The Alexandrian

Archive for the ‘Roleplaying Games’ category

IN THE SHADOW OF THE SPIRE

Session 19B: Beneath the Foundry

Tee missed all of this. Hearing the explosion she vaulted through the ventilation window and back onto the roof. Scampering twenty feet or so across the clay tiles and then looked through the ventilation windows about the first foundry. From this vantage point she could look down into the materials storehouse.

Although this week’s campaign journal is Session 19B, I’m actually going to continue chatting about the big, messy three-way confrontation between the PCs, the Shuul, and Shilukar that was wrapping up in the first part of Session 19.

This whole sequence worked really well at the table: The stakes were high. It was well-established that the PCs only had one shot at this. The battlefield was a complex, three-dimensional arena. The combination of action and stealth – which was being pursued in a mixture by both PCs and NPCs alike – gave the whole thing a very unusual texture and forced a lot of creative thinking (from both players and GM alike).

One of the essential elements that went into making this sequence work as well as it did is that I was blessed with a group of players willing (and able!) to seamlessly firewall player knowledge from character knowledge: When Tee split off from the group and got into trouble, the other PCs didn’t act as if they were gifted with clairvoyance and knew exactly what was going on. But they also didn’t fight so hard against the meta-knowledge that their characters turned into morons. Instead, they very smoothly took in what their characters knew and acted accordingly.

As the GM, I helped this process by specifying what information was flowing where: Something has just exploded in Room A, so characters X and Y hear the explosion; Y also sees the flash. And so forth. (These are really just crossovers, right? And they can be handled fairly seamlessly as brief “recap orientations” when you cut to the next group of PCs: “Okay, so you’ve just heard an explosion coming from the far side of the building. What are you doing?”)

By explicitly providing this information to the players, I’m removing the need for them to process it for themselves. They don’t have to think, “Okay, so the explosion just happened over there. Would I hear the yelling and then the explosion? Or just the explosion? Would I know where the explosion was? Or just a general direction?” All they need to do is focus on taking the information in as if they were their character and then making decisions based on the information they have.

THE GM’S FIREWALLS

The trick to doing this as a GM is to basically half-pretend that the other half of the party doesn’t exist when you cut between them. For example, let’s say that this wasn’t a situation with a split party: The PCs are exploring an area and, for whatever reason, an explosion goes off in the distance. What information would you give to the players in that situation? That’s the exact same information you should give to them even if the other half of the group were the ones causing the explosion.

This is kind of like a firewall in your own head, but rather than preventing meta-knowledge and character-knowledge from getting muddled up together, you’re preventing what Character A knows from getting muddled up with what Character B knows. You have to keep that clarity of perception clear in your own head so that you can present it clearly to the players, too.

Now, I say “half-pretend” because in actual practice the players DO know how you already described the scene of the rest of the group and you’ll use a sort of verbal shorthand to quickly review what they know without belaboring the details over and over again.

Which is one of the reasons why it’s great to have a group that can do this firewalling effectively. If I’d needed to take players into other rooms or pass notes or whatever, the pacing on this sequence would have suffered. Not only because of the logistical hassle of physically moving players around or writing out notes, but also because of the need to repeat information that otherwise would have only needed to be established once.

The GM also has to maintain firewalls between the NPCs. In fact, one of the quickest and easiest ways to make your NPCs feel like real people instead of puppets is for them to clearly demonstrate that their knowledge doesn’t map to the GM’s knowledge.

(An advanced technique you can use is to “cheat” this firewall in order to mimic NPCs with genius-level intellect that outstrips you own: In much the same way that it’s easy to solve a puzzle if you know the answer, so, too, can your NPC Sherlock Holmes make amazing “deductions” about the PCs because you already know the solution. But using this technique effectively is actually more difficult than it might seem, as it can easily lead to player frustration.)

This session also provides a great example of this kind of NPC firewalling, with both Shilukar and the Shuul being possessed of very different (and very incomplete) sets of facts.

You’ll also notice that, as the PCs figure this out, they’re able to take advantage of it in order to manipulate the NPCs.

OTHER FIREWALLS

Let’s back up for a moment: I said that passing notes and/or taking players into other rooms in order to have private conversations can have a negative impact on pacing. Does this mean I’m saying that you should never do this?

Not at all.

There is a cost to be paid for this stuff, but there are any number of circumstances in which the pay-off is worth it. The key principle, perhaps, is that you can’t put the genie back in the bottle: If you want to create an experience like surprise, paranoia, or mystery then it’s not enough to just ask someone to pretend that they don’t know a thing. They have to actually not know it.

Here are a few examples of where I’ve guarded information in order to prevent some or all of the players from gaining meta-knowledge.

  • In the Ego Hunter one shot for Eclipse Phase, each PC is playing a forked version of the same character. Each fork has access to a unique subset of information and also a unique goal. I prepped custom handouts and took each player aside for private sessions. (The scenario is based around paranoia, secret agendas, and also the discovery of character and identity through incomplete information.)
  • Similarly, in the Wilderness of Mirrors structure I designed for the Infinity RPG, each PC has a secret agenda. As the name suggests, the goal is to create paranoia and uncertainty in a universe filled with warring factions.
  • In the Tomb of Horrors, when PCs choose to move through magical portals (that I know are one-way and, therefore, they cannot return through) my preferred method of resolution is to begin strict timekeeping and keep records of when the other characters pass through the portal. I can then jump to the other side of the portal and begin resolving actions as the PCs arrive one-by-one on the same schedule. (This heightens the extreme paranoia which is at the heart of the scenario.)
  • In the Ptolus campaign, Tee’s decision to keep the Dreaming Arts and the other secrets of her elven clan secret from the rest of the PCs was the player’s choice. (Which is, at least 19 times out of 20, a good rule of thumb to follow: If a player requests a private meeting, honor the request. There’s some reason why they feel strongly about keeping this information secret, and you should generally default to respecting that.)

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 19B: BENEATH THE FOUNDRY

April 13th, 2008
The 8th Day of Kadal in the 790th Year of the Seyrunian Dynasty

SEARCHING FOR SHILUKAR

Agnarr strolled into the entrance hall.

“What’s going on?” Tor demanded.

“They think we’re Shilukar.” Agnarr grinned. “Which is probably for the best.”

Agnarr jogged up the stairs to Tee’s side. Seeing the doors he blanched in much the same fashion she had.

With Agnarr guarding the stairs, Tee and Elestra quickly searched the rooms. For the most part they were small quarters with minimal furnishings – utilitarian barracks. There was one room that was slightly larger than the rest, but although the furniture was slightly more luxurious it was still almost devoid of personality. Elestra did find a copy of the Book of Vehthyl laying next to the bed in this room, and this she gave to Dominic.

Since Shilukar had not been found, the depressing possibility that he had escaped began to set in. Agnarr and Elestra began arguing again about why he had attacked the Shuul here in the Foundry. What had he been looking for? The cure? Had he found it? Or was it still here?

Dominic and Tor, meanwhile, decided that their best hope of finding Shilukar again before the morning deadline would be to question one of the thugs that were apparently working for him. They weren’t sure how badly they had been hurt, but hopefully Dominic would be able to use his divine powers to wake them up.

Ranthir and Tee decided to search the Foundry again – Ranthir using his abilities to detect magical auras and Tee with more practical means. They didn’t know how much time they would have before the Shuul returned, so Tee’s efforts would have to be fairly cursory.

But no sooner had the search started, then Tee’s sharp elven eyes spotted scrape marks on the floor of the materials storehouse leading straight into a wall. The magical explosion Shilukar had set off had obscured the marks somewhat, but their meaning was still clear: There was a secret passage right where Shilukar had disappeared from her view.

Tee smiled. “It looks like we won’t need those thugs, after all.” (more…)

Trollskull Manor - Logo

Go to Part 1

This is a special guest post from the players in my Dragon Heist campaign, as requested by the participants in the Alexandrian Hangout Club. I’ve been running the campaign in a series of weekend intensives (generally playing Friday-Sunday), and when the Hangout Club members heard what the players had done for one of these weekends they demanded more details. I offer it here because I think it could be useful to other groups who have opened their own tavern.

A NOTE FROM EDANA’S PLAYER

We were now running a tavern and my character wanted it to feature really good food, to set it apart from the other tavern on the alley which had terrible food. I had the idea that each of the things on our menu could reflect our individual (and varied) backgrounds. I asked the other players what their characters’ favorite meals were and we made that our menu. That’s how we ended up with:

Pirate Stew – a shrimp and sausage gumbo served over rice
Sun Skewers – chicken, tomato, pepper and lemon skewers with lemon potatoes and pita bread
Ardeep Roast – wild boar barded with bacon, pears roasted with walnuts and bleu cheese and mashed potatoes
Il Timpano – delectable pasta pie served with fresh baked bread and greens
Soup du Jour – this was my inside joke about my character, who has a background of taking on new personas every couple of decades or so

The Il Timpano was something of a joke; since we are playing in weekend-long intensives I had cooked some simple meals that we could all share instead of ordering food all weekend. Beforehand I had sent out a poll for what meals people wanted, and left a write-in option. One of the players has been obsessed with Il Timpano ever since watching the episode of Binging with the Babish featuring the dish:

I think was just trolling me by writing it in. So when I asked him his characters favorite meal, of course that was it.

Since we were planning a second weekend, I secretly thought that maybe I could do a thing where I cooked our menu. It was a bit intimidating, but I’ve trying to take on cooking challenges, and this would for sure be one. I spent the month between sessions studying several versions of the recipes, picked the base recipes to follow (though there was certainly some improvisation as it went) and made my plan.

Friday dinner – Il Timpano
Saturday lunch – Shrimp gumbo
Saturday dinner – Kabobs and lemon potatoes
Sunday dinner – Roasted boar and pears

THE MENU

Trollskull Manor - Menu

THE RECIPES

For the Il Timpano the Binging with the Babish recipe was used for the timpano dough and layering, and I used his ragu recipe, too. I used storebought pasta for the inside, and our local butcher makes some excellent meatballs.

For the Shrimp Gumbo I used this recipe as the base, but for the okra I fried it in a pan for a few minutes and added it in close to the end, to try and keep it from getting slimy. I also probably used a lot less than the full pound.

For the Kabobs, I used Mediterranean-style chicken kebabs for the marinade, but I used cherry tomatoes and yellow bell peppers for the veggies. They’d have been better grilled, but oven-roasted was fine. The lemon potatoes were excellent, and I recommend the recipe.

For the Roast Boar, there wasn’t a recipe to follow, it was mostly about finding the boar and then using the right technique. I found several places online that sell wild boar, and ended up going with D’Artagnan. I ordered two of these mini roasts, wrapped them in bacon and roasted them in the oven until they reached 145 degrees. Boar is a lean meat, so the bacon keeps them juicy as they cook. For the pears, all that is needed is to cut them in half, scoop out the core, sprinkle on bleu cheese and walnut pieces and roast for about 20 minutes. I had a recipe for them that was more involved, but by the end of the weekend I was running out of steam and this simple approach returned amazing results. The mashed potatoes were also pretty basic – boiled red potatoes with cream and butter.

Special Thanks to Sarah, Peter, Heather, Chris, and Erik.

Go to Part 1

RENAER NEVEREMBER

Dragon Heist - Renaer Neverember

Appearance: A tousle of shoulder-length red hair. Piercing, blue-green eyes. Slim, lithe muscles beneath clothes that are stylish but practical.

Roleplaying:

  • A flair for diplomacy.
  • A love for good drink.
  • A share of his father’s temper and as much of his mother’s wits.

Background:

  • Estranged son of Dagult Neverember, former Open Lord of Waterdeep and the current Lord of Neverwinter.
  • Lives off the sizable inheritance left to him by his mother, Lady Alethea Brandath.
  • Member of the Harpers.
  • Renaer’s great-great-granduncle was Kulzar Brandath, a pirate.
  • When Samark Dhanzscul, the former Blackstaff, was assassinated by Khondar “Ten-Rings” Naomal, Renaer and several of his friends stumbled into the plot and rescued Vajra, the rightful heir of the Blackstaff. (See Blackstaff Tower.)

Brandarthall: Four-story residence in the Sea Ward. Formerly Neverember Manor, but Renaer restored its original name in his mother’s honor.

  • Friends have an open invitation to use the house as they please.
  • Madrak: White-haired halfling butler. Knew Renaer’s mother; promised her to keep an eye on Renaer. Madrak’s son Bramal and his children oversee the Brandath estates.
  • Gate to Varadras: Turning a stone rosebud outside the garderobe at the hallway past Renaer’s office causes the garderobe to drop out of sight and a stone staircase to rotate down from the ceiling. Shoving a metal bench over the top of the stairwell causes it to reset from the top. The stairs lead to a hidden rooftop rose garden, where there is statue of a kneeling elf maid; for as long as water is poured into the statue’s hands, a portal opens to Varadras.

Varadras: Built by Renaer’s ancestor Varad Brandath. About 100 miles due west of Beliard, near the Stone Bridge northwest of Waterdeep. Various passwords (“Kamatar,” “Palnethar,” “Dorneathr”) cause hearths and torches to flare to light.

  • Varad was one of the last students of Khelben “Blackstaff” Arunsun, and later friends with him and also Pikar Salibuck (Madrak’s father, Osco’s great-grandfather).
  • See Chapter 9 of Blackstaff Tower for additional details.

Black Tears: Founded shortly after Vajra became Blackstaff, the Black Tears were meant to “follow in the Blackstaff’s wake” just as the Tears of Selune follow in the wake of the moon.

  • Members: Lord Torlyn Wands, Osco Salibuck, Eiruk Weskur, Harug Shieldsunder, Laraelra Harsard, Meloon Wardragon, Parlek Lateriff, and Renaer.
  • Roarke House: Meeting place of the Black Tears, in honor of the memory of Vharem Kuthcutter and Faxhal Xoram, friends of the Black Tears’ who fell in battle defending Vajra and the city. They are interred in sarcophagi bearing the crescent moon and star in catacombs beneath Roarke House, near the location where Faxhal died. Roarke House is decorated heavily with moons and star, as Volam Roarke was a devout worshiper of Selune (he also financed the restoration of the House of the Moon after the Spellplague). The Roarkes lost their fortune and the Brandaths acquired their properties around 1440 DR. Renaer also owns a neighboring warehouse and the Gildenfires festhall on the opposite side of the warehouse.
  • Rook’s Hold: The Rook was a thief of some repute in the 14th Roarke House connects to his hideout, which was located in the subterranean crypts after which Skulls Street was named. The Black Tears have resecured it.

Stats: Iluskan Swashbuckler (DH p. 216)

  • Chaotic Good
  • Languages: Common

VAJRA SAFAHR, THE BLACKSTAFF

Dragon Heist - Vajra Safahr

Appearance: A surprisingly young woman, with an unruly tumble of black hair above piercing green eyes. She prefers practical clothes of a blackish-purplish hue, with a long coat covered in elven-inked designs.

Roleplaying:

  • Eyes narrow when she’s impatient.
  • Drums her fingers on the shaft of her staff.
  • Makes snap judgments about whether or not she can trust someone.

Background:

  • Born in Tethyr to the paladin Tamik al Tamik al Safahr and Parama yr Manshaka.
  • Grew up in Sheshyr House in Tethyr with several older siblings.
  • Came to Waterdeep and briefly joined the Watchful Order of Magists and Protectors before becoming the apprentice of Samarck Dhanzscul, the former Blackstaff, in 1476 DR. They later became lovers.
  • In 1479 DR, Samarck was assassinated by Khondar and Centiv Naomal. Vajra became the Blackstaff’s heir, but was not yet fully prepared to assume the Blackstaff’ mantle and was captured by Khondar.
  • Vajra was rescued by Renaer Neverember, Laraelra Harsard, and their friends, who also helped her reach Blackstaff Tower so that she could fully integrate the personalities of the former Blackstaffs. (See Blackstaff’s Tower for details.)
  • She made Laraelra Harsard the new Blackstaff’s Heir.

Key Info:

  • Controls Force Grey, a corps of elite adventurers who work with Waterdeeps’ Guard and Watch to deal with situations that require their expertise.

Stats: DH, p. 217

LARAELRA “ELRA” HARSARD

Appearance: Sharp, strong cheekbones along with long black hair frame a pale face. She dresses practically, usually wearing a heavy woolen cloak covering an oiled leather tunic, pants, and sealskin boots.

Roleplaying:

  • Assumes that anyone not belonging to the working class is a fool or a villain or both until proven otherwise. Often sniffs dismissively at their assertions, although she’s gotten better at controlling her hot tongue.
  • Tries to blow away errant black hairs that fall in front of her face.
  • Believes Renaer is too foolhardy and trusting. She will try to protect him from his own mistakes.
  • Sighs heavily if anyone confuses her name with Laeral Silverhand and tells them to use her nickname.

Background:

  • Daughter of Malaerigo Harsard, the guildmaster of the Cellarers’ & Plumbers’ Guild. Their relationship became strained as a result of Malaerigo’s dislike for Laraelra’s sorcery and Laraelra’s advocacy for workers’ rights in the guild (particularly when it came to tackling anti-dwarf racism in the ranks).
  • In 1479 DR, she hired Meloon Wardragon to help her protect a dwarven team of cellarers repairing a damaged sewer tunnel. They heard the tortured cries of a woman in pain. Investigating, they discovered that the cellar they were hearing the cries coming from belonged to Renaer Neverember. (In reality, it had been secretly rented out by Renaer’s father.)
  • She and Meloon confronted Renaer, who joined them in investigating the tortured womans’ cries and rescued Vajra Safahr, the Blackstaff’s Heir who had been kidnapped by Khondar. They, along with several of Renaer’s other friends, helped rescue Vajra and get her to Blackstaff Tower, where she assumed her rightful place as the new Blackstaff.
  • Vajra made Laraelra Harsard her apprentice and named her the new Blackstaff’s Heir. (See Blackstaff Tower for details.)
  • She briefly dated Renaer around 1482 DR. They both recognize that this was a huge mistake.

Key Info:

  • Her friends call her Elra.
  • Knows the sewers and other passages beneath the city like the back of her hand.
  • The Blackstaff’s Heir. She can wield a Blackstaff and channel Vajra’s power through it.
  • Vajra’s right-hand woman in running Force Grey.
  • Member of the Black Tears.

Stats: Swashbuckler (DH p. 216)

OSCO SALIBUCK

Appearance: A halfling with curly, chestnut-brown hair and long sideburns. He wears silver rings in his left ear and nostril.

Roleplaying:

  • A charming, boyish grin.
  • A finely developed palate for fine wines and liquers.

Background:

  • Grandson of Madrak Salibuck (Renaer’s butler) and son of Ellial Salibuck. One of his aunts is named Delalar. Not to be confused with Osco Salibuck the Elder, who was his ancestor (and a former associate of Khelben “Blackstuf” Arunsun).
  • In 1479 DR he snuck in the magical mansion of Varadras (see Renaer Neverember’s character background) and was discovered there by Renaer and his companions raiding the wine cellars. He joined them in returning Vajra Safahr to Blackstaff Tower and seeing her securely ensconced as the Blackstaff. (See Blackstaff Tower for more details.)
  • He was invited to become a founding member of the Black Tears.
  • Osco has been employed for several years as the Chief of Household Security for the Roaringhorn family. (Note: This family is engaged with the Great Game, although their efforts are currently far astray. See the Cassalanter’s Report on the Grand Game for details.) Be became close friends with Zelraun Roaringhorn after preventing his death as the result of an undead curse dating back seven generations. Lately he’s had his hands full trying to keep up with the escapades of Harchan Roaringhorn, the young heir.
  • Zelraun Roaringhorn (LN male Chondathan human archmage) is seventy-four years old, but has taken enough potions of longevity in his life that he still looks like he’s in his forties. Zelraun’s brother, Tylandar (LN male Chondathan human noble), is the younger brother at nearly seventy-years old, but actually looks his age.

Key Info:

  • Member of the Black Tears.

Stats: Spy (MM p. 349)

  • Brave: Advantage on saving throws vs. being frightened.
  • Halfling Nimbleness: Move through the space of any creature that is a size larger than your own.
  • Lucky: When rolling 1 on 1d20, reroll the result (once only).
  • Small size
  • Speed 25 ft.
  • Languages: Common, Halfling
  • Has a dagger named Osco’s Luck. (A simple stone dagger with a red, cabochon-cut jasper stone in its pommel. Its name is engraved in Trade Common on the blade.)

LORD TORLYN WANDS

Lord Torlyn Wands

Appearance: Mahogony hair with a fully beard. He wears silk shirts unbuttoned to reveal the top tufts of his hairy chest. His stomach has just a little middle-aged padding about it. He has surrendered to the fashions of the court, but insists on wearing practical, waterproofed boots.

Roleplaying:

  • An avid book collector, eager to discuss the most recent titles he’s acquired and those he’s looking to acquire.
  • A booming voice, full of mirth.
  • Although a happily married man, he still flirts shamelessly with men and women alike.

Backdrop:

  • Married Natasha Phullbrinter in 1483 DR. His sister is Nhaeran Wands. He became the head of the Wands family in 1479 DR after his cousin, Hurnal Wands, was killed during the Khondar affair that led to Vajra becoming Blackstaff. (See Blackstaff Tower for details.)
  • He’s been friends with Renaer Neverember since childhood. His father was a dear friend of Lady Alethea Brandath before her death.
  • Although initially reluctant to join the Black Tears, he secretly supported them for several years and helped Renaer fund their activities. Later, he officially became a Black Tear during the Codswallop Affair (although his participation is still largely one of support rather than active duty).

Key Info:

  • Member of the Black Tears.

List of Rare Books: Lord Torlyn has either recently acquired or is currently seeking.

  • The Salt of the Abyss by Ableworth Dirkley, being a collection of poems inspired by various demonic incursions on the material plane.
  • I Remember Him by Piergeiron, a copy that was once owned by Renaer (who lost it in a bet).
  • Eladrin Friezes of the 11th Century as Collected by Lord Wendell of Cormyr
  • The Day of Fire by Tussaud
  • Essays on the Nature of Love by Lord Fulgin Athara
  • The three volumes titled Truth, Beauty, and Love by Alyssa of Athkatla
  • The Celestial Tower and Tower of the Infernal by Alyssa of Neverwinter
  • Arienthil’s Journeys in the Moonshae Isles

Stats: Noble (MM p. 348)

EIRUK WESKUR

Appearance: A handsome hawknose juts out from between hollow cheeks. He has tightly curled black hair and wears black robes stitched with arcane patterns of silver thread.

Roleplaying:

  • Holds his elbows out and up from his body, forming a kind of platform with his hands from which he gestures.
  • An uncanny knack for spotting what people are seeking to hide or deny.
  • Steadfastly loyal to those who have earned his friendship.

Background:

  • Joined the Watchful Order of Magists and Protectors in 1473 DR.
  • He became friends with Vajra Safahr during the brief period during which she was a member of the Watchful Order and before she was apprenticed to Samarck the Blackstaff.
  • During the period in which Khondar was using the Watchful Order to hunt Vajra, Eiruk realized that Khondar had someone impersonating the Blackstaff. He defected to Vajra’s cause and assisted Renaer and his companions in escorting her to the Blackstaff’s Tower. (See Blackstaff’s Tower for details.)
  • His mother’s name was Ainla.

Key Info:

  • Founding member of the Black Tears, backup heir to the Blackstaff (after Laraelra), and current Maester of the Journeymen in the Watchful Order.
  • Loves Vajra, but knows she only returns it as a dear friendship and has come to terms with that.
  • Knows that Bowgentra Summertaen, Lady Master of the Watchful Order, has acquired a nimblewright.

Stats: Mage (MM p. 347)

HARUG SHIELDSUNDER

Appearance: Harug is old. His face is craggy even for a dwarf’s. His features look like melted candlewax roughly hewn with a sharp stone.

Roleplaying:

  • The most cantankerous dwarf in the city.
  • His shoulders are sagged with a weary weight (although he can still shake it off when he puts his mind to it).
  • If you demonstrate your solidarity with the dwarves, he still stand fast by your side through any trouble.
  • “Sewyrm shit” is one of his favorite curses.

Background:

  • Harug was a tunnel worker for the Cellarers’ & Plumbers’ Guild.
  • In that work he became friends with Laraelra, who was the daughter of the guildmaster (Malaerigo) but also a steadfast advocate for workers’ rights in the guild (particularly when it came to tackling anti-dwarf racism in the ranks).
  • In 1479 DR, he became a founding member of the Black Tears and helped retrofit the basements of Roarke House.
  • Harug is now the Dwarf Master of the guild; a position created in order to guarantee the rights of dwarf workers.
  • His nephew, Dorn Strongcroft, was also a member of the guild. He was killed in a collapse in 1486 DR.

Key Info:

  • Friends with Laraelra Harsard.
  • Founding member of the Black Tears.

Stats: Commoner Dwarf (MM p. 345)

  • Dwarven Resistance: Advantage vs. poison saving throws. Resistance to poison damage.
  • Stonecunning: Add double proficiency bonus to Intelligence (history) checks related to the origin of stonework.
  • Speed 25 ft.
  • Darkvision 60 ft.
  • Languages: Common, Dwarvish

PARLEK LATERIFF

Appearance: Older man with a close-cropped gray beard, wearing spectacles near the end of his long nose.

Roleplaying:

  • Adjusts his spectacles.
  • Will frame his conversation by either referring to obscure tomes or by revealing a canny understanding of Waterdeep’s street-lore – the separation of what’s being gossiped on the street from why it’s being gossiped about.
  • Likes to show off a cantrip he has that sorts “like with like” (useful for components or spilled jewelry supplies); he learned it from Laraelra and think it’s incredibly clever.

Background:

  • Sage, smith, and sorcerer.
  • Makes replica and counterfeit jewelry for nobles.
  • Lives up on Mountainside.

Key Info:

  • Founding member of the Black Tears.

List of Rare Books: Parlek has either recently acquired or is currently seeking.

  • Arturo’s Moonsea Atlas
  • Arienthil’s Journeys in the Moonshae Isles
  • Grimoire of the Dukes of Fey
  • Duke Nary’s History of 14th Century Teshendale (primarily detailing the fall of Teshendale to Zhentarim slavers out of Zhentil Keep)
  • The Idylls of Menzoberranzan by Krenaste Baenre (largely believed to be a forgery)
  • Eldarin Friezes of the 11th Century as Collected by Lord Wendell of Cormyr
  • Onymatical Analyses of Clockworks by Belgos Glannath
  • Memories of Kara-Tur

Stats: Mage (MM p. 347)

  • Advantage on History checks.

MELOON WARDRAGON

Dragon Heist - Meloon Wardragon

Appearance: Meloon was once a northern barbarian in all his glory – tousled blond locks, glistening muscles. Now closer to forty than thirty, he cuts his hair short and has a beard that tends more toward scruff than not. Strapped to his side is a battleaxe forged from silver, electrum, and steel, with a handle wrapped in blue dragon hide, and a star sapphire set into its pommel.

  • Over his heart he has a tattoo of the family crest of the Wardragons of Loudwater: A serpentine dragon wrapping vertically around a sword resting point down on a green field.

Roleplaying Notes:

  • Endlessly optimistic, regardless of how dire things appear.
  • Has the wily cunning of a veteran of many battles.
  • Is drawn to young adventurers, seeing himself as a younger man in their exploits.
  • Squints with one eye.

Background:

  • Grew up in Loudwater, a thriving community home to humans and half-elves.
  • He used to play on the Flying Fish Bridge in Loudwater: Ancient wards on the bridge cause trout trying to swim under the bridge to instead fly over the top of it. It was a local custom to catch one of the fish and then throw it back into the river for good luck.
  • His father used to say, “Never trust a man who’s not got a little stuff on his boots. If a man is worried about where he’s stepping, he’s not working hard enough.
  • In 1479 DR, he was a mercenary hired by Laraelra Harsard to help rescue Harug Shieldsunder and several other tunnel workers from a collapsed sewer tunnel under Waterdeep. They heard the tortured cries of a woman in pain. Investigating, they discovered that the cellar they were hearing the cries coming from belonged to Renaer Neverember. (In reality, it had been secretly rented out by Renaer’s father.)
  • He and Laraelra confronted Renaer, who joined them in investigating the tortured womans’ cries and rescued Vajra Safahr, the Blackstaff’s Heir who had been kidnapped by Khondar. They, along with several of Renaer’s other friends, helped rescue Vajra and get her to Blackstaff Tower, where she assumed her rightful place as the new Blackstaff. (See Blackstaff Tower for details.)
  • As a founding member of the Black Tears and, later, a member of Force Grey, Meloon spent years adventuring in the service of Waterdeep.
  • Three weeks ago, he accompanied a fledgling band of adventurers on an expedition into Undermountain. While resting, the band was ambushed by a Xanatharian troupe. Meloon was overcome by an intellect devourer and became a slave to Nihiloor and Xanathar.

Key Info:

  • Currently infested with an intellect devourer controlled by Nihiloor, a mind flayer working for Xanathar. (It requires a wish spell to restore Meloon’s brain.)
  • His magical axe, Azuredge, wants a new wielder due to the intellect devourer and Meloon must engage in a contest of wills each morning (see Dragon Heist, p. 36).
  • Keeps a room at the Yawning Portal.
  • Founding member of the Black Tears.
  • Member of Force Grey who reports directly to Vajra.

Stats: Dragon Heist, p. 210

FLOON BLAGMAAR

Appearance: Dazzlingly handsome. Flowing locks of red hair pour down over his shoulders. Blue-green eyes that swim with the depths of the Sea of Swords. A square jaw framing an enchanting smile.

Roleplaying:

  • More beauty than brains, he expects to be well-liked by everyone he meets.
  • A dazzling smile.
  • Flirts shamelessly with attractive men and women (but desists if they show no interest).

Background:

  • Used to work as an escort in festhalls, but is currently unemployed.
  • Several months ago, he came upon a married noble engaging in some indiscreet behavior, and now lives off the generous bribe he is being paid to keep quiet.

Key Info:

  • Friends with both Renaer and Volo.
  • Very well connected, with friends all over the city.

Stats: CG Illuskan human commoner (MM p. 345).

  • Ability Scores: Intelligence 7 (-2), Charisma 13 (-1)
  • Languages: Common

Addendum: Manor Menu

Go to Part 1

TALISOLVANAR “TALLY” FELLBRANCH

Appearance: Half-elf with short brown hair in a simple bowl-cut. Large blue eyes. Wears a leather vest with small tools in its many pockets.

Roleplaying:

  • Strong handshake.
  • Very sarcastic.
  • Rubs the tops of his ears as a nervous habit.

Background:

  • Owner and chief artisan of the Bent Nail, located at the eastern end of Trollskull Alley (DH p. 32).
  • Brother to Mellannor Fellbranch, the groundskeeper of the Phaulkonmere and representative of the Emerald Enclave (DH p. 35).

Stats: Commoner (MM p. 345)

  • Chaotic Good
  • Racial Traits: Advantage vs. charmed. Immune to magical sleep. Darkvision to 60 ft.
  • Languages: Common, Elvish.

EMBRIC

Appearance: Flaming red skin with fiery red hair that writhes under extreme emotion. Eyes flare red when angry.

Roleplaying:

  • Prone to extreme mood swings.
  • Hair does a twirling dance (often intermingling with Avi’s) when drunk.
  • Voice sounds like crackling flames.
  • A faint scent of brimstone when he burps.

Background:

  • Married to Avi. Co-owner of Steam and Steel, located at the eastern end of Trollskull Alley (DH p. 32). Tends the forge and is an expert weaponsmith.
  • Belongs to the Most Careful Order of Skilled Smiths and Metalforgers.
  • Claims descent from the efreet of Calimshan.

Stats: Bandit Captain (MM p. 344)

  • Neutral Good
  • Racial Traits: Cast produce flame at will (Constitution spellcasting ability, +4 bonus to hit with spells). Darkvision 60 ft. Resistance to fire.
  • Languages: Common, Primordial

AVI

Appearance: Blue skin with beads of moisture twinkling upon it, with large, blue-black eyes. Smells of fresh rain. His blue hair floats freely, swaying and waving as if underwater. Wears miniature, animate waterfall (holy symbol of Eldath).

Roleplaying:

  • Big, beaming smile.
  • Rests his hand gently on Embric’s arm to help him control his emotions.
  • When drunk, speaks like a whale.

Background:

  • Married to Embric. Co-owner of Steam and Steel, located at the eastern end of Trollskull Alley (DH p. 32). Uses his magic to quench hot steel.
  • Belongs to the Splendid Order of Armorers, Locksmiths, and Finesmiths.
  • Worships Eldath, god of peace.

Stats: Priest (MM p. 348)

  • Neutral Good
  • Racial Traits: At will, control 5 ft. cube of water or freeze water for 1 hour. Swim 30 ft. Breathe air and water. Resistance to acid.

Languages: Common, Primordial

FALA LEFALIIR

Appearance: Wood elf with long, braided, coppery hair. A sprig of mistletoe woven into their hair above the right ear.

Roleplaying:

  • If referred to as “he” or “she,” politely asks to be addressed as “they.”
  • Offers up various herbal remedies to any problems (physical, social, etc.) people may be suffering from.

Background:

  • Owns Corellon’s Crown, across Trollskull Alley from Trollskull Manor (DH p. 32).
  • Member of the Guild of Apothecaries and Physicians.
  • Friends with Ziraj, a Zhentarim who saved their life. (He visits Fala from time to time and Fala has set aside a room for him on the second floor of the Corellon’s Crown. See faction mission, DH p. 38.)

Stats: Druid (MM p. 346)

  • Chaotic Good
  • Racial Traits: Advantage vs. charmed. Immune to magical sleep. Speed 35 ft. Darkvision 60 ft.
  • Languages: Common, Druidic, Elvish

VINCENT TRENCH

Appearance: Dresses in a sharp suit and smokes a slim pipe. Black hair with a streak of silver that hangs foppishly over his brow.

Roleplaying:

  • Speaks concisely.
  • Arches an eyebrow inquisitively.
  • Puffs on his pipe thoughtfully.

Background:

  • Private eye who runs the Tiger’s Eye, located towards the western end of Trollskull Alley (DH p. 32).
  • Actually a rakshasa named Valantajar; uses disguise self before speaking to visitors or emerging into public (DC 18 on Intelligence (Investigation) check to detect). The spells lasts for 1 hour, so he notably excuses himself at such intervals.
  • Investigations: 50 gp sufficient for most investigations, but if it’s a significant task (investigating major factions, for example), Trench might require a service in payment, such as slaying enemies that are hunting it, posting advertisements for its business in their tavern, or keeping tabs on someone he’s been hired to spy on.

Stats: Rakshasa (MM p. 257)

RISHAAL THE PAGE-TURNER

Appearance: Gold dragonborn. Pince-nez glasses at the end of his snout.

Roleplaying:

  • Bookish, but with a deep, gravelly voice.
  • Taps fingers of his hands together nervously.
  • Small curls of smoke emerge from his nostrils when happy.

Background:

  • Owns the Book Wyrm’s Treasure at the western end of Trollskull Alley (DH p. 33).
  • Knew Lif, the former owner of Trollskull Manor, and arranged for the sale of his modest library after he passed.

Stats: Mage (MM p. 347)

  • Neutral
  • Racial Traits: Exhale 15-ft. cone of fire once per rest (2d6 fire damage; DC 10 Dexterity save for half damage). Resistance to fire.
  • Languages: Common, Draconic, Dwarvish, Elvish

HAMMOND KRADDOC

Appearance: A rather portly gentleman dressed in a fine silk doublet with a fashionable dress coat of displacer beast fur. He has a thin moustache that angles down sharply, only to gently curl back up by the slightest of degrees.

  • Always accompanied by Jinny (NG female tiefling commoner) who wears spectacles and silently records notes and conversations in a small book as Hammond speaks.

Roleplaying Notes:

  • Sniffs at a perfumed handkerchief.
  • Doesn’t like adventurers, but does like their coin.
  • Warms up considerably (dropping most of his effete affectations) if engaged knowledgably by a fellow aficionado of wine and liqueurs.

Background:

  • He was once the owner of the Elysium Fields, a vineyard south of Waterdeep. The Elysium Fields were destroyed when a group of adventurers ended up fighting a black dragon in the middle of them. Even if he could have rebuilt, the dragon’s acidic breath had permanently altered the Ph balance of the soil.
  • He came to Waterdeep and joined the Vintners’, Distillers’, and Brewers’ Guild, using his vast knowledge of viticulture and personal connections to “improve the general fare of consumption in the city of splendors.”
  • Gave Lord Dagult large bribes to cover up a scandal involving contaminated liquor in the Dock Ward (see Lord Dagult’s Papers).

Key Info:

  • Representative of the Vintners’, Distillers’, and Brewers’ Guild.
  • His guild offers a wide range of plans for a new establishment’s base selection of liquor and beer (ranging from 50 gp for a few very common selections all the way to 1,000 gp or more for a truly exotic selection).

Stats: N male Illuskan human commoner (MM p. 345)

BROXLEY FAIRKETTLE

Appearance: A laid-back halfing with mutton chops and bushy eyebrows.

Roleplaying Notes:

  • Strongly urges membership in the Fellowship of Innkeepers’ to “avoid further harassment.”
  • Relates everything back to the lamentable burdens of being a father of nine.
  • Scratches his cheek thoughtfully.

Background:

  • Broxley came to Waterdeep as a refugee when he was just a wee young hin. His father and mother had fled Secomber when it was overrun by the Urshani hobgoblins in the 1470’s.
  • Broxley started as a scuttle-boy for the local taverns. He eventually worked his way up through the kitchens until he finally came to own a tavern of his own, the Barefoot Boards (which is scaled for and caters almost exclusively to halflings).
  • Broxley often supported other tavern owners in the area (many of whom he had worked with or for over the years), and he was elected as the new North Ward representative of the Fellowship of Innkeepers’ a few years back.

Key Info:

  • North Ward representative of the Fellowship of Innkeepers’. (Inns and taverns are few and far between in the North Ward, so he makes frequent visits.)
  • Has long believed Trollskull Manor to be haunted.

Stats: LG male strongheart halfling commoner (MM p. 345)

ULKORIA STONEMARROW

Appearance: A female dwarf whose face has been frozen in a terrible, almost horrifying rictus.

  • Never seen without her shield guardian (MM p. 271) nearby.

Roleplaying Notes:

  • A permanent scowl inflicted by some unknown cause.
  • But incredibly friendly and personable; like everyone’s favorite grandmother.
  • Occasionally gets a distant look in her eyes, waggles her fingers, and will murmur something like, “That’s better.” under her breath. (It’s unclear if she’s pulling people’s legs with this routine.)

Background:

  • Nicknamed the “Gargoyle” due to the horrible scowl frozen on her face. Frightens children and adults alike.
  • No one knows where she lives, but it’s believed to be underground, possibly a cellar or a dungeon under one of the city’s oldest estates. (She uses teleport spells to enter and leave her home.)
  • Once owned Trollskull Manor. She sold it to a family of shield dwarves who fell on hard times and sold it to a woman who made it into an orphanage. The woman, Arissa Mirthkettle, turned out to be a hag who was cooking and eating the children. It was then abandoned for many years before being acquired by a half-elf named Lif. Lif, for his part, was killed in a terrible accident when one of the support beams on his ale casks broke and collapsed on top of him.

Key Info:

  • Used to own Trollskull Manor. Hopes the new owners make something good of it.
  • Charges 300 gp for castings of glyphs of warding.

Stats: NG female shield dwarf archmage (MM p. 342)

MATTRIM “THREESTRINGS” MEREG

Dragon Heist - Mattrim

Appearance: Lanky brown hair hangs down around a face more plain than handsome. He wears gaudy clothes of purple and green, and carries a badly scarred lute that only has three strings left to its name.

Roleplaying Notes:

  • Talks about how difficult it is to play [insert song name] on just three strings!
  • A goofy, lop-sided smile.
  • Breaks into song (and it really is quite good).

Background:

  • Plays a lute that only has three strings remaining.
  • Hides his true musical skills to maintain a low profile.

Key Info:

  • A Harper spy who uses his busking gigs to cover his intelligence-gathering operations.
  • Works with Cal’al Claddani, a half-drow Harper agent who works in the Flagon and the Dragon in Skullport.
  • Knows about a Harper hideout called Dalagor’s Fortress, overseen by a dragonborn mage named Felrax, in the uppermost level of Skullport.
  • Has befriended Bonnie the Doppelganger and wants to help her and her gang settle into the city.

Stats: LG male Illluskan human bard (DH p. 195)

JALESTER SILVERMANE

Dragon Heist - Jalester Silvermane

Appearance: A middle-aged man with thinning brown hair. Wears a loose doublet and pants of dark silver-grey. A lean, gaunt strength.

Roleplaying Notes:

  • Lonely (after the death of his boyfriend) and looking for love.

Background:

  • Hails from Cormyr, where he was a member of the Steel Shadows mercenary company.
  • Left the Dales with several members of the company, including his boyfriend, Faerrel Dunblade, and came to Waterdeep.
  • Faerral and Jalester befriended Elminster, who brought them to the attention of Laeral Silverhand.
  • Faerral Dunblade, was killed in a street fight last year.

Key Info:

  • Captain of the City Watch.
  • Secret agent of the Lords’ Alliance who reports directly to Open Lord Laeral Silverhand.
  • Charged with spying on adventurers to determine whether they can aid or will imperil the city.
  • Can get the location of Xanathar’s Lair from Laeral Silverhand.

Stats: DH p. 205

YAGRA STONEFIST

Dragon Heist - Yagra Stonefist

Appearance: Seven-foot-tall half-orc with purplish-gray skin, a tousled mop of black hair, and shapely tusks to either side of her mouth. She wears well-kept leather armor and has a simple sword strapped to her side. She wears a large pendant of red jade, seared with the winged-serpent sigil of the Zhentarim.

Roleplaying Notes:

  • Likes challenging adventurers to arm wrestle.
  • Cracks her knuckles.
  • Incredibly hostile towards slavers and Xanatharians.

Background:

  • Yagra was rescued from slavers by the Doom Raiders. She and Ziraj the Hunter dated briefly, but it didn’t really work out. By the time they broke up, however, the Doom Raiders had joined the Black Network and moved to Waterdeep to take over the local Zhentarim.

Key Info:

  • Zhentarim mercenary working for the Doom Raiders.
  • Intermittently works as Davil Starsong’s bodyguard.
  • Knows a “back door” into Xanathar’s Lair.

Stats: N female half-orc thug (MM p. 390)

  • 1/long rest, when reduced to 0 hit points, drops to 1 hit point instead.
  • Darkvision 60 ft.
  • Languages: Common, Orc

Go to Part 6: Renaer’s Friends

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.