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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
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.
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.
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—10 | No effect. Your efforts fail to make a lasting impression. |
11—20 | You 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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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*Might involve a rival | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | You have offended a priest through your words or actions.* | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Blasphemy is still blasphemy, even if you did it by accident. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | A secret sect in the temple offers you membership. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Another temple tries to recruit you as a spy.* | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | The temple elders implore you to take up a holy quest. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6 | You 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.