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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
"We cannot stop what we do not understand."
Lady Laeral is one of the Seven Sisters—legendary, nigh-immortal figures known to have been blessed by Mystra, whom some claim are the goddess’s daughters.
Her spellcasting ability is impressive but since her appointment as Open Lord, her focus has shifted from the arcane sphere to the political one. When Open Lord Dagult Neverember's perfidy was revealed to all of Waterdeep, Silverhand was asked to step into his position in 1489 DR.
Laeral Silverhand brings centuries of leadership experience and an impressive reputation to the negotiations. Though there were those who feared that such a powerful mage in a position of power meant it was only a matter of time before she would apply her magic to challenges that came her way, Silverhand has revealed that her penchant for diplomacy is at least equal that of her mastery of the arcane.A consummate diplomat, she can wield words that wound or soothe with equal ease. Though reserved, Silverhand is known to pay heed to capable and clever advisors, delegating both power and responsibility to a greater degree than any Open Lord before her.
Though she has extensive and comfortable suites within the Castle, it can't truly be called her "home," housing as it does extensive suites for visiting dignitaries, offices of the city bureaucracy and the like.
Gambling
Games of chance are a way to make a fortune—and perhaps a better way to lose one.
Resources
This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.
Resolution
The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.
The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.
Gambling Results
Result | Value |
---|---|
0 successes | Lose all the money you bet, and accrue a debt equal to that amount. |
1 success | Lose half the money you bet. |
2 successes | Gain the amount you bet plus half again more. |
3 successes | Gain double the amount you bet. |
Complications
Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complications table.
Gambling Complications
1d6 | Complication | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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*Might involve a rival | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | You are accused of cheating. You decide whether you actually did cheat or were framed.* | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | The town guards raid the gambling hall and throw you in jail.* | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | A noble in town loses badly to you and loudly vows to get revenge.* | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | A local crime boss insists you start frequenting the boss's gambling parlor and no others. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6 | A high-stakes gambler comes to town and insists that you take part in a game. |