides service with impeccable taste and great tact. Saerghon ‘The Magnificent’ Alir, whose bearing and deportment are in accord with his self-anointed title, unfortunately greatly outstrip his arcane abilities, is the extremely adequate service mage.
$19: The Tower of Luck (temple, A, 2s & 3s)
This fine building complex is dedicated to Tymora. It rivals the House of Heroes and the Spires of the Morning in size.
$21: The House of Wonder (temple, A, 5s)
Dedicated to Mystra.
$38: The House of Inspired Hands (temple, B, 3s)
Dedicated to Gond, this is the fourth grandest temple in Waterdeep at present, but may soon ascend to third spot.
$56: The House of the Moon (temple, A, 4)
Found off Diamond Street and dedicated to Selune, an important religion in any port city; especially so for Waterdeep.
$58: The House of Heroes (temple, A, 3)
Standing just to the north of Field of Triumph stadium, this complex, the largest temple in Waterdeep, is dedicated to Tempus.
$70: Heroes' Garden (city building, n/a)
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.
$72: West Gate (city building, A, 3)
The area south of the West Gate, formerly just an area of mud flats, 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-tolerable levels, “Sea's Edge Beach” is also used for reflection, solitude, and as the terminus of Auril's Blesstide Cliffs Run.
$77: Field of Triumph (city building, A, 5)
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 flood 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.

North Ward: North Ward is the quiestest ward of the city and home to most of Waterdeep's wealthier middle classes and lesser noble families.
N50: Aurora's Realms Shop, High Road Catalogue Counter (business, C, 1)
Outlet for the Faerun-wide all goods retail chain. It is staffed by stunningly beautiful, but sharp-tongued counter clerk Phandalue Tarinthil and a mysterious and sinister service-mage, Quirtan Ondever.
N56: The Grinning Lion (tavern, C, 1)
This place, adorned with battle trophies from all over Faerûn, is as raucous as taverns get in North Ward. The music is loud, with male and female dancers in fantastically styled and revealing mock armour 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, Unger Farshal, is male and human despite his outlandish adornments
N80: Endcliff Tower (city building, A, 3)
Guards in Endcliff Tower & Watchway Tower are watch for incursions of orcs and trolls. Cliffwatch, a 100’ high sheer cliff, is unobstructed by walls or rails and presents a beautiful which both view of the countryside east and south of Waterdeep.

Trades Ward: This ward is, as one might expect from its title, almost entirely given over to commerce. Middle-class workers and merchants dwell and ply their trades there. Trades Ward is also home to a great number of Waterdavian Guilds.
T16: Aurora's Realms Shop, Street of Tusks Catalogue Counter (business, B, 4)
Outlet for the Faerun-wide all goods retail chain. Staffed by matronly counter clerk Orgula Samshroom, lanky service-mage Shaunryl Zalimbar and three serious guards.
T38: The Plinth (city building/temple, A, 6)
The Plinth is 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 sacrifice of intelligent beings to any god, but a lot of folk leap (or are "helped" to fall) from these heights each year. The flat roof is often used as a landing place for aerial steeds by the city's wealthy and powerful.
T52: 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. It is now a natural meeting place and market for caravan owners to peddle their wares from wagons.
T53: Virgins's Square
This market and traditional hiring place for warriors is named for a local legend that virgins were sacrificed to dragons on this spot, long before the founding of Waterdeep.
T54: Caravan Court
This place is usually a dust-shrouded melee of cursing, whip-wielding 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.

Dock Ward:This, the most notorious and colourful of the wards of Waterdeep, does valiantly well to try and keep up with the thousands of travelers' tales from all over Faerun. The harbour is very much a working place, full of sweating, swearing dockwollopers loading and unloading vessels oft assisted by crewmen. The salty tang of rotting fish clings to one's clothes for a day or more; sightseers, you have been warned!
D12: The Thirsty Sailor (tavern, D, 3)
Beneath Thirsty Sailor and the neighboring the Fishscale Smithy building lies an abandoned gladiatorial arena once owned (indirectly) by Elaith Craulnober.
D71: Old Xoblob Shop (business, B, 3)
This curiosity shop is filled 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.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Mon May 29, 2017 9:32 am 
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This section has been updated for Castle, Sea, Dock, Trades & North Wards.
South Ward will be next.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Wed May 31, 2017 11:24 am 
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Note on Pick Pockets, aka Sleight of Hand (Dexterity):
I'm setting this at DC15 for a single coin (or equivalent) and DC20 for something the size of a dagger for the attempt to be unnoticed.
Advantage is gained with surprise.
Disadvantage if known to be there.
Distractions, crowds, size of item, lighting can modify the above.
The above is the baseline for one-on-one situations.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Thu Jun 15, 2017 8:44 am 
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Waterdeep Coat of Arms
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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Sat Sep 16, 2017 1:29 am 
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The Peace Knot
Movement within Waterdeep sporting weapons of war* is discouraged but not necessary illegal. Such weapons are routinely bound to their sheaths (or equivalent) with a complex "peace knot" tied by the City Guard. City Guard are exempt. At need the knot can quickly be cut off (1 round). Other weapons are permissible for self defense and are not subject to a peace knot.
For a first-time offender unsecured weapons of war are subject to confiscation and a fine of up to the same value. Registered Adventuring Bands are exempt from the peace knot but the entire band is held responsible for violence committed within the city limits by one of its members with a weapon of war.
A perpetrator of violence has the onus of proving innocence. City Watch, Nobles, Waterdavian citizens, employees in the lawful discharge of their duties and Registered Adventuring Bands are given greater leeway (in that order).

*For 5th Ed weapons of war are melee weapons with a base damage greater than 1d6 or any primarily ranged weapon, including trident, spear & javelin.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Sat Sep 16, 2017 2:43 pm 
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Viscount
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So when so was on patrols for the watch his long sword and javelin would have been knotted?

If that was the case he would not have removed them.

Also nice to have the application fir the party.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Mon Oct 09, 2017 10:32 am 
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Anyone native to Waterdeep will know that it has numerous street gangs and that the City Watch increase their patrol size and frequency according to the level of gang activity.
Some gangs are known to have a symbol, akin to a tribal totem.
While some of the gangs use street urchins as 'runners', that is a minority. The majority are either completely unaffiliated or, more recently, part of an unofficial 'Association of Beggers and Panhandlers'.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Tue Oct 24, 2017 11:40 am 
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The Waterdavian City Watch are effectively its law enforcement organization.
In addition to street patrols have powers of entry to any building within Waterdeep unless decreed otherwise by a "Black Robe" (Magister) or, far more rarely, by one of the City's Masked Lords.
The city walls, towers, City Guard buildings and sewers are the domain of the City Guard and City Watch do not have right of access unless in "hot pursuit" or by decree of a "Black Robe" or Masked Lord.
However, forceful entry by the Watch into recognized religious buildings, principally temples, and to a lesser extent the homes of Nobles is almost certain to be rigorously reviewed by a Black Robe.
The City Guard are Waterdeep's military and are outward focused whereas the Watch are inward focused.
Entering the sewers is a crime for citizens, including Nobles and religious orders, unless either a member of the Cellarers' and Plumbers' Guild in pursuance of their lawful duties or else directly authorized by the City Guard.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Tue Oct 24, 2017 1:54 pm 
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Anyone native to Waterdeep will know that it has numerous entrances to the sewers, typically a 3' wide removable metal (or metal-banded wood) cover which is locked in place by the Cellarers' and Plumbers' Guild. The covers remains virtually unnoticed by passing citizenry.
Security of the sewers are the domain of the City Guard. The City Watch are only permitted access if requested by the Guard (or higher Waterdavian authority) or if in 'Hot Persuit' of a law breaker.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Mon Nov 13, 2017 11:59 am 
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Illintar 's map of The Sword Coast
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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Wed Nov 29, 2017 4:24 am 
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Magic Item Identification
When an item is known to be magical (Detect Magic) and a character takes a rest (short, 1 hour, or long, 8 hours) in intimate contact (skin contact) with the item, the character gains an intuitive understanding of the item's properties. The Identity spell adds little more and RAW explicitly states that it does not reveal Curses.
I think that this makes the Identify spell redundant and intend to allow the spell to reveal the exact number of changes where applicable and will make a roll modified by the item's rarity to see if any curse is also revealed. Therefore rest will not reveal Curses nor exact number of charges.

Feedback welcome.


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