[FR] Waterdeep adventures (My players stay out)

Ao the Overkitty

First Post
Okay, I'm a bit stumped at the moment and am looking for ideas. My group arrived in Waterdeep last adventure to search out some followers of Talos and stop them from kicking up "A really cool storm" on Midsummer. Now, I've had some requests from them to do more stuff in Waterdeep, but I'm at a loss for plot ideas.

I try to intersperse the city adventures with the wilderness adventures, to give them a variety, since my city based adventures are primarily detective like and roleplaying based and my wilderness adventures are primarily hack-and-slash with some roleplaying.

So now I'm getting two conflicting requests (from the same player) for the next adventure. He's pretty much the spokesperson for the group and has a good feel for what everyone wants. Well.. he's requesting for more exploration of Waterdeep, but has told me flat out anything but a combat heavy adventure will not go over well.

I do have a couple of plotpoints I can use, but am having a real hard time stringing it together and making it original from the previous times.

1) The group has hits placed on them by both one sect of the Cult of the Dragon and (due to their actions regarding one of those attempts) one of the Wererat Theives guilds of Everlund that has some minor ties to the Order of the Black Blood. So, whenever their in a city, they tend to have people trying to collect the bounty.

2) They have one other group out after them, followers of "The Pie King" (yes, an Orc & Pie plot). They took out his best customers and his followers have just started showing up to try and deal with the party (this people so far have been the goblin ninjas from Son of a Portable Hole of Beer). They're no threat to the party, unless the Pie King sends something more experienced against them.

3) They just busted up on those followers of Talos's little party and have taken prisoner 3 of the members. One of the others (Sorcerer/Arcane Devotee of Talos) managed to get away (a rarity in my game, since the spokesman for the group is very good at stopping retreating badguys, ESPECIALLY mages) and will be looking for ways to take revenge upon them.

4) They have yet to anger anyone in Skullport yet, despite their brief visit there (another rarity, since they're goot at agrivating the bad guys). I know the Cleric of Shaundakul/Windwalker would like to try some slave rescue missions, but I already know what will happen if/when she carries it out. She, at least, tends to have some common sense, so I'm not sure she'll go through with it.

Those are the only other plot point I think might affect anything in Waterdeep. I'm really just at a loss for anything majorly combat oriented.

Does anyone have any ideas? Thanks.

oh, and if any of my players are reading this despite the warning in the subject line.... NAUGHTY!
 

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The werecreature plot sounds good and because they have ties to the Order of the Black Blood, you can eventually tie an adventure into the north, sending your PCs there.

Maybe a naval adventure stemming from Waterdeep? Perhaps have the PCs assist a captain hunt down pirates?

Perhaps, if you have LoD or BoVD you can have drug runners in the ports and your PCs have been hired to track them down. Then you can make your PCs go against a bunch of drug-boosted enemies? Mages who boost their INT and such...

Cheers,
 

I shall be watching this thread closely hmmmm yes...
My PCs are also going to be running around Waterdeep. Two rogues at the moment with a possible Monk to join them when the player can be arsed.
 

I have held many adventures in Waterdeep. Probably more than any single area in the Realms (or elswhere)

That being said, I like the idea of the were-rats tie in. I once ran an adventure where some of the city watch started to harrass the PCs for no reason. Always the same group of watch. Arresting them on false charges, always taking the 'other guys side' in any confrontation, and they always seemed to be the first ones on the scene no matter where in the city the PCs were.

This particular group of the city watch were all members of a were-rat thieves guild and were using there influence as the watch to gain entry to restricted areas. They started to target the PCs to dirty their name so that they could frame them for a 'big job'.

The adventure continued with the frustrated PCs following the watch and discovering their true nature. LOTS of fighting in the sewers and even a spurt into undermountain where the Guild's hideout was located.

If you went with this storyline, you could tie it in with the were-rats in the North..

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If you want more hack-n-slash style adventures, there are plenty of opportunities. There's Undermountain and Skullport of course, and Dungeon of the Crypt located under the City of the Dead.

Also don't rule out the possiblity of gladiator games in the Field of Triumph. Not to mention that NPCs can challenge someone to combat (with a Magister present to enforce the laws) in any of the open courts or in 'the Field'.

I could probably go on and on.. if you want more ideas you can check out my Waterdeep Website (plug plug)

http://www.raflar.com/waterdeep/index.html

Good Luck and Good Gaming.
 

A little more info

Oh, a little more info. The game is based in the north, with the group's base of operations being Beliard. Since there was no info about this town in 3e, we called it a small, peaceful town where an old ranger lived, who's death brought the group together for the reading of the will. The Game was originally set up to be a rotating DM campaign, and the premise was set up by another DM (the now spokesperson of the group), but the other dms have all gone to strictly player status.

They mostly go between Everlund and Noanar's Hold for adventures (Noanar's Hold leading them into the High Forest), though have ventured up to Silverymoon and the Moonwood, into the Evermoors, and (with one of the other dms) over to Secomber.

Oh yeah. The group now has members between 10th and 12th level.
 

Gregor said:
Maybe a naval adventure stemming from Waterdeep? Perhaps have the PCs assist a captain hunt down pirates?

Hmm... might work. But that entails getting them out of the city. I'll keep that in mind


Perhaps, if you have LoD or BoVD you can have drug runners in the ports and your PCs have been hired to track them down. Then you can make your PCs go against a bunch of drug-boosted enemies? Mages who boost their INT and such...

Ah yes, Lords of Darkness. Good book. I've got all of the 3e FR books (along with the 2e books City of Splendor, Skullport, & Waterdeep). Hadn't considered drug runners. good idea.
 

Raflar said:
That being said, I like the idea of the were-rats tie in.

Yeah, it came about from one of those things you don't plan for. I had two Wererat guilds stationed in Everlund (one Assassin's guild and one "generic" guild. The "generic" guild was holding one of their friends captive and wanted to extort some items out of the party, while the assassin's guild had been hired by the new Wearer of Purprle for a cult of the dragon sect, who wanted to get rid these annoying adventurers that killed some of his sect and got their former Wearer of Purple imprisoned (currently serving time in the prison of Everlund).

The group ended up attacking and almost killing the envoy of the generic guild (who just happened to be the illusionist leader of the guild, who likes to take on the "interesting" jobs himself). Luckily, he was able to teleport away. As for the assassin's guild, they managed to find one of their hideouts and raid the place with a little help from the church of Torm. Needless to say, both guilds are now out for blood.


If you went with this storyline, you could tie it in with the were-rats in the North..

Ooooh. me like. Sounds like something I could definately use.

****************************

If you want more hack-n-slash style adventures, there are plenty of opportunities. There's Undermountain and Skullport of course, and Dungeon of the Crypt located under the City of the Dead.

Hmm... Getting them back to Skullport should be easy enough, but I think they want to specifically "play" in Waterdeep. What is this Dungeon of the Crypt you speak of?

Lots of great ideas. Thanks. I'll definately have to spend some time going over your website. Thanks.
 

Ao the Overkitty said:

What is this Dungeon of the Crypt you speak of?

The Dungeon of the Crypt is located in between Undermountain and the City sewers. You can gain entrance from one of the Mausoleums in the City of the Dead.

There's not much written about it but you can assume lots of undead and such. There are rumours that the leader of the Unseen (Evil Doppleganger group) has a hideout there and the Xanather Thieves Guild has passages that connect to their lair deep below.

I had another idea but never got to use. Your PCs are high enough level that they would be somewhat 'known' you could have either the Harpers or Red Sashes (Waterdeep CIA) recruit them to go deep undercover to eliminate a known enemy of the city (visiting noble from Calimsham that deals in slaves, drugs and maybe demon worship?) Something that the city can't officially associate itself with for political reasons but the 'job' must get done. Granted the person(s) or group should be obviously very evil to every known person but there's never been proof to prosecute in any lawful court.

The PCs could eliminate this group, and if arrested for murder by the normal guard and city magisters (who have no idea who the PCs are working for) they could get 'freed' by a friend in a high place.... (secret Lord of Waterdeep)

(*see City of Splendors Boxed Set for more info on the Red Sashes)
 

Raflar said:


I had another idea but never got to use. Your PCs are high enough level that they would be somewhat 'known' you could have either the Harpers or Red Sashes (Waterdeep CIA) recruit them to go deep undercover to eliminate a known enemy of the city (visiting noble from Calimsham that deals in slaves, drugs and maybe demon worship?) Something that the city can't officially associate itself with for political reasons but the 'job' must get done. Granted the person(s) or group should be obviously very evil to every known person but there's never been proof to prosecute in any lawful court.

Interesting idea. The group does do some work for the Harpers on occasion. They aren't by any means a subtle party, though...

They've got:
Purple Half-Orc (Rod of Wonder incident) Barbarian of Tempus
Human Cleric of Shaundakul/Ranger/Windwalker
Dwarven Cleric of Dumathion/Alienist/Sacred Exorcist
Half-Elven Ranger/Rogue/Barbarian/Lasher of Shaundakul (converted in the last game session. formerly of Sune).

Two more players don't always show up:
Elven Sorcerer of Corellon Larethian
Halfling Evoker of Tymora

As you can see, not very arcane oriented (the sorcerer and the wizard may show up once every 5 or 6 games)

The two clerics can be quite subtle & act covertly, but the others, especially the Half Elf, are anything but (the Purple Half-Orc tends to be very remerable).

Basically, that just means I write adventures that can still involve intrigue, just keeping in mind they're not going to do it with any amount of finesse.

Still.. you have very good ideas.
 

Some more ideas.

Halaster's Highharvest. Details are in 'Stardock' (a free PDF download from WOTC). In a nutshell, the Twisted Rune abduct Halaster and without the Mad Mage in control, all the Undermountain portals go wild and start transporting monsters into the streets of Waterdeep. Wild street fighting ensues as the citizens of Waterdeep try to drive back the monsters.

Tide from the Sea - the dock ward and other locations of Waterdeep are ravaged by invaders from under the sea. Armies of sahaugin, merrow, scrags were stirred up by Ivankovas, a former lover of Umberlee who is trying to regain his lost divinity.
Details are in the Tide from the Sea series of book and mentioned in The Sea of Fallen Stars. Again, the opportunity for wild and wooly street fighting.

If you are not slavish to canon, you can run these events, irrespective of the timeline. The first one allows them roleplaying opportunities as well, particularly if you want to adapt 'Stardock' to your campaign and run that adventure. Your PCs are about the right level for it.

My two coppers...
 

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