1001 escapades for waterhavian's of dubious nature [Archive] - Wizards Community

Post/Author/DateTimePost
rizzard

07-31-05, 09:44 PM
Hey all I'm gonna be running a new water deep campaign, for my gang. we all wanted to switch things up a bit and have em play a motley crew of ne'er-do-wells theives, ill-wishing swashbucklers , and other varlets of unsavory nature.
i'm preparing it in the gallavanting and debaucherous vein of fafhrd and the grey mouser. everything from running errands and missions for other more powerful groups will ill intent to sword duels on tavern tables in the blushing mermaid. this is intended to ba a light hearted romp of a campaingn
several of mine are listed below. Pc's will be starting out at tenth lvl.
1. Fetching some baubble out of the blue alley for a large wager.

2. a noble family contacts the Pc's to help them in their feud against another noble house, a short time later the pc's are approached by the othewr house to do the same. A la "fistfull of dollars" "yojimbo".

3. several robbery atempts have been made of late at old Xoblob's shop. the city gaurds have made an effort to increase the watch in the area. the Pc's are contracted to break in a pilfer a certain tome, they do and later find out it contains the location of a fabulous treasure.

4. One of the Pc's (most likely a magic user) has puchased what she thinks is a portal location and Key to some fabulous far off place(maybe Halruaa or something else exotic). in using it they stumble into one of the xanathars secret chambers. in exchange for their lives and maybe some eventual profit they are to go to skullport a perform some ill deeds against some other skulker power group.

5. at the request of their greed and grumbling bellies the group takes an offer to sail to chult and claim a lost yuan-ti relic. once it's been obtained and they secure the lifelong wrath of the followers sseth they sail back to waterdeep coming into the city via skullport. they bring the relic to their employer who in turn attempts to have them killed instead of payed . turns out the relic has the ability to unleash a horrible plauge, their employer can be an agent of the arcane brotherhood, or the shadow theives. the city watch wants the PC's captured and their employer seeks still to silence them. do they help stop the plague or flee.

if anyone has any plots, escapades, or encounters for the more notorious and unsavory Pc's of waterdeep. I'd love to hear them. thanks in advance.

"Drink up me'harties Yo ho"
"Do you wanna live forever?"
Volcom Shortblade

08-01-05, 12:03 AM
In a desperate effort to clean up Dock Ward a band of adventurers are hired and serve as a watch party. This band has an uncanny knack for breaking up fights, thwarting plots, and turning down bribes to turn the other cheek. On top of it all they seem to never sleep and are always on patrol together and to top it all they have the ability to know what’s happening Net Street while they are patrolling Soothsayer’s Way. These four have become a thorn in the side of your employer for to long. They want them eliminated, but they first want to know how they are always on the move and how they know so much about the comings and goings of all the dirty dealers in Dock Ward.
rizzard

08-01-05, 12:15 AM
awesome i like that one. by the way i have yet to purchase the city of splendors book. i use the old stand by city of splendors boxed set and volo's guide to water deep. whats the current situation with theives guilds in WD are they still run out of town with only the enigmatic Xanathar working from hidden chambers. has anything changed with that?
Volcom Shortblade

08-02-05, 04:20 PM
They go into vast detail about alot of guilds in the book. It is well worth buying if you are a city adventure type.
fugueplane

08-03-05, 01:09 AM
7. The Gentlemen Rogue’s Scavenger Hunt.

Amongst the more adventuresome and daring of Waterdeep’s always board young nobles, there are rumors of a scavenger hunt undertaken on the eve of Sune’s Holiday each Spring in Waterdeep.

The purpose of the scavenger hunt is to obtain at least one unmentionable bit of clothing from the personal closets or garderobes of as many unmarried noble maidens of Waterdeep as possible, within the space of one night.

He who has the most undergarments by sunrise the next day wins the respect of his gallant peers, a reputation amongst the maidens of the city and the right to keep each of the garments he obtained and use them as ‘calling cards’ to gain the attention of their former owners.

The only other rules of the hunt are that those who emerge from a garderobe may not visit lethal physical violence on any in the home they emerge in, although all manner of swashbuckling, artful sword dodging and parrying, gallantry and three musketeers kinds of maneuvers are allowed.

Each daring gentlemen noble must make his way successfully out into the city from whatever home he emerged in, without aid of easy magic (no teleporting, for example). Wise use of something like a flying carpet found in a Noble’s corner attic is fair. Gallants who are cornered or caught must ‘sit out’ the rest of the evening.

On past hunts Noblemen have been known to steal kisses from maidens and any pretty servants they pass on their way to the front door. Those with less tact have taken to leaving bejeweled codpieces in the closets they emerged from.

Any who escape with their treasures must hasten back to the agreed upon starting point in the city by whatever means are at their disposal, where they are transported to another closet.

The Scavenger Hunt is aided greatly in this by the use of a relic discovered over a century ago within the depths of the Undermountain: a portal key in the form of a miniature replica door that greatly resembles the moon doors of Silverymoon, complete with doorframe, working hinges and doorknob. Whenever this key is placed within any functioning portal and the miniature door opened while sincere promises of gallant deeds to come are spoken over it, the portal’s exit is redirected to a random garderobe or closet belonging to a noble maid within the city.

The origin of the portal key is unknown (it is not an actual relic of Sune’s faith), and by tradition is kept in the possession of the previous year’s winner, who acts as Gatekeeper for the next year’s hunt.

Enter the never do wells of your campaign, who 'borrow' the portaly key for their own ends.
Arilou_skiff

08-03-05, 05:48 AM
8. A noble lady takes a fancy to one of the dashing rogues in your party, unfortunately her husband is not as thrilled (depending on exactly who that is that can end up with everything from you being unable to purchase shoes to assassins in the dark)

9. A long-standing rivalry between two powerful wizards erupts into open warfare. Of course, them being wizards, it doesen't end with a duel, oh no, an entire city block is at risk. Of course, the wizards prove relatively evenly matched and both of them seek out ways of gaining the upper hand... Opportunities for profit (and the loot of wizards!) abound.

10. A well-known leader of a thieves' guild has finally run out of his luck and been captured by the City Watch. A handsome reward is offered for anyone who cares to spring him from the city jail... Or making sure he doesen't testify.