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Coins & Expenses

                Goods

                                Adventuring Gear

Armor

Weapons

Magical Implements

Magic Items

Herbal & Alchemical Brews

Potions

Poisons

Books

Business Goods

Conveyance Goods

Containers & Packs

Creatures & Mounts

Vehicles

Drugs

Food & Drinks

Garments & Sundries

Luxury Goods

Tools, Games, & Instruments

Trade Goods

                Business Goods

                Construction Goods

                Household Wares

                Occupational Goods

Travelling Goods

Services

House Rules

Conditions

Downtime

Groups & Organizations

Guilds of Waterdeep

Factions of Waterdeep

                Bregan D’aerthe

                Emerald Enclave

                Gray Hands

Harpers

Lords’ Alliance

Order of the Gauntlet

Xanathar Guild

Zhentarim

Nobility of Waterdeep

                The Noble Game

Religions of Faerûn

                Drow Pantheon

Dwarven Pantheon

Elven Pantheon

Faerunian Pantheon

Gnomish Pantheon

Halfling Pantheon

Orc-kin Pantheon

The Calendar of Harptos

The Code Legal

The Grand Games


 

 

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Gralkyn's Tankard

A true oddity, the Tankard is a two-story tavern built in the very lap of the Great Drunkard, one of the Walking Statues.

Resting comfortably at the northern end of the Castle Ward, the tavern is appropriately shaped for its namesake. Initially, uneven and deformed wooden planks shaped an unnecessarily long winding path to the tavern in order to simulate a drunken experience for its patrons. However, after a few mishaps, the city of Waterdeep enacted laws to install railings and level platforms to the establishment.

Though the tavern does not serve any unique type of food or beverage, Gralkyn’s Tankard remains one of the highest visited tourist traps in the city of Waterdeep.

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Renaer is the estranged son of Dagult Neverember, the former Open Lord of Waterdeep and the current Lord of Neverwinter. Father and son detest one another, and Renaer is least happy when he finds himself forced to deal with some mess his father left behind. Qualities that both share include striking good looks, a love of drink, and a flair for diplomacy. What Renaer lacks is his father's belligerence, ill temper, and bad judgment.

Renaer lives off a sizable inheritance left to him by his mother. Approaching middle age, he has given up adventuring and settled down somewhat. As a Harper, he spends a lot of time defending Waterdavians against those who, like his father, would deprive them of their coin and rights. He owns Neverember House, a four-story residence in the Sea Ward. Renaer spends as little time there as possible, however, since it's constantly under surveillance by spies loyal to his father. His friends have an open invitation to use the house as they please, while Renaer spends most of his free time in taverns and festhalls.

Some believe that Renaer's estrangement from his father is nothing but an act, and that anyone who bears the Neverember name is an enemy of Waterdeep. Renaer just shakes his head at such accusations and gets on with his life. He has many powerful friends to watch his back.
Swashbuckler.

Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.

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Religious Service

Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.

Resources

Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.

Resolution

At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.

Religious Service

Check Total    
Result
1—10No effect. Your efforts fail to make a lasting impression.
11—20You earn one favor.
21+You earn two favors.

A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity's intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.

Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character's Charisma modifier (minimum of one unused favor).

Complications

Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table.

Religious Service Complications

1d6    
Complication
*Might involve a rival
1You have offended a priest through your words or actions.*
2Blasphemy is still blasphemy, even if you did it by accident.
3A secret sect in the temple offers you membership.
4Another temple tries to recruit you as a spy.*
5The temple elders implore you to take up a holy quest.
6You accidentally discover that an important person in the temple is a fiend worshiper.


Performing Sacred Rites

A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.

A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.

A character who spends at least 10 days performing sacred rites gains inspiration at the start of each day for the next 2d6 days.

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Entity list

mopomoko 2 months ago
mopomoko 2 months ago
Unknown 2 months ago
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Unknown 2 months ago
mopomoko 2 months ago
mopomoko 2 months ago