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The Trials of the Sword Coast
On the first day of Chest, the year of Rogue Dragons,
1373 DR, I Lord
Piergeiron Paladinson hear by order you in the name of the Lords of Waterdeep to
act on our behalf to rid the city
of the Zhentarim plague. For this you
have the full powers of an acting city Watch and may use this power to aid in investigation and
elimination of the Zhentarim threat, wherever it may lay within the city proper. This power is not to be abused and is subject to removal if
evidence of such misuse should be confronted
by actual city officials. This
proclamation is repayment for misdeeds done prior, Crimes of the Third Plaint, Murder of a Calashite
National. Any and all who may aid the
below mentioned names also must
sign and obey this contract or suffer penalties and possible imprisonment, to
be determined by the
Magistrates. All treasures found
related to this mission may be kept by right of conquest. So Say the Lords of Waterdeep. Arzmil Draegor Torkin Jubei |
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Synopsis of what has happened
to date: The former King Azoun’s dead
carcass arrived in Waterdeep badly mutilated. A procession of ghostly Purple Knights hand delivered the body
to Lord Piegeiron Paladinson during a speech where he was publicly donating
charity gold to Cormyr. Shortly
thereafter, the party accidentally hand delivered black lotus poison to a
sick murderer who sacrificed a noblemen’s daughter. The woman’s body reeked of the darkest of magic and was on
display on the mast of the ship her family owns. Lord Wavesilver saw use in the party and spared them from being
prosecuted for this crime. Wavesilver
believed the real culprits where Zhentarim agents dressed as Iron Throne
merchants trying to scare the Nobles into selling the merchant fleet cheap to
these so called merchants. He
suspected they where hiding out in an abandoned boarding house. While investigating this lead the party
came into contact with a group of halfings known as the ‘Sky Hoppers’ who
stole and ran from them. Another
incident happened when a former party member got into a scuff with the thief,
ending in his death. This murder did
not go un-noticed by the city Watch.
The party was held accountable for murder of a Calimshite
national. They were latter acquitted
thanks much to Lord Wavesilver’s help.
A condition was they must act on behalf of the city to stop the
Zhents. No longer was this just an
optional thing. Coming to claim his
dead brother’s body was the Calimshite Kel.
Kel tailed the party, having despised his brother, he cared little of
the circumstances. The party finally
infiltrated the abandoned house, finding out that the Zhents have moved
further underground into the sewers behind some portal. The Zhents seemed to be led here by some
commander named ‘Napon’. During the
search of the house, Johan was slain.
He was latter brought back to life.
The party spent much time gathering clues. During this time they met up with a elven rogue who seem to be
following the Monk. While doing so,
the former Monk of the party had some shady business to attend too. He suckered the party into slaying the
‘Sky Hopper’ Halfling gang and a botched attempt to break into a Noble
Wizardres’s estate. The failure of
the latter caused the party to split up and the death of the Monk. Kel came across an old drow who was part
of a party that delved into the sewers long ago. He had some insight as to what these portals are about but did
not understand what the party was searching for. The party delved into the sewers coming across a series of
strange riddles, most of them deadly if not answered right. They scoured the sewers for some time,
coming across many dangers. One of
which was a disgusting worshipper of Talona that demanded tribute for
passage, but the party slain the foul creature. A ghostly like panther kept shadowing the party in the sewers
and this panther supposedly had attacked a plumber which the party found
nearly dead. For rescuing this
plumber the party was rewarded with a magical sword, called ‘Beholder
Bane’. The party finally solved the
riddles, stumbling across a secret passage that had all the necessary clue
items to surpass the traps. The clues
themselves where guarded by a series of pits. The party pieced the clues together and opened the portal. It took them into the heart of
Undermountain. Where they encountered
Halastar. The mad mage muttered
something about them not being worthy of going after the Zhents and banished
them to Limbo to test their abilities.
The party traveled to an odd volcanoe in the mad plane, nearly loosing
their lives to a Slaadi and teleporting back to whence they started. The party explored the vast dungeon,
coming across goblins and other pests.
A wrong turn teleported them deeper into Undermountain. An odd cave filled with a forest! They where inside a tree house, which had
eight ogres inside surrounding the party in a circle. Most everyone nearly died if it weren’t
for Johan teleporting in at the last minute.
However Kel died when his head was caved in by a large club. If that weren’t enough the owner of the
home decided to come back and turned out to be a Wizard. This Wizard was about to attack the party
when they discovered the door out of the tree house actually is a
telelporter. They all wound back
where they started in Undermountain, now having come across Torkin, Draegar
and Arzmil who themselves where fleeing Umber Hulks. Halastar once again appeared, warned the
party that they must not stray afar again and he gave Johan a staff of life
to resurrect Kel. Johan reluctantly
did. The party ventured deeper into
the goblin lair slaying their king after it almost killed Jubei. Then just as they where resting from that
battle a mad flesh golem named ‘Shocking Doom’ came charing after the
party. An odd invisible sphere that
cackled and laughed at the party, radiated electric and circled the golem. Kel tried to attack the golem with his
wand, but it was immune. The party
was caught at a dead end, but thanks to quick work of Jubei and Cloak they
picked the lock to the door at the halls end and fled….. Story related trinkets found
so far:
To any newly arrived seekers, provisions have been hidden away in this boarded up boarding house. Do not disturb any beggars in the front as they keep the illusion of a derelict house. The records for this house have been safely hidden, so no need to worry about the City knocking on the door. As always keep a low profile. The hidden provisions are marked by a ‘z’. Also check the sewers for further supplies as marked on the map. Due to the nature of our business we are elsewhere under the city. Piece together the objects to find us at the portal. Any new arrivals should conduct business as ordered from home. We have a small number of servants guarding the boarding house from anyone foolish enough to go against us. They are to guard this place only, do not attempt to take them. We have been forced into deeper hiding do to a compromise of our mission, don’t act unless it is completely different from our previous attempts, otherwise report to the portal.
Commander Naypon
Unless you are of commanding rank, you are not allowed in these quarters, otherwise feel free to make use of this room and the armor if needed.
Commander Naypon
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Out of Character |
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1.
What some of the NPC’s are really thinking… 2. Bio’s on all the current party members… 3. Rules and General Info on game… 5. Character generation utilities… |
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Biography of the whole
Party |
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Player: June Class/Level: Fighter 3 Born: 1348 DR (Survived Time
of Troubles)
HP:34 AC:21 STR:16 DEX:14 CON:14 INT:12 WIS:11 CHA:9 Magical Gear – 28 1st tier Arrows,
poisoned with weak centipede toxin Deeds Good and Bad: 1. Botched attempt at aiding a
break in of the Noble Woman Melshimber Accused and absolved of crime provided she officially aid her
fellow party members in there Current quest. 2. Attempted to rescue Jubei from the clutches of Cragspill Alignment: True Neutral
(Border line Neutral Good) Current alignment balance: * Good -good/neutral- True
Neutral –Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: Strong unforgiving Illuskan. She carries a great sword and a meaner
attitude to those who get in her way.
She mostly keeps to herself, priding in her physical prowess. She
cannot pass up a god challenge if presented to her. Relatives: Father Ghanlivar Mother Terella 3 older brothers and one older
sister Large extended family both in
Icewind Dale and Luskan Friends: 1. The Plumber’s Guild of Waterdeep 2. The Red Gauntlet Inn Enemies: 1. Your vengeful Uncle (more of a feud than actual enemy) 2. The Zhentarim Background: Kia grew up in the frigid
northern town of Icewind Dale. She was born into A family of Trappers and
Fishermen. She learned and heard of
stories of far off lands from a early age. She even picked up a few words
of Alzehdo, the native tongue of Calishite merchant she occasionally visited With her family. The rest of her early schooling was done
by her father Ghanlivar. Latter in life she helped with
the hunting expeditions with her family in the wilds of the frozen
artic. One expedition led all the way to Luskan, not to hunt but to
trade. This was Kia’s first chance to
see a world beyond the bitter frozen north.
From prior training in the frozen lands, she learned the skills of a
warrior and has a remarkable strength.
With reluctance she left to the great city of Waterdeep to start her
life as an adventurer, much to her uncle’s dismay who feels she should be
with her mother in Luskan to take care of her in her old age. Despite these
torn feelings her desire and stubbornness drove her to the City of Splendors.
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Player: Anton Class/Level: Monk 3 Born: 1350 DR HP:25 AC:15 STR:17 DEX:16 CON:12 INT:10 WIS:14 CHA:8 Magical Gear – Drow Cloak (Piwafwi), ten
times easier to hide
Drow Boots, ten times easier
to sneak
Deeds Good and Bad: 1. Failed miserably twice to
protect Kel 2. Impulsive and rash 3. Did try to save face by hauling Kel and his belongings so he might be revived from the dead 4. Acted honorably to help his friends as needed Alignment: Lawful Neutral
(Border line Neutral Good) Current alignment balance: * Good -good/neutral- True Neutral
–Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: A living weapon. This young Tethyrian Monk still has much to learn, but has
proven to be both kind hearted and honorable. He often tries to bite off more than he can chew, but is
fearless and is a man of his word, even if he fails to live up to it, he
still stands by his actions. Relatives: Father (Briiathor Alougarr) Six other living relatives
(Cousins, uncles and aunts) Friends: 1. Some of the Waterdeep Watch and some laborers in Amphail 2. The Plumber’s Guild of Waterdeep 3. The Red Gauntlet Inn Enemies: 1. Some of your father’s more deranged criminal captures in
Waterdeep Castle serving hard time 2. The Zhentarim Background: Jubei was adopted as a baby by
the Lord of Amphail, a small town under the City of Waterdeep’s
territory. His father Briiathor
Alougarr, is quite wealthy and a close friend of Piergeiron Paladinson. He was trained his whole childhood in the
ways of a squire under his father’s wing.
He learned much of Tyr (His father a devout follower). Jubei’s father wanted his boy to become a
Paladin or Priest of Tyr and for a while it would seem this would be Jubei’s
path. This all changed when a Monk of
Tyr visted their home when he was still a young teenager. The Monk spoke much of his life to the
inspired Jubei. The Monk left behind
a book for Jubei to read, one explaining the secrets and daily sacrifices of
a Monk of Tyr. Jubei eagerly studied
and practiced, mostly self taught and inspired by his god. What finally inspired Jubei to lead an
adventuring life was a chance encounter with merchants from the far east in
Waterdeep market. They spoke of their
own Monks and ways of life that fascinated Jubei. He informed his father he was ready to move on and can only
benefit from the wisdom gained through travel. With his Father’s consent he headed to Waterdeep to find fame
and adventure.
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Player: Dave Trombly Class/Level: Rogue 2 Born: 1263 DR (Survived Time
of Troubles) HP:14 AC:18 STR:12 DEX:20 CON:13 INT:11 WIS:10 CHA:8 Magical Gear – Dagger, Tier one
Two Potions of cure light
wounds of fifth tier of magic
Potion of sneaking
Deeds Good and Bad: 1. Stayed loyal to Thieve’s
guild 2. Has helped only if it suits
her needs or she feels like it is worth while to do Alignment: Chaotic Neutral Current alignment balance: * Good -good/neutral- True Neutral
–Neutral/evil- Evil
* Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: A lithe wiry Wood Elf woman who always
gets her way. She like to twiddle her
daggers when bored and knows how to fight dirty. She is ruthless and self centered and ultimately loyal to
none. Beware of this one. Relatives: Both parents alive Three living Grandparents Large extended family (all of which see you as a
threat) Friends: 1. Xanathar’s Thieves Guild 2. The Plumber’s Guild of Waterdeep 3. The Red Gauntlet Inn Enemies: 1. Waterdeep Watch and Magistrates 2. The Zhentarim 3. Your family 4. City of Everseka 5. Elves from Everseka who know your crime Background: Cloak wishes little to
remember her terrifying childhood in Everseka. Most Elves assume this to be a safe haven, but Cloak knows a
deep secret in this so called safe haven.
Her family is part of the Arcane order of Wizards who work closely to
the city council. They however
secretely worship Lloth and have used their leverage in the city to hide
their dark worship. When Cloak
learned of her families worship and rejected it, her family planned a
horrible revenge causing her to be banished from the city, never to
return. All her life while in
Everseka, Cloak rejected her arcane teachings in favor of the trade of a
rogue, much to her family’s disappointment.
All of it was self taught and well practiced with her secretive
behavior (and for good reason with a family she despised). Cloak set out to Waterdeep to live a new
life and put her unique skills to work. |
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Player: Jorge Cadavid Class/Level: Priest 2 (cr 3) of Lathandar Born: 1345 DR (Survived Time
of Troubles) HP:20 AC:22 STR:16 DEX:14 CON:14 INT:12 WIS:18 CHA:16
Magical Gear – Staff of Life, an ominous gift
from Halastar, no magic energy left in it now
Unknown black ebony wand with
Goblin writing of ‘Magulbite Protects’ written in Goblin on it
Unknown magic shortbow with
corbra fanged mouth and skin for handles
35 1st tier Arrows,
poisoned with weak centipede toxin Deeds Good and Bad: 1. Constantly helps the party survive with his magic 2. Has put himself in harms way numerous times to protect his
fellow party members 3. Unselfishly gave up the last charge of his staff to bring the
less than deserving Sorcerer 4. Generously rewards those who feels deserve such rewards 5. Has a bit of a short temper and on a few occasions this stubborn
temper has gotten the better of him 6. Speaks the truth even if it condemns him 7. Constantly preaches and tells stories to the young whenever he
finds him, for Lathandar smiles on such things Alignment: Neutral Good (Border line Lawful Good) Current alignment balance: * Good -good/neutral- True
Neutral –Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: An imposing man of unknown origins. His skin is golden as are his eyes. A sense of calm and well being permeate
this dedicated worshipper of Lathandar.
He is the pillar of the party and it’s acting leader. He takes no nonsense and returns kindness
with like. Relatives: Johan’s parents are mystery to
him, for he never met them Great Grandmother (who shares
his unique abilities) Several distant cousins, aunts
and uncles Friends: 1. The High
Priestess in the Temple of Lathandar in Waterdeep, Ssaeryl Shadowstar 2. The Plumber’s Guild of Waterdeep 3. The Red Gauntlet Inn 4. Johan’s mentor, Priestess Coridella of Silverymoon Enemies: 1. The Zhentarim 2. Undead and Worshippers of Evil Gods Background: Johan was born into minor Nobility in the city of Silverymoon. The family are all devout followers of Lathandar and many are priests in their own right. Johan is considered blessed by his family, for like his Great Grandmother, he has the blood of Lathandar’s Angels in his veins. To this day his Great Grandmother still runs the family, with unrivaled wisdom. Johan was taught the way of Lathandar from as soon as he could walk and speak. Soon you were helping out in the Temple of Lathandar, helping with ceremonies and learning simple trades. Johan’s parents seem only to be known by his Great Grandmother who tells h |