recursal/Fanatic-Fandom huggingface dataset:
Open Lord

The **Open Lord** of Waterdeep is the first amoung equals of the ruling council of the city and is the sole member of the Lords of Waterdeep whose identity is publicly known. There is only one Open Lord at any one time, but when the previous one dies or steps down, he or she is replaced by a new one. The current Open Lord is Laeral Silverhand, who replaced Open Lord Dagult Neverember who was exhiled for embezzlement.

The first Open Lord was Ahghairon the Mage whose reign began 1032 DR.

The current Open Lord is Laeral Silverhand, known as the *Lady Mage of Waterdeep*.
Savra Belabranta

**Savra Belabranta** (pronounced: SAV-rah bel-ah-BRAN-tah) is a member of the Belabrantas, a noble Waterdhavian family whose main activity was raising griffons to serve as mounts for the Griffon Cavalry.

During the Elemental Evil crisis Savra was a member of the Cult of the Howling Hatred. While a member of the Cult, Savra was totally brainwashed by it and fully believed everything. However, she believed that they should use elemental fury only against Waterdeep's enemies. After being spared by adventurer enemies of the cult, she became a member of the Order of the Gauntlet in Waterdeep.
Trollskull Alley

A narrow, little-known passage in the North Ward winding through the interior of a city block just north of, and parallel to, the eastern end of Delzorin Street, this alley's dead-end is a favorite night haunt of bored, wealthy youths who waste their coin on dares and games of chance. By day it is safe and crowded with carts of garbage and delivered goods for the businesses that back onto it.

## Locations

1. Trollskull Manor - Owned by *Adventurers*
2. The Bent Nail - Carpenter and Woodcarver, *Tally (half-elf)*
3. Steam and Steel - Forge Blacksmiths, *Embric (fire genasi), Avi (water genasi)*
4. Corellon's Crown - Herbalist, *Fala Lefaliir* *(wood elf)*
5. Tiger's Eye - Private detective, *Vincent Trench*
6. Book Wyrm's Treasure - Bookstore, *Rishaal the Pageturner* *(gold dragonborn)*
7. Sewer Access - A removable metal grate

## Residents

* Jenks
* Squiddly (tiefling)
* Nat

## 3D View

* Link to basic 3D walkthrough of Trollskull Alley: https://youtu.be/OnJeBGhB-4Y
* With "Bill": https://youtu.be/wRf\_1BnTWUU
Mirt

**Mirt "the Moneylender"** (pronounced: *MERT*) is a fat, wheezing old rogue, and retired adventurer. He made his fortune as an adventurer in Undermountain in 1302 DR after a colorful career as a mercenary general. During this time Mirt, then known as **Mirt the Merciless** or **the Old Wolf** or **Lord Walrus**, made many enemies all over the Sword Coast, but also a few friends, notably Durnan a fellow adventurer and Undermountain explorer. Despite the relative frequency with which he enters unruly tavern brawls, many commoners suspect Mirt to be a Masked Lord.
Sea Maiden's Faire

The **Sea Maiden's Faire** is a travelling carnival of entertainers hailing from the city of Luskan. Travelling along the Sword Coast in their three ships, the Heartbreaker, Hellraiser, and Eyecatcher, the **Sea Maiden's Faire** performs shows and parades in towns up and down the coast.

Currently, the *Heartbreaker* and *Hellraiser* are docked in Waterdeep’s Dock Ward, with the **Sea Maiden's Faire** carnival erected on the pier between the two ships. The flagship *Eyecatcher* anchored in the harbor.

The fleet is commanded by Captain Zardoz Zod, who sells nimblewrights for 25000s to select clientele.

## Captain Zardoz Zord

**Zardoz Zord** is the captain of *The Sea Maidens Faire*, a trio of ships that travel the Sword Coast: *The Heartbreaker*, *The Eyecatcher*, and *The Hellraiser*. He spends most of his time aboard *The Eyecatcher*, his personal ship. The other two carry members of the carnival, as well as parade wagons.

## Activities

https://homebrewery.naturalcrit.com/share/Hk7UzfKA0e

## Parades

The Sea Maidens Faire carnival goes on five different parades during its stay in Waterdeep.

* Ches 10th, announcing its arrival
* Ches 21st, participate in the Twin Parades of Selûne Sashelas
* Ches 25th, parade to Shipwrights’ House and then set up

local attractions for the evening as part of the Shipwrights’ Ball

* Tarsakh 1st, join the Caravance holiday parade
* Tarsakh 5th, a special midnight parade during Goldenight

During the parades, the Sea Maidens Faire attractions are shut down and the ships themselves are depopulated (see the Parade adversary roster, below).
Smuggling (Downtime)

Frequency: *unlimited*

Prerequisite: *Cellar*

A cellar can store more than just booze. If you open your tavern’s trapdoor to criminal enterprise, you earn coin at considerable risk. Each day that you spend on this activity grants +4 to your next business results roll. After resolving your business results, roll on the Smuggling Table, taking a -5 penalty to your roll for every day spent smuggling.

d100 Result

01–10 The City Watch raids your tavern, seizes your
goods, and throws you in jail. You are
imprisoned for ten days and must pay a fine
of 3d10 x 5s or face one year of hard labor.

11–20 Your smuggling operation attracts the
attention of local hoods, who demand a cut
of your earnings. The DM determines the
gang involved. If you don’t pay them 10% of
your profits, they return in force to rob you
of the full amount.

21–40 The City Watch sends undercover officers to
spy on your premises. During the next
tenday, any day you spend smuggling grants
you a -10 penalty to your next roll on this
table.

41–80 Everything is cool. For now.

81–90 The local cartels approve of your operation
and send you a small gift of coin. Gain 1d4 x 5s.

91-00 One of the local crime lords invites you to a
meeting to discuss business. The DM
determines which faction they represent. If
you impress them, you gain a +20 bonus to
your next roll on this table.
Faerûn

**Faerûn** is the westernmost portion of Toril's central supercontinent, a diverse landscape inhabited by numerous races and cultures, including humans, dwarves, elves, halflings, and gnomes. The north west shores of Faerun are known as the Sword Coast.

Toril is the third planet from the Sun in Realmspace. It is orbited by one moon named Selûne, and by a cluster of asteroids, known as the Tears of Selûne.

Realmspace is the term used to describe the Torilian system and its surrounding environs. To those on the surface of Toril, Realmspace is called the Sea of Night. Contained within a crystal sphere, Realmspace consists of wildspace (empty vacuum), a sun, eight planetoids, and their satellites. Realmspace is located within the Prime Material Plane.

Crystal spheres separate the void of wildspace (within the sphere) from the phlogiston (which surrounded and flowed outside the sphere). Openings in the sphere wall called "portals" allow spelljamming ships or wildspace creatures to pass through and enter or exit from a crystal sphere. Portals can spontaneously open and close anywhere on the sphere wall. Magical spells (or magical items that reproduced their effects) can allow a portal to be located. Other magic could open a new portal or collapse an existing one. Ships or creatures passing through a portal when it closed could be cut in two.
Crystal spheres also marked the outer limit of a deity's influence. Divine magic that emanated from a deity worshiped on a world within a crystal sphere was severely dampened or completely non-existing once one crossed the crystal shell into the phlogiston and into other crystal spheres, unless the deity also enjoys considerable worship in the new location.
Zhentarim

The **Zhentarim,** aka The **Black Network**, are soldiers (from black-plate-armored veteran warriors to marauding orc mercenaries) commanded by aggressively cruel minor wizards of more ambition than power, who report to truly powerful mages headed by the sly-tongued Lord Manshoon. The Zhentarim seem bent on enriching themselves and controlling towns, villages, and entire realms along a trade route linking the Moonsea with the Sword Coast (specifically the Waterdeep area) via Darkhold and Zhentil Keep. They smuggle slaves, poisons, and contraband.

The Zhent's public perception in Waterdeep shifted for the better in 1489 DR when they allied with several other factions, including those which would otherwise be enemies, to rise up against the Cult and Red Wizards' attempts to free the dragon god Tiamat. Their agents Jubrayle and Jamna Gleamsilver were amoung the adventurers involved liberating Blagothkus and Skyreach Castle, turning the tide against the cult.

## Organisational Goals

By offering the best guards and mercenaries, with the final aim of an iron-fisted monopoly on protection services on the continent, they seek to make the merchants of Faerûn, and thus the continental economy, completely reliant upon them as an organization. While many of the practices and services they offer are completely legal, they are not above spending a tremendous amount of gold to destroy their competitors and secure future profits to increase their wealth, influence and power.
Tower of the Order

The **Tower of the Order** is the headquaters and seat of the Watchful Order of Magists and Protectors. The Tower is situated in the Castle Ward on the Street of Bells, near the middle of the block between Selduth Street and Buckle Alley.

Stretching four stories tall, the Tower of the Order is fashioned from stone and surrounded by a magical fence of green-sparkling lights that coalesce into the symbols of Mystra and Azuth. The Tower's cellars are reputed to be heavily guarded by golems and magical traps. A mosaic of the hand of Azuth above the Tower's ingress was said to guard the tower, ready to fire spells at any would-be intruders. Many Waterdhavians consider it the most spectacular guildhall in the Castle Ward.

The Watchful Order provides spellcasting for a fee, and can also be hired to stand guard over buildings to prevent and extinguish fires. Guild members can purchase spell components and magic items from the Tower's cellars.
City Affairs

**City Affairs** is a user interface improvement available when your Castle reaches level 25. It grants you a faster way to complete several daily game tasks:

* Training Grounds challenges - challenge the player one rank higher than you
* Alliance Trial Blitz
* Rebel Groups Blitz - automatically defeat the highest level non-elite Rebel Group that you have defeated before at least once
* Weirwood Tree Trials Blitz - challenge the highest cleared 3-star normal stage
* Spoils auction - alternate access to Merchant Guild
Candle Lane

A laneway in the Dock Ward near Bob Xoblob's.

*Gloom envelops a narrow alley as dark as a dungeon- and as odorous as one, too. Nearly all the streetlamps have been smashed. The only light that pierces the darkness is a faint flickering from down the lane, like a distant candle.*

The flickering comes from the one streetlamp still intact on Candle Lane, kept alight by a continual flame spell. A ram-shackle two-story warehouse is directly across the street from the lamp, which illuminates a black winged snake painted above the door's handle.
Luskan

**Luskan**, also known as the **City of Sails**, is a port city at the mouth of the River Mirar on the Sword Coast North. Despite the presence of the Ten Towns, Luskan is considered by many to be civilization's farthest reach.

Once a bustling city, in the years after the Spellplague Luskan fell into ruin. Over the previous century, the rulership of the city has changed from hand to claw to hand so many times that it would be nigh-impossible to document them in any kind of detail. The result is a mockery of a true city. Most buildings are ruined and murderers and demon-worshipers roam the streets freely, plying their trade in broad daylight. Wretched tribes of goblins and kobolds skulk in the shadows and the fetid bog that was once the estuary of the River Mirar is infested with aquatic horrors. The city has became a haven for escaped criminals who, while escaping punishment for their crimes, will likely die on the end of a psychopath's blade or a monster's claw.

In modern times the city and bridges are in disrepair. There is no true functioning government and gangs (including the Ships of the High Captains) carve out territories within the city.

The Sea Maiden's Faire is one of the many fleets operating out of Luskan.
Free Gift

Sometimes one or several Free Gifts appear in the Great Discount. They often contain vouchers for other Black

Diamond sales, but also some free diamonds or other items.

## Free Gift 1

### Contents

30% off Black Diamond Coupon, Can be used when spending 100 Black Diamonds or more on Gift Packs, can deduct up to 50 Black Diamonds maximum30% off Black Diamond Coupon, Can be used when spending 200 Black Diamonds or more on Gift Packs, can deduct up to 100 Black Diamonds maximum30% off Black Diamond Coupon, Can be used when spending 500 Black Diamonds or more on Gift Packs, can deduct up to 200 Black Diamonds maximum5 Black Diamonds Coupon, Can be used when spending 10 Black Diamonds or more on Gift Packs15 Black Diamonds Coupon, Can be used when spending 50 Black Diamonds or more on Gift Packs60 Black Diamonds Coupon, Can be used when spending 200 Black Diamonds or more on Gift Packs75 Black Diamonds Coupon, Can be used when spending 500 Black Diamonds or more on Gift Packs300 Black Diamonds Coupon, Can be used when spending 1,000 Black Diamonds or more on Gift Packs200 \* Blue DiamondIron Gift
Jenks

**Jenks** is a Turami street urchin from Waterdeep, known to frequent Trollskull Alley.

## Relationships

Jenks is part of the group of street urchins that included his friends Nat and Squiddly. Since Nat was deaf, Jenks and Squiddly communicated with her using a sign language Nat had invented.

Jenks was first befriended by Gia who invited the urchins out of the alleyway and into Trollskull Manor.

## Possessions

* Wand (*drained*)
* Eternal candle (*currently stuck to the end of the wand*)
* *Hobbson*, a stuffed owlbear "familiar"
* Portal-under-the-stars crystal, a gift from Gia
Gorgana

**Gorgana**  (Myra) - Tyranny of Dragons

A Half-Orc barbarian blacksmith, wielder of Hazirawn*,* an evil sentient two-handed sword of Netherese design.

Gorgana lost her eye in a duel with a half-dragon champion of the Cult of the Dragon who defeated her in one on one combat and left her for dead. Gorgana returned the favour by destroying the Cult's smuggling business, many of their leaders, and liberating Skyreach Castle.

Gorgana retains a fellowship with Jubrayle, and they can frequently be found drinking together in Waterdeep at the Yawning Portal.
Mine

Mine produces Iron and increases its Limit. After this limit is reached, production ceases.

## Research

 Commandership Research | Iron Inventory | 10

## Commanders

 Merrel Peake | Iron Mining Specialization | Increase Iron Production
 Robert | Iron Mining Specialization | Increase Iron Production

## Talents

 Production Talents | Iron Production II | 20
 Production Talents | Iron Production III | 50

## Stats by level

Level 25 also requires one Craftsman's Hammer.
Volothamp Geddarm

Volothamp Geddarm (pronounced: VOH-loh-thamp geh-DARM), or Volo for short, is a traveler and storyteller, most famous for his series of guidebooks published in Waterdeep. He is known for being too curious for his own good and is sometimes derrided by scholars for presenting information that is, at best, half-accurate.

Born almost two centuries ago, Volo claims to have been trapped by an *imprisonment* spell to be released only after a century passed at the end of the Spellplague. After his return, Volo was hired by his rival Randilus Qelver to explore the valley of Barovia for a comission of 99 dragons. He escaped imprisonment in the demiplane by using a charm given by Elminster.

Sometime in the late 1480s or early 1490s DR, Volo was noted in Port Nyanzaru visiting taverns to promote his new book and to set up audiences with the seven merchant princes. He later returned to Waterdeep to start working on his next work, *Volo's Guide to Spirits and Specters*, while he waited for royalty payments for his previous book.
The Bent Nail

A small wooden sign above this shop's main door is bare except for a large, bent nail sticking out of it. The front room contains displays of ornate wooden furniture, as well as a selection of bows and crossbows. The wall behind the counter is lined with rows of finely carved wooden canes, quarterstaffs, and shields.

Talisolvanar "Tally" Fellbranch, the owner and chief artisan of the Bent Nail, is a male half-elf carpenter and woodcarver.

Tally sells wooden weapons and shields at normal cost. He also crafts and sells furniture and wood sculptures.

## Services

* **Bows** and **Crossbows** (25 sp - 50 sp)
* **Staves** and **canes** (1 sp - 5sp)
* **Engraving** (+50%)
* **Javelins** (5 sp)
* **Arrows** (1 cp)
* **Songhorn** (5 sp) - *A recorder, a simple type of flute, carved from wood*
* **Longhorn** (15 sp) - *A type of flute commonly found in civilized regions and elven communities. A lyrical musical instrument: very portable and easy to play, as well as elegant.*
* **Yarting** (35 sp) - *A yarting is a stringed instrument, similar to a guitar, common to Amn and Calimshan. Yartings are widespread among bards across the Sword Coast.*
* **Birdpipes** (10 sp) - *A type of pan pipe, birdpipes are quite popular among the wood elves. Birdpipes are somewhat related to the common longhorn. Their rich sound comes from a series of vertical tubes of different lengths, and is said to be able to charm ferocious animals.*

## Special Inventory

* **Longhorn of Illusions** (120 sp) - *While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.*
* **Staff of Flowers** (135s) -*This wooden staff can cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.*
Rookery

Rookery is the center of lord's intelligence - the higher its level, the more player gets to know about units marching towards their city or camps. Rookery also provides information about being scouted, receiving transports and reinforcements.

## Stats by level

(1) What is the difference between this and boon from level 13 is unknown to the author.

(2) What this actually does is uknown to the author.

## Glory level

Glory level upgrades increase your Siege Attack Reduction.
Stone of Golorr

The **Stone of Golorr** is a small and glossy greenish-gray stone that could fit in the palm of a humanoid's hand. The Stone of Golorr was an artifact that contained the consciousness and memories of an aboleth named Golorr.

The power of the Stone of Golorr could be called upon to access the aboleth's memory in a similar way as the legend lore spell. This power could be used up to three times, until the stone recharged at the next dawn.

However, knowledge given by the aboleth was fleeting. Once a creature broke the attunement to the Stone of Golorr, there was a chance that any knowledge acquired via the stone, and even possession of the stone itself, was forgotten by the user. This magically induced amnesia could sometimes be removed by a remove curse spell, but more powerful spells such as greater restoration had a larger chance of success.

As the trapped creature inside, the Stone of Golorr hungered for knowledge and did not like to stay attuned to the same individual for too long. It had an alien personality and saw itself as a god. If its user ignored the stone's demands, it could attempt to seize control of the user

Golorr is currently hording the knowledge of the the treasure (purportedly) embezzled by Dagult Neverember shortly before he was ousted as the Open Lord of Waterdeep. The adventurers hired by Volo who rescued Renaer Neverember and Floon Blagmaar learned of its existence through the questions of the Zhentarim and Xanathar interrogators, but little else is known.

The Stone of Golorr is currently in the possession of adventurers, with all three of it's eyes recovered. The final one being retrieved at sword point from a Cult to Asmodeus operating under the Cassalanter family's mausoleum.
Join the Staff (Downtime)

Frequency: *unlimited*

Prerequisite: *Taproom*

Being present for the day-to-day running of your taproom means you’ll be on hand to deal with any issues your staff may struggle to resolve. Each day you spend working with your staff grants a cumulative 10% chance that you’ll benefit from free Extra Security (Tavern Events).
Ulysses

Ulysses is a bard at the New College of Olamn and an affinity of Renaer Neverember.

### Character Sheet

```
 **Bard**

Str: 14
Dex: 10
Con: 14
Int: 9
Cha: 16

*Skills:*
* Athletics
* Sleight of Hand
* Stealth
* Perception
* Deception
* Persuasion

*Saves:*
* Dexterity
* Constitution
* Charisma

Special:
* Born under the sign of the Bear  (+2 to melee damage rolls)
* College of Swords (Bard)
* Golden Wings (Songspell)

```

### Genisis (1492 DR)

```
**Guild Beggar**

Str: 14
Dex: 10
Con: 12
Int: 9
Cha: 15

Born under the sign of the Bear (+2 Melee damage rolls)

```
Brandarth Hall

**Brandarth Hall (formerly Neverember Hall)** On the west side of Mendever Street (servants entrance at Senarl’s Cut)

* Renaer ‘Ren’ Neverember (son of Dagult Neverember and Lady Brandarth, sage and book-collector, rake by night)
* Madrak Salibuck (Renaer calls him ‘old hin’, white-haired halfling butler, looked out for Renaer since childhood, was servant to Renaers mother)
* Bramal Salibuck (Madrak’s son, manages bulk of Neverember business as Renaers proxy)

http://www.forum.candlekeep.com/topic.asp?TOPIC\_ID=21050
Castle Waterdeep

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. Both the City Guard and the City Watch are headquartered in **Castle Waterdeep**.

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.

By edict of the Lords, the castle's larder must contain an emergency food supply large enough to feed fifty 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.
Gia

**Gia** is a Waterdhavian adventurer and an affinity of Renaer Neverember. Of the peasants originally from the Dessarin Valley that delved through the portal under the stars Gia took most rapidly to metropolitan life, affecting a manner of speach and assuming a floral crest emblem. As part of her livery and maintenance Gia commissioned a fine yew bow graven and decorated with her crest.

### Character Sheet

```
 **Fighter / Rogue**

Str: 9
Dex: 15
Con: 15
Int: 9
Cha: 4

*Skills:*
* Acrobatics
* Sleight of Hand
* Stealth *(expertise)*
* *Thieves' Tools* (expertise)
* *Investigation*
* Perception

*Saves:*
* Strength
* Constitution

*Special:*
* Skulker (feat)

```

### Genisis (1492 DR)

```
**Farmer (wheat)**

Str: 9
Dex: 15
Con: 15
Int: 9
Cha: 4

Equipment: hen

```
Order of the Gauntlet

The **Order of the Gauntlet** is an interfaith alliance formed in the wake of the second sundering to destroy evil in the world at large. The Order stipulates that to assist in maintaining the peace and security of Faerûn all member churches should make forces available when required. In practice, the voluntary nature of the association and the difficulty in commanding troops with varying allegiences limits the Order's effectiveness.

The Order's organisational headquaters in Waterdeep is amoung the Halls of Justice in the Castle Ward.
Jamna Gleamsilver

**Jamna Gleamsilver** is a gnome assassin and a member of the Zhentarim.

At the start of the Tyranny of Dragons, in 1489 DR, **Jamna** and Jubrayle were tasked with a mission to investigate the recent uprising of the Cult of the Dragon. She deduced that they were gathering treasures for the Hoard of the Dragon Queen and boarded a caravan full of hidden cultists that transported parts of the hoard to the final destination. During the journey, Jamna killed a too-curious cultist disguised as a caravan guard.
Banquet (Downtime)

Frequency: *Once per tenday*

Prerequisite: *Feasting Hall*

Laying on a banquet for the crust of society requires careful sourcing of fine food and wines. Each banquet you host takes a day to prepare and costs 10s (in addition to regular costs) to finance. After engaging in this activity, roll percentile dice on the Banqueting table to determine the success or failure of your event.

## Banqueting (d100)

**01–10** Huzzah! Your event attracts an important figure from your local community. Unfortunately, they die the next day due to food poisoning. You’re fined 3d10 x 10s and take a -15 penalty to your next roll on this table and a -25 penalty to your next roll on the Business Results table. There is a chance your guest returns to haunt your tavern as a phantatox.

**11–20** That special course you fervently promoted turns out to be infested with lice and you’re forced to serve meatloaf instead. You take a -15 penalty to your next roll on the Business Results table.

**21–40** One of your guests drinks too much and causes a scene. Roll a d6. On a 1-3, the guest blurts out a secret that could prove useful. The DM determines the nature of this revelation. On a 4-6, the argument gives your event a bad name and you suffer a -10 penalty to your next roll on this table.

**41–80** You earn the favor of an influential figure from your local community. Choose a background: once in the next year, you can call in a favor with the figure to gain the benefit of the feature assigned to their background.

**81–90** Your event is a roaring success and your guests shower you with tips. Your business gains 3d10 x 5s and you gain a +10 bonus to your next roll on the Business Results table.

**91-00** This wondrous feast couldn’t have gone better. You gain the benefit of both entries listed above this one.
Barnibus Blastwind

**Barnibus Blastwind** is a special investigator of the Watchful Order of Magists and Protectors in Waterdeep. Barnibus is assigned to investigate crimes involving magic in Waterdeep.

Barnibus lives in an estate in the Sea Ward that he inherited from his grandmother, where he enjoys reading and writing. Barnibus is prickly and secretive and tends towards distrust of everyone other than his bodygaurd, assistant and friend, **Saeth Cromley**, an ostensibly retired watch sergeant.

**Saeth Cromley** is a likable fellow with a sharp, sarcastic wit. He is very capable of collecting information from common folk. Once he was very strict about the City Watch's dress code but since his retirement he has made some concessions to practicality.
Tyranny of Dragons

* Baris - Brendan, Wizard
* Felosial - Liz, Bard
* Gorgana - Myra, Half-Orc Barbarian
* Jubrayle - Zach, Halfling Assassin

## Events

1. The adventurers track Cult of the Dragon shipments from Greenest to Elturiel, Baldur's Gate, Waterdeep, to the Mere of Dead Men - where they found a lizardman village protected by a moat of horse-sized lizards.
2. Blagothkus, the cloud giant ruler of Skyreach Castle, is rescued from the clutches of the Cult of the Dragon by the adventurers. The adventurers arrive in Waterdeep in style aboard the flying castle and with an dragon's horde to spend establishing themselves as people of importance.
3. Laeral Silverhand becomes Open Lord of Waterdeep after Dagult Neverember is exiled.
Pathfinder

* Jim the Sorcerer (Zach), got his ass saved by Davenport when he shot that zombie crow. "Charismatic as fuck" - eaten by an elder kraken god.
* Davenport (Brendan), the uptight Paladin
* Vikos, the edgy rogue
* Chef’s guy - "lish", "falky-shon"

### DM Zach

* Magnus(David), the shifty Wizard, real name Gale Galeson. Arrived in the aftermath of Jim being eaten.

## Other (help me find my campaign home)

* Brolyn Riaan E'nyan Dar Augery Nailo
* Malark "Uncle Buck" Buckman (Zach) - Diviner
* Zach chronological ordering: Kaddok (rise), Jim (rise), Buck (Lost Mine of Phandelver), Egon (Tyranny), Jubrayle (Tyranny)
Nat

**Nat is** a street urchin from Waterdeep, known to frequent Trollskull Alley.

Nat is tall and skinny for her age. She is deaf and communicates with her friends using a sign language that she invented. She carries a wooden sword with the heft of a watchman's truncheon.

Nat leads the group of street urchins which includes her friends Jenks and Squiddly.

Since taking up residence in Trollskull Manor she has been join Ulysses on his street performances.
Spying (Downtime)

Frequency: *Once per tenday*

Prerequisite: *Snug*

Your snug attracts guests who sometimes have something to hide. For every day you spend in this activity, there is a cumulative 5% chance that you’ll learn some information about e of the factions in your area. Roll percentile dice on the Secrets table to determine which faction is affected.

## Secrets (d100)

**01–10** The secret concerns somebody in your own adventuring group!

**11–20** You learn an interesting secret about one of the street gangs in your region.

**21–40** The secret concerns a traveler passing through town.

**41–80** You learn an interesting secret about another business in your vicinity.

**81–90** The secret relates to a rival faction or enemy.

**91-00** You learn an interesting secret about a government official, high-ranking cleric, or guildmaster in your area.
Floon Blagmaar

**Floon Blagmaar** is a handsome socialite in his early thirties with wavy red-blonde hair.

Floon accidentally became involved in a search for lost gold hidden by Dagult Neverember. One night, his friend Volothamp invited him to drink at the Skewered Dragon tavern in the Dock Ward but, soon after Volothamp left, the drunken Floon happened to meet his other friend Renaer Neverember. When the two friends left the tavern, some Zhentarim ambushed and captured them with the objective of interrogating Renaer about the lost Stone of Golorr. However, the Zhent hideout was attacked by some of the Xanathar's minions, who slaughtered the Zhentarim but mistakenly took away Floon instead of Renear, who'd instead managed to hide.

Afterward, Volothamp hired some adventurers to find him. Floon was taken to a hideout of the Xanathar's Thieves' Guild in the sewers of the Dock Ward, where he was interrogated by the local chief Grum'shar. Heavily tortured, he was on the verge of death when the adventurers hired by Volothamp found him.
Fervor

*The desire for war has peaked. Unable to sign any truce in the interim.*

Whenever you attack, you will automatically gain **Fervor** and cannot use Truces for a few minutes. This will leave you vulnerable for attacks. The duration depends on your castle level.

Several effects exist that increase your combat statistics while in Fervor.
Sword Coast

The **Sword Coast** is the region in western Faerûn that lays along the coast Sea of Swords and extends inward into to the vale. The sword coast runs from the Spine of the World and Luskan in the north, through Neverwinter, Waterdeep, Baldur's Gate, all the way to the merchant nation of Amn in the South.

Some say the Sword Coast took its name from the white cliffs that rise up sharply for hundreds of miles along the coastline between the River Dessarin and Baldur's Gate. Traveling author Volothamp Geddarm attributes the region's name to its dangerous inhabitants, both humanoid and bestial.
Dagult Neverember

**Dagult Neverember** is a noble member of the Neverember family, the Lord Protector of Neverwinter, member of the Lords' Alliance, and former Open Lord of Waterdeep.

Open Lord Dagult Neverember instituted a tax in Waterdeep of a silver shard per month to be collected from each resident over 10 years of age who lived in any of the wards of Waterdeep. The charge could be paid in advance for the entire year, in which case it took the discounted value of one gold dragon, but receipts had to be produced monthly nonetheless. In the same period, a customary fee of one shard was charged after a conviction by a Magistrate, on top of any other fines.

There are rumours that Dagult's exile was due to embezzlement of these funds and that they remain hidden somewhere in the city.
Rare Ingredients (Downtime)

Frequency: *max. 10 batches*

Prerequisite: *Larder*

Superior food and beverages prompt patrons to spend more and spend more often. Each day that you spend sourcing rare ingredients for your tavern’s larder costs 1s. After engaging in this activity, you gain one batch of rate ingredients. You can spend one batch of rare ingredients to add a +10% bonus to any one roll on the Banqueting, Brewing Beer, or Distilling Spirits tables, or to grant a +4 bonus to your next business results roll when using the Feast downtime activity.
Felosial

**Felosial** (Liz) - Elven Bard

Tyranny of Dragons

**Felosial** is kind of this melodramatic sheltered idiot who's just starting out in the world. She doesn't feel like she has the political self awareness to fight for a cause. That said she could fall for Jubrayle's charisma and get swept up in his shadowy bullshit.
Dungsweepers Guild

The Dungsweepers' Guild keeps the streets, and for an extra fee the stables, of Waterdeep free from waste. When required, they work alongside members of the Cellarers' and Plumbers' Guild to assist with maintaining the city's vast sewer system.

While they are fairly poor they are a surprisingly influential organization. This fact becomes rather noticeable when dung is not collected or piled in "inconvenient" locations, a fact that guildmasters occasionally use to remind the city of their importance.

Entrance into the Guild requires the approval of the six Elder Dungsweepers.

## Notable activites

Members are allowed to comb through any items they turn up during their work and keep anything they can personally use. Valuables are turned into the guildmaster and sold, the profits of which are split between the individual and the guild itself.

At the end of the day, members bring their sweepings to Fishgut Court, where it is loaded onto wagons and carted away, under armed escort by the City Guard. The refuse is taken south of the city walls to the refuse dump known as "Rat Hills". To prohibit smuggling, the wagon-loads are regularly inspected by guards and examined by low-skill mages using spells like detect magic and detect invisibility.

## Members

* Cole "Half-brick" Ehksit - Foreman, a cheerful dusty-blond man in his late 30s.  Famous for using a half-brick to dispatch a carrion crawler.
Truce

A Truce can protect your city from invaders for a set amount of time. If you are not ready to take an attack by enemy cities it is wise to stock on truces and make sure you refresh the bubble when it runs out.

If you cannot afford any truces, make sure you hide your lords and troops in the shelter and try not to produce more soldiers you can hide.

Truces are activated from your inventory or through the Sept of the Seven.

### Truce other players

You can protect others from the Rookery and truce their cities using a Protection Order.

### Inactivity

When you need to go inactive for a longer period of time, it is recommended to let your alliance members know, so that they don't kick you out of the alliance.

* For up to 7 days, your friends can protect you using a Protection Order from the Rookery.
* For up to 14 days, you can protect yourself with a Truce.
* After 30 days, your kingdom is moved off the map.
Bob Xoblobs Mauve Bauble Swap Shoppe and Law Squabble Problem Solver Job Spot

**Bob Xoblob's Mauve Bauble Swap Shoppe (and Law Squabble Problem Solver Job Spot)** is located in the Dock Ward of Waterdeep and owned by a gnome who moonlights as a lawyer.

Xoblob's has a deep purple facade, and in its window hangs a stuffed beholder. Above the door hangs a sign whose elaborate letters spell out **"Bob Xoblob's Mauve Bauble Swap Shoppe"**. A cloud of lavender scented purple smoke trails out of the shop 's door as you peer inside. Every wall is painted purple, and every dusty knickknack on the shelves is dyed a deep violet.

The hairless old gnome sitt ing crosslegged on the counter wears plum-colored robes. His cheeks are decorated with nine purple face-painted eyes. The gnome lowers a pipe and exhales a cloud of lavender smoke before raising a hand. *"Hail and well met! Come browse the shelves of the most curious curiosity shop in the world!"*
Brew Beer (Downtime)

Frequency: *No more than five concurrent batches*

Prerequisite: *Brewery*

Brewing your own ale is a sure-fire way to turn extra profits, assuming your brew is good. Each day that you spend on this activity costs you 1s in ingredients (e.g. bitters, fruit, spices, coffee beans, etc). Note down the brew date and any special ingredients you included. Exactly 40 days later, roll on the Brewing Beer table to determine the results.

## Brewing Beer (d100)

**01–10** Yikes! Something went wrong with the fermentation and a dangerous mold formed on the surface. When you crack open the keg, it attacks using the statistics of a black pudding.

**11–20** Ugh. Looks like you used contaminated yeast for this batch and all following batches. Any batches still fermenting are ruined.

**21–40** Not bad, but something’s not quite right. Roll a d6. On a 1-3, the brew is just okay, and you turn no profit on it. On a 4-6, it’s serviceable and your business earns 1d8 x 5s from selling it. However, your brewery attracts the attention of a yeastling.

**41–80** It’s a fine, fine brew. Your business earns 2d8 x 5s from selling it.

**81–90** Perfection! Your business earns 4d8 x 5s from selling this brew. Reroll any ones.

**91-00** You doubt you’ll ever brew anything to equal this again. It’s heaven in a glass. Your business earns 6d8 x 5s from selling the brew, but you can’t use any downtime activities during the next tenday as you’re too busy enjoying your own wares.
New Olamn

**New College of Olamn**, popularly known as **New Olamn**, is a traditional bard college in Waterdeep and prominent center of education and bardcraft in the North. It was formed as a successor to the old **College of Ollamh** (pronounced: *AL-lam*), also known as just **Olamn**.

The New Olamn college is located in two villas, Heroes’ Rest and Stormwatch, in the Castle Ward. They 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.

Students of New Olamn are trained in their chosen instruments and undergo a rigorous study of ancient history and memorization of ancient songs and sagas. Master bards who study at New Olamn and complete their studies there are conferred the degree of Magnus Alumna.

## Members

Ulysses - Apprentice

"Threestrings" - Journeyman Instructor
Seven's Treasure

Seven's Treasure is a short 2 day Valentine Event.

## Token

The tokens are called Maiden Relic.

The only way to obtain tokens are:

* Great Discount, buy as pack
* Great Discount, recieve as gift from other players
* Through ingame mail from GTARCADE
* Daily Pack (Benefits > Seven's Treasure)

## Exchange

City of Adoration (Permanent) [2000 Maiden Relic, Limit 1]City of Adoration (7 Days) [100 Maiden Relic, Limit 30]City of Adoration (3 Days) [50 Maiden Relic, Limit 30]Friendship Chest (legendary) [6 Maiden Relic, Limit 30]Friendship Chest (Epic) [4 Maiden Relic, Limit 30]Race Boots (50%) [2 Maiden Relic, Limit 30]Badge Chest (Legendary) [12 Maiden Relic, Limit 30]Speed Up (Research) [8 Hour] [1 Maiden Relic, Limit 15]Speed Up (Training) [8 Hour] [1 Maiden Relic, Limit 15]Maester Scroll [3 Maiden Relic, Limit 100]Craftsman Tool Bag [3 Maiden Relic, Limit 100]Stag Horn [3 Maiden Relic, Limit 100]Miner Sketch [3 Maiden Relic, Limit 100]Arbor Gold Cup [3 Maiden Relic, Limit 100]Stone Men Roll [3 Maiden Relic, Limit 100]Shadowcat Hide [3 Maiden Relic, Limit 100]Beast Biter [3 Maiden Relic, Limit 100]Corsair Container [3 Maiden Relic, Limit 100]Skinning Dagger [3 Maiden Relic, Limit 100]Frost Page [3 Maiden Relic, Limit 100]Ivory Gold-Plated Cup [3 Maiden Relic, Limit 100]Ancient Hull [3 Maiden Relic, Limit 100]
Shaquille O'Neal

**Shaquille O'Neal** was a professional basketball player and has been regarded as one of the greatest centers in NBA history.

## Awards and Accomplishments

* AP's College Player of the Year
* 4x NBA Champion (2000, 2001, 2002, 2006)
* 3x Finals MVP (2000, 2001, 2002)
* 2000 NBA MVP
* 3x All-Star MVP (2000, 2004, 2009)
* 1992 Rookie of the Year
* 1996 Olympic Gold Medalist
Distill Spirits (Downtime)

Frequency: *No more than five concurrent batches*

Prerequisite: *Distillery*

Distilling your own gin or rum puts your business on the map and earns a tidy profit from other taverns in your area. Each day that you spend on this activity costs you 1s in ingredients (e.g. herbs, spices, fruit peel, etc). Note down the date of concoction and any special ingredients you included. Exactly 40 days later, roll on the Distilling Spirits table to determine the results.

## Distilling Spirits (d100)

**01–10** You’ve made concentrated methanol. Luckily for your patrons, you identify your mistake
before bottling it. Not so lucky for you: make a DC 15 Constitution saving throw. If you fail the save, you’re blinded until cured by a lesser restoration spell or similar magic.

**11–20** Boom! Your still explodes! Nobody’s hurt, but your repair bill comes to 3d10 x 5s unless you took out insurance.

**21–40** Your concoction is potable but too strong for most palates. Roll a d6. On a 1-3, this batch doesn’t sell so well, earning only 1d10 x 5s. On a 4-6, you hawk it to the dwarves and earn 3d10 x 5s.

**41–80** It’s a perfectly good batch. Your business earns 2d10 x 5s from selling it.

**81–90** Wow. This is sublime! Your business earns 4d10 x 5s from selling this batch, and you gain a +10 bonus to your next roll on this table when using the same ingredients.

**91-00** Drinking this gives you an epiphany that opens your mind to new ways of thinking. Your business earns 6d10 x 5s from selling the batch and you gain the benefit of an augury spell.
Manshoon

The driving force behind the founding of the Zhentarim of Zhentil Keep was the wizard **Manshoon**, whose thirst for power, domination, and rulership almost matched the hunger of the beholders for the same. More than aught else, Manshoon desired to increase his personal magical might so he could dom

   inate wizards and sorcerers. He considered mighty wielders of the Art as superior beings to the “common cattle” of humanity. To rule them is to rule the best and thus to be the best.

Manshoon wanted to achieve a life of relative ease and luxury, to spend his time crafting ever stronger spells, and so make himself the greatest of the wizards. To do that, he would need great wealth to afford all he wanted for spell crafting. He preferred not to suffer the endless interruptions and perils of hiring out his magic to others to raise funds - in such pursuits he would come into frequent contact with adventurers and mercenaries who might kill him, steal from him, or gain a hold over him.

Enter the central goal he set for the Zhentarim: to establish the shortest trade route linking the Moonsea with the rich markets of the Sword Coast lands. Finding and controlling better trade routes than those of all his rivals would become the daily work of his magelings, as he set them tasks that would test them, weed out the fools and the undisciplined, and force them into rivalries that would keep them at each other’s throats rather than plotting against him.
Phandalin

**Phandalin** is a village located northeast of Leilon and west of the Dessarin Valley, where the road that runs from the High Road to Triboar fades into a trail. It was raided by orcs in 951 DR and subsequently abandoned. In the 1400s DR, settlers from Neverwinter and Waterdeep resettled the ruins of Phandalin, growing it into a frontier settlement of farmers and prospectors looking for wealth in the Sword Mountains.

After Volothamp Geddarm passed through the town and wrote about it, the area experienced an influx of tourists and adventurers.

Phandalin has no official government, however, the townsfolk annually elected a "townsmaster". The townsmaster would serve as a judge and mediator, and also kept the records that need to be kept.

The Lost Mine of Phandelver is in Phandalin's vacinity.
Merchant Ship

Every 6 hours the **Merchant Ship** refreshes 4 trades.

By trading with the Merchant Ship you can increase your trade level, also increasing the quality of the trades available.

Most trades consists out of resource cards, which you can buy by paying another resource. Other trades may contain Speed Ups.

This is a great way to turn your open resources in secure resource cards and gain speed ups.

Rarely, you will find a Black Diamond trade popping up after a completed trade.

You can lock trades to ensure they don't go away.
Michael Jordan

**Michael Jordan** was a professional basketball player and was regarded as one of the greatest athletes of all time. He appeared in 50 Sports Illustrated magazine covers (not including commemorative issues), the most ever by any athlete.

## Awards and Accomplishments

* 6x NBA champion (1991, 1992, 1993, 1996, 1997, 1998)
* 6x Finals MVP (1991, 1992, 1993, 1996, 1997, 1998)
* 5x NBA MVP (1988, 1991, 1992, 1996, 1998)
* 14x All-Star (1985, 1986 (injured), 1987, 1988, 1989, 1990, 1991, 1992, 1993, 1996, 1997, 1998, 2002, 2003)
* 3x NBA All-Star MVP (1988, 1996, 1998)
* 1991 Sports Illustrated Sportsman of the Year Award
* 1988 Defensive Player of the Year
* 1985 Rookie of the Year
* NCAA Champion (1982)
* NCAA College Player of the Year (1984)
* 2x Gold Medalist (1984, 1992)
* Highest Scoring Average in a career
* Most points scored in an NBA Playoff game, 63 points
Charles Barkley

**Charles Barkley** was a professional basketball player and is regarded as one of the best players to have never won an NBA championship.

## Awards and Accomplishments

* 1993 NBA MVP
* 11x All-Star (1987, 1988, 1989, 1990, 1991, 1992, 1993, 1994 (injured), 1995, 1996, 1997 (injured))
* 1991 All-Star MVP
* 2x Olympic Gold Medalist (1992, 1996)
Kobe Bryant

**Kobe Bryant** (1978-2020) was a professional basketball player was one of the greatest players of the first decade of the new millennium.

On January 26, 2020, Kobe Bryant died at the age of 41 along with his 13-year-old daughter, Gianna in a helicopter crash.

## Awards and Accomplishments

* 5x NBA champion (2000, 2001, 2002, 2009, 2010)
* 2x Finals MVP (2009, 2010)
* 2008 NBA MVP
* 18x All-Star (1998, 2000-2016)
* 4x All-Star MVP (2002, 2007, 2009, 2011)
* 2x Olympic Gold Medalist (2008, 2012)
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