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Skuli Ketilson / Orinar                  Warblade: 10

Charging Minotaur (Zantranna): 5 per day                                           Enlarge (Zantranna): 1 per day for 5 min/30 Rnds
STR Check +10, Dmg 2d6 +9, Immune to Att of Opp                                    Double Height (12' 6"), Weight x8 (2240lbs+gear)
Must move 10' - 40', -2 AC for the rest of the round.                              STR +2, Dex -2, Att -1, AC -1, Dmg Size +1*

Stone Foot Stance (IH - 1st): +2 STR checks, +2 AC vs Larger Creatures
Hearing the Air Stance (DM - 5th): Blindsense** 30', +5 Listen Checks
Giant's Stance (SD - 5th): +1 Size Dmg*

Maneuvers (Can Ready 5 and re-pick with 5 minutes of practice)

Lvl 1     Steel Wind Strike (IH): Attack two opponents, resolve separately.
          Steely Strike (IH): +4 Att, -4 AC.
          Charging Minotaur Strike (SD): Same as above, but -2 STR Check (synergy bonus).
          Leading the Attack (WR): Hit = +4 Att for all Allies vs Target, 1 Round.

Lvl 2     Wall of Blades Counter (IH): Replace AC with Att Roll, can call after opponent resolves.

Lvl 3     Iron Heart Surge (IH): +2 Att, Remove any one spell effect.

Lvl 4     Mithril Tornado (IH): +2 Att, can attack all adjacent foes, resolve separately.

Lvl 5     Elder Mountain Hammer Strike (SD): +6d6 Damage, Overcome DR/Hardness.

Abilities
Battle Clarity: Int bonus (+2) on Reflex Saves when not Flat Footed.
Weapon Aptitude: Spend one hour per feat to change weapon specialization (currently 2).
Improved Uncanny Dodge: Keep Dex bonus (+2) to AC when Flat Footed, Can't be Flanked.
Battle Ardor: Int bonus (+2) on Crit Confirmation.
Battle Cunning: Int bonus (+2) to Dmg vs Flat Footed or Flanked.

Feats                                                         Class Skills                   B/M        Other Skills                   B/M
Power Attack: Transfer BAB to Dmg                             Balance (Dex):                 10 (9)     Appraise (Int):                2
Weap Focus & Specializ: +1 Att, +2 Dmg                        Climb (Str):                   14 (11)    Bluff (Cha):                   1
Cleave, Great Cleave                                          Concentrate (Con):              6         Disguise (Cha):                1 (11)
Improved Initiative: +4                                       Craft Weapons (Int):            6         Escape Artist (Dex):           2 (0)
                                                              Diplomacy (Cha):                6         Forgery (Int):                 2
Size Dmg Chart                                                Intimidate (Cha):              14         Gather Info (Cha):             1 (3)
Tiny         Medium                      Large                Jump (Str):                    14 (13)    Heal (Wis):                    0
-            1d2                         1d3                  Waterdeep Hist (Int):           6         Hide (Dex):                    2 (10)
1            1d3                         1d4                  Waterdeep Loc (Int):           12         Listen (Wis):                  0 (5)**
1d2          1d4                         1d6                  Swim (Str):                     7 (4)     Move Silently (Dex):           2 (0)
1d3          1d6                         1d8                  Tumble (Dex):                  10 (9)     Ride (Dex):                    2 (0)
1d4          1d8                         2d6                  Martial Lore (Int):            15         Search (Int):                  2
1d6          1d10                        2d8                                                            Sense Motive (Wis):            0
1d8          1d12                        3d6                                                            Spot (Wis):                    0
1d4          2d4                         2d6                                                            Survival (Wis):                0
1d8          2d6                         3d6                                                            Use Rope (Dex):                2 (0)
1d10         2d8                         3d8
2d6          2d10                        4d8

*Dmg Size +1 does not affect ranged attacks in both cases.
**Blindsense allows the user to detect and pinpoint the location of any creatures that he cannot see within 'range of effect' by hearing and feeling
vibrations. Does not otherwise affect combat per normal concealment/blindness rules.
Initiative: +6      BAB: +9/+4          CMB:                 CMD: (10+Str+Dex+Size) 16, 17, 21, 22                AC: 19
                                                                                                                  Flatfooted: 17
STR:      18 (+4)             INT:      14 (+2)              Fort +10            Ref +4               Will+3      Touch: 12
DEX:      14 (+2)             WIS:      11 (+0)              Base +7             Base +3              Base +3
CON:      16 (+3)             CHA:      13 (+1)              Con +3              Dex +2               Wis +0      Hit Points: 103
                                                                                 BC    +2                         Current: 103
                                                                                 PC    -3
Scale mail +4 AC, +3 Magic, Dex +2 AC (Max +4) = +9 / Penalty Check: -2

Attack                        Modifier             Damage              Critical             Type      Range
Zantranna +2*                 +17/12               2d6 +14             18-20 X2             P/S
-Thrown*                      +14                                      19-20 X2                       10'
+Giants Stance*                                    3d6 + 14            18-20 X2
+Enlarged*                    +18/+13              3d6 + 15            18-20 X2

--------------------------------------------------No Bonuses---------------------------------------------------
Throwing Axe +2
 -Melee                         +15/+10             1d6 +6           19-20 X2              S
 -Thrown                        +13                                  +1d10 Frost                      10'

Dagger (MW)
-Melee                        +14/+9               1d4 +4              19-20 X2             P/S
 -Thrown                      +11                                                                     10'

Dagger
-Melee                        +13/+8               1d4 +4              18-20 X2             P/S
 -Thrown                      +10/+5                                                                  10'

Dagger +3 of Seeking
-Melee               +16/+11                       1d4 +7              18-20 X2             P/S
 -Thrown             N/A                                                                              N/A

Dagger of Bane +3
-Melee                        +18/+13              1d4 + 2d6 +9        18-20 X2             P/S
 -Thrown                      +16                                                                     10'

Punch                         +17/+12              1d3 +4              19-20 X2             B

Other Weapons
-Melee                        +13/+8               +4                  +1
 -Thrown                      +11

Bonuses                       Modifier             Damage              Size
-Specialization*              +1/+1                +2
-Zantranna in hand            +1/+1                +1
-Enlarged                     +1/+1                +1                   +1
-In Giant's Stance                                                      +1
-Power Attack                 -9/-4                +9/+4
Encumbrance                                                         Total Carrying                          XP:
STR 18 Light 100lbs        Med 101-200    Hvy 201-300               100.0 (0.0 free)                        36,000
STR 20 Light 133lbs        Med 134-266    Hvy 267-400               53.0 (80.0 free)                        +9000
                                                                                                            +300
                                          Lbs             Total
Belt w/ Pouches & Sheathes                 2              6.5
-Manacles (MW)                             1
-2 Potions                                 1
-Caltrops                                  1
-Patrol Horn                               1
-Piergeiron's Writ                         -
-Safe House and Pad Lock Keys              -
-8gp, 5sp (37 coin weight open)            0.5

Backpack Leather                           2              10
-Healer Kit                                1
-Ink and Pen                               -
-Manacles (MW)                             1
-Satchel (holds 20lbs)                     1
-Scroll Case                               1
-Seal & Wax                                1
-Sheets of Paper (5)                       -
-Waterskin 30oz (holds up to 60oz/4lbs)    2
-Weapon oil (blessed)/Cloth                1

Weapons
Greatsword                                47*             50
Throwing Axe                               2
Dagger (MW)                                1

Worn
Scalemail (Gold)                          24              32.5
Cloak (Green, Swordcaptain Broach)         1.5
Shirt Linen (Black)                        0.5
Pants Wool (Black)                         1
Boots Leather (Black)                      2
Mithril Glove + Gauntlet (Steel, Left)     2
Watch Tabard (Green)                       1.5
Earring – (Gold, Right Ear)                -
Leather Bracer - (Right)                   -

Loot                                                                Notes:
25gp                                                      1?        Landon Hired by Humbraz Periadost.
16sp                                                                Deyner D’Phiarlan, Gereth Peatfingers
Gems 5 (355gp each) = 2485gp                                        Brice Blackmoor III (Silver Sentinel), Voril
                                                                    NPC Golem: Molly
                                                                    Watch Salary: 6sp per day, on duty or off
                                                                    Patrol Bonus: 1gp per patrol, 20 per month
                                                                    Monthly Wage: 38gp




                                                 1gallon = 8.35lbs = 134oz | 15oz per pound (rounded down for skin weight)
Potions
1 - Dark Vision: 5 hours, can see 60' in total darkness (not magical darkness), black and white only.
1 - Shield of Faith: 5 Minutes, +2 Deflection bonus, Creates a shimmering field around the user.

Magic Items

+2 Greatsword, Zantranna: Bound to Skuli, it gives him +2 STR when held, and also bestows the powers
Charging Minotaur (+2) and Enlarge (lvl 5). Magically weightless to Skuli when held, but seems unbearably heavy
to others, who must strain to lift it.
Binding on a spiritual level with Zantranna incurs the following personal costs: Att -1, Ref Save -3, Hit Points -6.

*In its natural state Zantranna weighs 60lbs, but it will grow or shrink (by 1lb per day) to match its new owner's size (1/6th owners weight).
Currently weighs 47lbs, its weight only affects Skuli’s encumbrance total when stowed.


+2 Throwing Axe of Icy Burst: 1d10 frost Dmg upon Crit.

+3 Scalemail of Retaliations Feather: Opponents dealing 10 Dmg receive 1d6, at 0 opponent takes 3d6. Ignores
the first 60' of falling.

Gauntlet of Infinite Blades: Creates an infinite amount of daggers at will, that last 3 rounds, then disappear.
 5 Charges per day, renewed at dawn.
 1 Charge: +3 Dagger
 3 Charges: +3 Dagger of Seeking: When thrown, it can't miss, regardless of concealment, if the correct square is
targeted.
 5 Charges: +3 Dagger of Bane vs specified type (+5 +2d6)

Ring of Chameleon Power: +10 Hide Check (Free Action), +10 Disguise (Standard Action)
Can change appearance, including armor, clothing, weapons and equipment, only limitations being no more than 1'
taller or shorter, can't change body type (sex, or race), but otherwise can appear to be a completely different
person. A creature that interacts with the illusion (example: tries to pull illusionary long hair) makes a will save to
detect the illusion. The disguise can be applied an unlimited number of times, but the effect wares off after 90
minutes. The illusion has no audible affects on the user or his equipment.
Stored Equipment (Location: Docks Ward Safe House)
                                   Lbs          Total   ------>114.5lbs

Satchel 1                             1         21
-Bedroll                              5
-Flint and Steel                        -
-Winter Blanket                       3
-Trail Rations (5)                    5
-Spy Glass                            1
-Empty Waterskin (2)                  0.5
-Empty Coin Purse (5)                 0.5
-Candles (5)                          0.5
-Map Case                             0.5
--Map of Waterdeep region 120 miles   -
-Torches (4)                          4

Satchel 2                             1         21
-Grappling Hook                       4
-Climbers Kit                         5
-Rope Silk, 100'                      10
-Extra Satchel                        1

Satchel 3                             1         21
-Tent (Large)                         20

Reinforced Iron Crate (Zantranna’s)   50        54.5
-3 MW Locks                           3
-Coin Purse 1                         1
--50pp
-Coin Purse 2                         0.5
--25gp
Skuli Ketilson (Skoolee) - Sentinel Pseudonym: Orinar the Mighty

Height: 6’ 3”   Weight: 280lbs            Hair: Red        Eyes: Blue      Age: 35

What is your personality?
Fairly light hearted and easy going on the surface, but underneath, ever the cool and calculating warrior, waiting for
the best moment to strike a fatal blow to any problem within reach. He sympathizes with the cities middle classes,
critical of the excess of the wealthy and the squalor of the destitute. He thinks of himself (since joining the
Sentinels) as an unseen hero for honest hardworking folk. He has a keen sense of duty and is utterly devoted to the
brotherhood of the watch. He has seen enough of the world to know that nothing is black and white and, in special
circumstances, may ignore minor infractions of the law, as long as the greater good of Waterdeep is served and no
innocent citizen is affected.

What did you do in your life before you became an adventurer?
Being the sons of a City Watch drill instructor afforded he and his brother, Grenyar, the opportunity to become
competent fighters, weaponsmiths and employed as officer's stewards by the time they came of age. After a few
years, they dreamt of a more exciting life outside of the city and decided to strike out on their own, beyond the
reach of their often overbearing father (Gudrek).

Where are you from and what are your connections to your origin?
Born and raised in Waterdeep, his grandfather immigrated from Luskan in his youth. Skuli has only heard tales of
the old country, but has no connections there. Almost everyone he has ever known in Waterdeep has been
connected to the City Watch in some way.

What is your family like?
At only 6' 3", Skuli is the runt of the family, being only slightly taller than his own mother. It was his physical
inferiority to Grenyar that drove him further than anyone could have ever have expected. His uncle Einar, the tallest
in the clan, possesses a kind heart and always made an effort to keep Skuli's spirits up when his father's relentless
training regiments seemed impossible to endure. His mother and grandmother are experts in the art of Northern
cuisine, which produces odors that ensure few guests at the dinner table, but evidently grows the heartiest of men.

What do you look like?
A life of intense physical training has turned his impressive 280lb frame into a tower of steely sinew. His red hair
and beard are kept short and uniform, as would be expected of a soldier of the world's greatest city-state. His blue
eyes and bright smile keep the bar maids swooning, but his thick bones and weathered skin mark him as pure
common stock (to Waterdhavian eyes). His Sentinel alter ego, Orinar the Mighty, is a copy of a Luskan mercenary
that was killed on the Chult expedition. Orinar was a brave and honorable warrior who once saved Skuli's life and
he hopes that, through his work with the Sentinels, the name will become famous and honor his dead friend. Orinar
has long red hair and a full beard. The disguise is subtle enough to enable him to switch identities (between Skuli
and Orinar) in public without attracting attention. Essentially, only his head, mithril glove and sword are affected by
the Orinar projection.

What do you like and dislike?
Skuli loves life in the great city. A youth spent patrolling the many wards and keeping the peace among people of
all social classes has given him a perspective of things that, perhaps, only members of the City Watch share.
Having seen and caused plenty of death in his younger days, he has grown compassionate for the living, even if
they happen to be on the wrong side of a battle. He doesn't care for money and possessions, living life on the edge
of a sword, he knows the value of every breath.

What would you never do?
He would never betray a friend, torture (beyond standard interrogation techniques), or steal from an innocent
person. When faced with bullies or thugs, his reaction can become quite severe, though he will refrain from killing
anyone who doesn't pose a serious threat. The ideals of a stern, but benevolent peace keeper, have been drilled
into him since birth, and he has lived long enough to understand their necessity.
What would you like to achieve in the future?
He would like to find a trustworthy group of adventurers that he can call upon when powerful beings or groups, run
amok in his fair city.

Who do you love and hate?
Skuli and Cartima Ultrace, while occasional co-workers, have a heated on and off relationship, but duty leaves little
time for pleasantries. Perhaps someday things will be different...
 At the moment, most of the enemies of his past have come to know Lord Kelemvor personally, and those who
have not, no longer pose a threat. He has a handful of friends that he grew up with, whose families are career city
watch, like his own, but the duties of a Sentinel requires that he distance himself from his former life to the point
where he only sees friends and family on special occasions.

How religious are you?
In his youth, he had only a passing interest in the gods, but, since joining the sentinels, he has recognized that his
deepest convictions are in harmony with the temple of Tyr. His only prayer is to receive the wisdom to deliver true
justice, and before going on patrol, he purifies Zantranna’s blade by cleaning it with blessed weapon oil. If someone
has offended his sense of justice, but arresting them would be unreasonable, then, he might demand that they
make a donation to the temple of a sum proportionate to their crime.

What are your prized possessions?
Zantranna (greatsword): One of the twin blades of Braga.
Ring of Chameleon Power: Standard issue for a Sentinel of the Watch.
Scale Mail of Retaliation's Feather: Issued by special request from Master of Arms, Helve Ultrace.
Gauntlet of Infinite Blades: A gift from Maskar Wands.

Past Adventures

A New Life Begins
After leaving the City Watch, Skuli and Grenyar hired on as body guards for a charismatic Baldurian merchant
captain, Mosler Tantin, whose recent seasonal market deliveries had left his balance sheet floundering. He needed
the pair to back up his lead body guard, Orinar the Mighty, before he would dare to attempt more profitable
opportunities with a variety of notorious pirates and thieves. Soon, with Orinar's guidance, the trio helped Tantin
develop a reputation for being an inconvenient mark within the black market community of the Sword Coast.

The Black Lane
 One year into their partnership, a mysterious man in Athkatla hired Tantin to deliver a shipment of Scorma to a
Yaun-ti named Zstulkk Ssarmn in Skullport. He dreaded the idea of entering such a place, but the payoff was much
higher than he could resist. After making the delivery, Zstulkk made him an even more lucrative offer.
 "There isss a portal carved into the cavern wall, four hundred feet to the Eassst, it will take your ship to the Lapal
Sssea in Chult. On the shore you will find a dozen cratesss filled with valuable ssspicesss and a well dressssed
man. Take him to where ever he wishesss, and the cratesss are yoursss to sssell. Should the windsss bring you
thisss way again, I may be able to offer you more of the sssame."
Over the course of a few years, they entered the portal from Skullport to the Lapal Sea several times, but each
time, the moans and cries from the slave pens on Skull Island tore at Skuli's heart and he vowed that he would live
to see the day when this place is finally buried under the mountain.

The Great Expedition
 A few years later they met an old bosun in Calimport, named Quavor, who had served Tantin's father and been his
own boyhood mentor. He told the tale of a cavern filled with veins of precious gems hidden by the deep jungle, only
a few miles North East of the mouth of the River Tath, and so, with a hold full of Calimshite mercenaries, they set
sail for Chult. There they hired a guide and a team of workers from the shanty village outside the walls of Port
Nyranzaru, then set anchor near the mouth of the river and began constructing an earth and timber fort (Fort
Quavor). After some turmoil, a temporary alliance was made with one of the local Batiri* goblin tribes, who led them
to the cavern in exchange for steel weapons, only to find that it had become inhabited by a clan of Xuthus** ogres.
They lured the Xuthus into an ambush and took control over the mouth of the cavern, but discovered that it ran
much deeper than anyone was willing to explore, possibly even under the Mistcliff Mountains. For a time they held
the cavern uncontested, blocked up one end, cut a pathway through the jungle and began picking out enough gems
to finally turn a profit. Eventually, a Xuthus war party broke through the barrier and overran the mine. Skuli and
Grenyar would have surely been amongst the many casualties that day, if it weren't for, Orinar, who sacrificed
himself to the bloodthirsty horde.
 More warriors were hired, many battles were fought and control of the mine changed hands once again. During the
final battle, a Xuthus warrior named Braga, legendary amongst the Batiri, was slain by the brothers and the Twin
Blades of Braga*** were claimed, but the entrance of the mine was collapsed by the Xuthus shaman and the great
expedition finally concluded.
 In the end, Tantin's profits were sizeable, but the blood spilled took a heavy toll on Skuli's conscience. So many
young men would never return to their families. Even the Xuthus were only protecting their home. As they loaded
the last crates onto the ship, he could only think about how long it would be before he could see his family again.
Gren and Mosler were already discussing their next expedition when Skuli told them he would be parting ways
when they reached Calimport. They didn't seem surprised until he refused his full share of the gems, only enough
to get home.

* Batiri: Nomadic jungle goblins. Green skinned, larger, more intelligent and physically adept than typical northern
goblins. They speak a similar dialect.
**Xuthus: Chultan cave ogres. Grey skinned, and as with most Chultan species, superior to their northern cousins
in every way.
***The Twin Blades of Braga, a pair of large magical swords. Equivalent to a long sword when held by a Xuthus.

A Tale of Two Swords
At the fall of Rolidar (The ancient dwarven empire of Faerun, also known as the Empire of Shimmering Swords),
Udokas Bloodbearer, an ogre king said to have bathed in the blood of Gargauth (Demipower/ former archdevil),
captured the twin daughters (Zantranna & Ravatranna) of the Imperial Weaponsmith, Belril Swordsteel. He forced
them to work, making him a pair of blades that would surpass all others and unite the tribes under him. They knew
that Udokas planned to sacrifice them in a ritual to further empower the blades, so they poured all of their life
essence into them, ultimately sacrificing themselves. The blades were much more powerful than Udokas had
hoped for, making him invincible in battle (slaying many evil humanoids), and his tribe grew, until, at the battle that
would have made him master of the tribes, the blades failed him, and they were claimed by a new king. And so this
process continued for a thousand years, until they came into possession of Prince Braga, passed down by his
father Tarmikos the Blind (ogre mage), and like all the others, they served him well. Until one fateful day, when he
faced off against two young humans, Grenyar and Skuli Ketilson. The blades forsook their owner, becoming too
heavy to wield and Braga was cut down. At first the swords seemed merely a trophy for the two young warriors,
being too large and heavy to wield, but each night as they slept, voices from the blades sang out to them in their
dreams. The songs were in dwarven, but somehow they understood. Finally, they realized that they shared the
same dreams and took a closer look at the 60lb swords. They found that they had become light as a feather, but
only in their hands. Over time the blades shrank in size to match their new owners, and through dream song,
revealed their names and the tales of their history to the brothers, but the communication was limited to just that.
Now when they sleep, sometimes they hear dwarven songs gently sung of the glorious fallen empire, and dark
ones who may still lurk deep underfoot.

A Sentinel is Born
Five years ago, Skuli was serving as a Swordcaptain (Patrol Leader) of the City Watch, when Thyriellentha Snome,
Mage Civilar - Commander of the Watch-Wizard Corps, discovered that her cousin Dandobar, likely heir to the
Snome fortune and Waterdeep based distilling empire, had been replaced with a polymorphed Yaun-ti spy, it didn't
take her long to extract the plot behind it. It seemed that the great Yaun-ti tribes of Chult had predicted that Sseth,
their long dormant god, will awaken and restore their place as the master species of this world. In preparation for
the coming war, they had been infiltrating the upper echelons of human nations for decades, but had only recently
turned their focus to distant Waterdeep. An unknown number of weak but important people, mostly heirs of the truly
powerful, had already been taken to Skullport, where they awaited collection by an infamous Drow slaver.
Captain Rulathon realized that sending Force Grey into Skullport would not only risk losing Waterdeep's last and
most powerful line of defense, but also risk breaking the unspoken treaty, so he chose to assign Cartima Ultrace
(Priestess of Tyr) to lead a squad of sentinels to extract the young nobles quietly.
 Cartima recruited Skuli to be her guide, since he had been to Skullport in his youth and knew something of the
language of Chult. Four other disguised sentinels, two watch-wizards and a drakkar manned by 40 veteran city
guard marines disguised as northmen raiders rowed into Skullport.
 After locating the nobles in the Iron Ring cell compound on Skull Island, they decided to make contact with
Ahmaergo "the horned dwarf", Skullport's most influential slaver boss. They told him that the Yaunti's plot would
lead to open war with Waterdeep, and that the most reasonable choice of action would be for him to make his
guards scarce during the raid. Realizing that the foreign powers of Yaun-ti and Drow risked only Skullport's lively
hood in their gamble, he agreed and the ensuing raid was a success, though the forces of Skullport were eventually
mobilized, the delay gave the liberators just enough time to execute a daring escape. When they returned to the
city, each of the imposters were arrested and Swordcaptain Skuli Ketilson was offered a position with the Sentinels.
Now he works directly for Captain Rulathan.

Wands and Daggers
 Several months ago, Skuli was assigned to help Maskar Wands investigate the murder of his youngest
stepdaughter. Maskar wasn't certain what manner of beast was responsible for the gruesome act, but he suspected
that it was somehow masquerading as one of the many residents of his estate. He used a wand to reduce Skuli in
size so that he could take on the appearance of a fat little boy with his ring and introduced him as his nephew to the
staff. Skuli discovered, that Maskar supplies the rings for the Sentinals. Three times a day, Skuli had to meet with
Maskar to receive a fresh application of the wand and kept track of the time on a large hour glass in his bedroom.
He was also given a magical mithril gauntlet that could conjure a dagger magically tuned to piercing the hide of any
kind of creature that might appear. After several nights, Skuli was finally attacked by a devil swine* that had been
posing as one of the attendants. Though he had temporarily mastered the finer points of knife fighting, and was
armed with a fearsome blade, he nearly met his match due to his reduced size and strength. Maskar suspects that
the beast was attempting to gain access to his laboratory, where there are a number of items that might attract
such a demon.

* A shape shifter of demonic origin, often mistaken for a lycanthrope. Its natural form is that of a large and horrifying
pig, but it most often attacks in its grotesque hybrid form resembling an old man with fangs, claws and devilishly
pointed pig ears. More than a match for most men in single combat, it relishes in terrifying the weakest possible
victim before it feeds.

More on the Sentinels of the Watch
Sentinels typically operate alone and are not made aware of other members as they are often called upon to
infiltrate dangerous organizations with the use of their rings, and any compromise of their identities could be
hazardous for all involved.
They are typically warriors, chosen based on their martial prowess, intelligence and loyalty.
When not disguised with intent to infiltrate, they assume an alternate identity as free roaming City Watch officers,
which allows them to remain useful on a daily basis while acting as a double blind, in case they have been tracked
or partially identified.
When a sentinel does require backup, he or she is typically paired up with a cleric in good standing. The cleric will
not be made aware of the Sentinels true identity, unless a long term partnership is required.
The sentinel rings bare a tiny emblem that allows them to identify each other without revealing their true identities.

As far as Skuli knows, the only people who know that Orinar is his alternate identity are Helve and Cartima Ultrace,
Captain Rulathan and Maskar Wands.

The Adventure Begins
Skuli currently resides in a safe house in the Dock Wards, three doors South of the Blackstar Inn on Gut Alley.
There are a number of safe houses scattered throughout the city. Keys are assigned based on an agents objective.
Sentinel protocol dictates that agents use an alternate disguise when entering from the street.
Skuli’s Family (All Warblades specialized in Iron Heart / Bastard Sword)

Ketil Denalepute          Grandfather Age 83                 Orsar (honorary)
Seated amongst the “honorary” Honor Guard of Captain Rulathan during official ceremonies, Ketil the Pincushion
(as his last name translates) and his best friend Flosi Halvardson visited Waterdeep as sailors about sixty-five
years ago, and, astounded by the freedom and wealth its citizens enjoyed, decided to stay. Joining the city watch
seemed the perfect fit for their natural size, ability and desire to see wrongs righted, as it was for many a stray
Northmen in those days. He married a carpenter’s daughter and had two sons and three daughters. Retired twenty
years ago as a highly decorated Sword (Sergeant), he refused promotion early in his career, preferring to stay in
the thick of things. He and his wife (Hrefna, age 75) reside in the family estate (a two story courted stone house in
Castle Ward) with his son Gudrek and Gudreks’ wife Svalla. Among his many tales are the time the watch rounded
up the Shadow Thieves (about 60 years ago), and how he once pulled a young officer out of a well in North Ward
(about 50 years ago), who now holds the title of Open Lord (a well that connects to the catacombs under the City of
the Dead). The story of Ketil's life before Waterdeep, as told amongst the family, is a brief one. Ketil's (warblade)
clan was wiped out by another when he was about fifteen years old. By chance, he returned from a fishing trip to
find his village in smoldering ruins. He rowed his small boat to the mainland and then walked for many days until
finally reaching Luskan, where he hired on as an oarsman for a trade ship. Offering no surname, his shipmates
named him Denalepute after observing the many small scars covering his body, which he says he received from
playing swords with his brothers. When asked about his clan, and where he came from, his reply is invariably
“Some things are better left forgotten.”

Einar Ketilson              Uncle            Age 61            Orsar (Envoy to The Order of Master Shipwrights)
Several years ago Einar was the Docks Ward Guardsword (duty head for shifts patrolling the city docks), and it was
he that sent Mosler Tantin to meet with Grenyar and Skuli (Don’t tell Gudrek!). Fellow clanless warblade Orinar
Sverdbrotsyor (Sword Breaker) was secretly charged with looking after the boys, as Einar felt that it was important
for them to believe that they were truly striking out on their own. Since Skuli's return, Einar has aided his training
regime by preparing deadly gauntlets of rope and timber to test him a few times a month (Balance, Climb, Jump,
Tumble). Currently retired from patrol duties, Einar continues to serve as the Watch's envoy to the Shipwright's
guild, which, incidentally, is a great help for finding locations and materials for use in Skuli's training (typically within
half built ship hulls). As the envoy, his duties are a combination of inspecting the guild member’s operations to
ensure that they are adhering to Waterdeep’s strict business laws, designed to ensure a fair and competitive
environment and also to act as a point of contact for those guild members to voice any complaints or concerns that
may fall within the Open Lord’s jurisdiction. Never married, he resides alone in a small villa in the Docks Ward.

Gudrek Ketilson           Father             Age 56         Rorden (in charge of one Castle Ward barrack)
A driven man, Gudrek has accomplished much in his life, and is well respected by his peers. Ranked a 2nd tier drill
instructor in the watch, he is responsible for turning seasoned blades, that have served at least 2 years, into deadly
swords*. His commanding officer is the Master of Arms, Helve Ultrace. As a family man, Gudrek can be somewhat
cold and distant. Never one to show emotion, his mind is always on his job. He is very proud of Skuli’s
development, as he has clearly surpassed everyone in the family by great strides, but he treats him the same as
ever… Skuli has become mostly immune to the old man’s ways. When Skuli is off duty, he has been known to visit
the barracks and spar with Gudrek and his students. Gudrek and his wife, Svalla, have known each other all of their
lives, as she is the daughter of Ketil’s friend and watch brother, Flosi (now deceased).
* Ketilsons regard their warblade techniques as family secrets, only exchanging maneuvers with honorable
warblades of the North on occasion.

Grenyar Ketilson         Brother          Age 37              Blade (Retired)
Has not been seen by his family since Skuli parted ways with him seven years ago in Calimport.
Grenyar was always the best at everything while growing up and this has made him supremely confident. Clearly
destined for greatness, everyone expected him to outgrow the City Watch, everyone, that is, except his father, who
was quietly heartbroken until Skuli returned to fulfill his expectations. Unmatched in strength, speed and wit (in his
own mind), and inheriting his father’s boundless determination, makes Grenyar extremely dangerous to those who
would make an enemy of him. Skuli imagines that his brother is probably a famous mercenary captain,
commanding enormous sums for his services, or a land granted knight in a carefully chosen kingdom. For if he
were still a sailor, he surely would have paid a visit by now.

Skuli Ketilson                         Age 35           Swordcaptain
On the Castle Ward roster, assumed to be stationed within Piergeiron’s keep.
Know Thy Watch

Waterdeep has both a standing army (the City Guard) and a police force (the City Watch). Though they often work
together, the average Waterdhavian or visitor to the city will most often come into contact with watch street patrols,
and see the Guard only at city gates, manning the walls or boarding ships for harbor inspections, and overhead on
griffonback.

Down the years, watch patrols have exhibited a variety of ranks, uniforms, and strengths, because the watch
experiments continually with tactics, equipment, and ways of achieving two impossibly conflicting aims: to
sometimes catch miscreants by surprising them with persons they don't identify as watch officers; and to usually
reassure citizens and enable them to cry for ready aid by allowing them to readily identify watch officers from afar,
on sight, due to distinctive uniforms (and at night, distinctive lanterns and the like).

Patrols pass along main streets once between bells, and vary their routes often. Dockside, "red-light," and known
frequent-theft areas receive around five patrols per bell, as do known "bad" taverns and inns. Temples are policed
lightly, because clergy are assumed to police their own grounds and buildings. (The term "hour" is unknown in the
Realms, but temple bells strike more or less in unison, an hour apart.) Watch patrols are on foot but can call
horsedrawn watch prison carts to carry off prisoners or confiscated goods.

All watch patrols are armed and carry more than one "watch horn." These nonmagical signal horns are used to
blow various -- and slightly altered, from time to time -- patterns of calls, to do one of the following:

        Summon watch reinforcements
        Summon City Guard aid
        Summon Watchful Order aid
        Summon "duty healers" (priests lent by various city temples)
        Proclaim that an alert or search is now ended
        Proclaim that someone has been found
        Warn fellow watch members away from a dangerous spot or delicate situation

To outsiders, "watchmen" (a term that some use for both genders, so a shopkeeper may be heard saying: "And
then the lady watchman come running, sir, and strike me blind if she didn't . . .") come in three sorts: "patrolman"
(male) or "patroljan" (female), "captain" (any officer controlling a patrol) and "commander" (any officer of higher
rank). Many folk call every watch member "officer," just to be safe.

Watch members actually hold these ranks, from lowest to highest: blade, sword or "armar" (equivalent to a
sergeant), swordcaptain (patrol leader), rorden (in charge of a watchpost or barracks, or either five or six patrols),
orsar (envoy to guilds, citizen groups, noble families; also serves as prisoner escorts and in honor guards),
guardsword (duty head for shifts patrolling the city docks and gates), commander ("officer of the shift"), and
watchlord (the administrative and disciplinary heads of the watch, usually three or four officers who hold special
titles personally bestowed on them by Piergeiron). The Captain of the Watch holds sway over all of these.

The watch also has special offices (such as jailer, armorer, and horsemaster) that are held in addition to ranks.

"Civilar" is a term applied to all ranks from swordcaptains up through orsar.

Swordcaptains and higher always wear uniforms or (rarely) armor with uniform tabards, and any watch member
may wear helms, gauntlets, and leather armor if they (or a superior officer) deems it necessary. A watch member
doesn't have the right to order an inferior watch member not to wear armor.

Rank badges take the form of tabards; thanks to widespread counterfeiting, pins are no longer used except on
ceremonial occasions. By rank, these badges are as follows (all are encircled by an oval line sculpted into a rolling
wave at the bottom and the peak of Mount Waterdeep at the top):

        Blade: diagonal slash (lower left to upper right)
        Sword: diagonal slash (upper left to lower right)
        Swordcaptain: X shape (crossed diagonal slashes)
        Rorden: horizontal dagger (hilt on left)
        Orsar: vertical open human right hand, fingers uppermost and palm showing
Guardsword: two horizontal swords, upper one with hilt right, lower one with hilt left
        All higher ranks: two staring eyes, horizontal sword beneath them (hilt on left)

Members of the watch enjoy a wide but legally undefined immunity from most Waterdhavian laws while exercising
their duties. They can appeal any sentence uttered against them by any Black Robe (magistrate) to the Lords of
Waterdeep, which in practice means Piergeiron -- who has been very lenient with watch members of long service
and good character.

On the other hand, watch members hate "bad" watch members and will hound a suspected bad apple until they flee
the city, agree to all investigations, or clearly establish their innocence. Watch members found guilty of crimes or
misbehavior are often fined by the watch as well as punished under law. Conversely, distinguished service often
earns handsome retirement bonuses from the Lords (sometimes even outlying land or in-city buildings).

Most Waterdhavians grumble at the watch, but obey them, because the watch is seen as fair (if often thick-headed)
and helpful as well as jack-booted. (They'll unhesitatingly search for missing children, safeguard broken-open
shops or scared persons, and so on.)

Persons arrested by the watch are often taken to holding cells in the city wall towers, but the main lockup is a level
of ironbar cells in the "dungeons" of Castle Waterdeep, with dangerous prisoners being handed over to the Guard
for imprisonment in caverns inside Mount Waterdeep.

Watch Sundries

Watch members inevitably become experts in particular neighborhoods, but in the last two decades the watch has
made an effort to rotate patrol duties, mixing "area veterans" with watch members from other parts of the city, so
every watch officer at least knows the street layout (and places of treacherous footing, poor visibility, or particular
ambush danger) of the entire city.

Policing the sewers is now the duty of the City Guard, and the watch rarely enter them except when pursuing
suspects or discovering sewer tunnels that connect with building cellars.

Every veteran watch member knows at least the heads and heirs of all Waterdhavian noble families by sight, plus
the persistent troublemakers among the nobility. Many know most of the guildmaster's faces, too.

Forms of Address

Watch members customarily address male citizens as "goodsirs," except for persons they know to be
Waterdhavian nobility, whom they call "gentlesirs." Mixed-gender groups of folk that include known nobles are
called "gentles," and if the watch members don't recognize any nobles in the mob, they'll use the word "citizens"
(even if they know many of them to be visitors).

Non-noble women are "goodwives" unless young, whereupon they become "goodlasses." Young males are usually
called "jacks" or "my jacks" (as in: "What befalls? Hold and deliver truth, my jacks!")

"Hold!" (which means "Freeze!") and "Down arms!" (which means "Drop your weapons!") and "Talk truth!" (which
means "Answer me!") are frequent watch commands.

When watch members address officers of superior rank, the word "sir" is the all-purpose formal address. "Sorn" is
an added term of respect, somewhere between "trusted" and "worthy" in meaning, and is applied thus: "Sorn sir."

"Sorn" is also used in the other direction (by higher ranks addressing lower), but instead of "sir," it's added (or not
added, if the speaker is grumpy or disapproving or merely bored) to the word "trusty."

In most daily situations (such as in barracks or on the streets, not in front of a Lord or Palace official or at a nobles'
revel), watch officers tend to ignore rank formalities when their ranks are similar.

A watch patrol leader would think something was wrong, or she was being mocked, if members of her own patrol
started calling her "sir" or "sorn sir," and so would a senior commander, if officers one rank lower than him did the
same thing. This is due in part to the practice, now almost universal in the watch, of carefully being very formal and
polite when you think your superior is making a mistake, or breaking the rules, or just being an ox-haunch
(behaving like a jackass): in other words, clearly indicating your disapproval by tone and excessive formality without
actually saying a single word of disagreement.

The watch places far more importance on diligent behavior while on duty (and springing to the aid of, or showing
thoughtfulness toward, one's fellow watch officers) than on matters of etiquette. There's little or no discipline
(beyond a sharp comment) for missing a salute or stumbling over another officer's title; the watch prides itself on
being "family" (albeit a gruff, ungentle "slap-on-the-back, mock-one's-fellows" family) and not "a bunch of sniff-
nosed, post-headed warriors."

Salutes

Members of the City Guard salute often, usually with a raised weapon, but watch members seldom do so.

Some little-used formal and ceremonial salutes exist, but the most common watch salute performed indicates
respect for someone's judgment, prowess at arms, or bravery. The saluter draws to attention, looks at the person to
be honored, and while doing so, sharply raps the hilt of a sheathed weapon (usually a belt dagger) with one closed
fist.

To any watch superior, a watch member salutes by tapping his temple smartly with an upraised, vertical forefinger.

The replying salute to an inferior is identical only if the superior officer desires to convey profound respect or
gratitude.

Otherwise, the superior officer bends the left arm (at the elbow) up and across in front of her, turning that hand
edgewise-on with fingers and thumb together ("a karate chop"), and strikes it gently, down from above, with the
outside of her right hand, similarly bent but formed into a fist. (The fist "bounces" off the fingers of the other hand,
after striking just once.)

A covert salute from a watch member to another officer (used in exaggerated, not-trying-to-hide form by officers not
certain of the rank of the person they're saluting): Put the heel of the horizontal right hand on one's own belt, then
swing fingers together in a single "tap" against the belt (as if patting one's own belly). If this is immediately followed
by a move to scratch one's own left shoulder, it means: "Hi, there! I've got trouble, big trouble, and need you to stay
and confer with me. Contrive to get close to me in some non-obvious manner, so we can talk."

Pay

A watch member receives 25 gp upon joining, plus a free uniform, a pair of boots, training, and (one) weapon. If
dismissed without completing training, all must be returned except 12 gp.

Thereafter the watch member receives free room and board at assigned watch barracks (bunk, small beer, simple
fare, bath access, weapon oil; need not be accepted, or can be taken up only on a casual "feel like it tonight"
basis), plus 5 sp per day (active duty or not), plus 4 sp per patrol (normally only one patrol per day per watch
person, the day normally being divided into three slightly-overlapping shifts/patrols). Officers receive the same 5 sp
rate, but 5 sp, 7 sp, or 1 gp per patrol, depending on rank.

The watch member also receives one replacement uniform, a pair of boots, and an additional weapon per year;
others must be paid for out of salary. (Additional weapons and gear are often issued "for free" out of armory
lockups for patrol use, but must be returned or replaced.)
Code Legal of Waterdeep



The First Plaint: Crimes Against The Lords

SEVERE:

 . Treason (including Assault Upon a Lord): A
. Impersonation of a Lord: A
. Impersonation of a Magister: B after flogging
. Forgery of an Official Document: B or C (permanent) and D
. Assault Upon A Magister: B or F (10 years) after flogging

SERIOUS:

 . Theft, Vandalism, or Arson Against the Palace or Any Part of the City Walls: E (as justice demands) plus H (costs
of repairs plus 2,000 gold pieces)
. Impersonation of a Guardsman or Officer of the Watch: F (as justice demands) plus H (5,000 gold pieces) and
flogging
. Repetition of any Lesser or Minor Offense Against This Plaint: E or F (1 month) and/or H (up to 1,000 gold pieces)
. Willful Disobedience of Any Edict Uttered Against One by a Lord: H (up to 1,000 gp) and/or C (up to 5 years)

LESSER:

 . Unlawful Observation or Copying of an Official Document F (3 weeks) plus H (300 gp)
. Assault Upon Any City Officer Who Is Acting in the Line of Duty: F (1 week) plus H (as justice demands; usually
based on ability to pay; flogging if unable to pay anything)
. Attempting to Discover the Identities of the Lords: H (500 gold), J (Repetition of Crime)

MINOR: . Blasphemy Against Lord, Magister, or any City Officer: G (4 days) plus H (20 gp)
. Impeding the Swift Process of Law by Delaying the Actions of the Guard, Magisters, or Watch: F (2 days).

Sentences
A- Death (instant)
B- Death (upon conviction)
C- Exile or Ban Against Future Entry
D- Mutilation (loss of offending extremities, branding)
E- Enforced Hard Labor
F- Imprisonment (dungeon)
G- Imprisonment (light work in Castle compound)
H- Fine (payable to City)
I- Damages (payable to injured party)
J- Edict Against Convict (public pronouncement forbidding convict to do something; e.g. continue in present
business, repeat circumstances that led to an offense, etc.)
The Second Plaint: Crimes Against The City

SEVERE:

 . Poisoning of Water (City Wells; includes attempted blockage or attempts to control public access, or charge fees
for such access): A
. Murder: B or E (10-15 years)
. Spying, Sabotage: B or C (permanent) plus H (costs of repairs plus 2,000 - 5,000 gp) or F (20 years) plus H

SERIOUS:

 . Fraud: C (permanent) and I (as justice demands) or F (up to 10 years) and I, and J
. Fencing Stolen Goods: G (up to 2 years) and H (typically twice the price the goods were sold for) and J
. Unlawful Duelling (Manslaughter): C (up to 5 years) and I (to family, typically 1,000 gp) or E (up to 3 years) and I
. Murder With Justification: C (up to 5 years) or E (up to 3 years)
. Repetition of Any Lesser or Minor Offense Against This Plaint: F (1 month) and H (up to 1,000 gp) and J
. Bribery of a City Officer or Official (attempted or apprehended): C (up to 20 years) and confiscation of
all property except one weapon , one week's rations, and clothes worn by offender

LESSER:

 . Unlawful Entry into the Harbor (1 charge per vessel per occasion): C (1 year) and
H (500 gp)
. Unlawful Duelling (apprehended; i.e. on fatality): G (1 week) and H (100 gp) and J
. Entry into City after Curfew, or not by Main Gates: H (100 gp) and C (1 year, if engaged in questionable activities)

MINOR:

 . Bribery: G (1 week) and/or H (amount of bribe or attempted bribe)
. Unlawful Flight Intrusion (into City airspace, of intelligent being flying by means of an aerial mount or magic): H
(300 gp) and J (in peacetime; in wartime, sentence can be A)
. Blasphemy Against Foreign Ambassadors: G (up to 1 week), I (50 gp) and J
. Vagrancy: F (overnight)
. Littering (includes Relief of Human Wastes in Public): F (overnight) and H (2 sp to 1 gp, based on ability to pay)
and J
. Brandishing a Weapon Dangerously or Threateningly Without Due Cause (note: being in a brawl is not due cause
unless one is menaced with a weapon): F (overnight) and H (1 gp)
. Dangerous Operation of a Coach, Wagon, Litter or other Conveyance (including Airborne): H (5 - 50 gp, as justice
demands; note that this will be in addition to the sentence for any charges placed under The Fourth Plaint)
. Leaving the city of Waterdeep after curfew by means other than the main gates: H (500 gp).

Sentences
A- Death (instant)
B- Death (upon conviction)
C- Exile or Ban Against Future Entry
D- Mutilation (loss of offending extremities, branding)
E- Enforced Hard Labor
F- Imprisonment (dungeon)
G- Imprisonment (light work in Castle compound)
H- Fine (payable to City)
I- Damages (payable to injured party)
J- Edict Against Convict (public pronouncement forbidding convict to do something; e.g. continue in present
business, repeat circumstances that led to an offense, etc.
The Third Plaint: Crimes Against The Gods



SEVERE:

. Defiling of a Holy Place(Temple Burglary, Temple Arson, or Temple Vandalism): C (5 years) and I (as justice
demands) or E (up to 5 years) and I or F (up to 3 years) and I

SERIOUS:

 . Theft of Temple Goods or Offerings (includes spoilage or consumption of same): F (up to 1 month) and I (double
the estimated value of the goods) and J
. Tomb-Robbing (or Unlawful Entry and/or Vandalism of a Tomb): G (up to 1 week) and I (costs of repairs and
replacements plus up to 500 gp, payable to whoever maintains the tomb. temple, guild, City, or family) and J
. Repetition of any Lesser or Minor Offense Against This Plaint: G (up to 1 week) and H (up to 1,000 gp) and J

LESSER:

. Assault Upon A Priest or Lay Worshiper: I (of up to 500 gp; payable to temple, and usually based on ability to
pay) and J (in addition to charges placed under the Fourth Plaint arising from such an assault)

MINOR: . Public Blasphemy of a God or Priesthood: I (up to 10 gp, based on ability to pay) and J
. Drunkenness (and Disorderly Conduct) at Worship: I (up to 5 gp, based on ability to pay) and J

Sentences
A- Death (instant)
B- Death (upon conviction)
C- Exile or Ban Against Future Entry
D- Mutilation (loss of offending extremities, branding)
E- Enforced Hard Labor
F- Imprisonment (dungeon)
G- Imprisonment (light work in Castle compound)
H- Fine (payable to City)
I- Damages (payable to injured party)
J- Edict Against Convict (public pronouncement forbidding convict to do something; e.g. continue in present
business, repeat circumstances that led to an offense, etc.)
The Fourth Plaint: Crimes Against Citizens



SEVERE:

 . Arson (of Ship, Structure, or Stored Property): E (up to 3 months) and I (value lost plus up to 500 gp), and/or C
(up to 10 years) and I
. Rape: D and I (up to 2,000 gp) or E (up to 5 years) and I, or F (up to 10 years) and I
. Assault Resulting In Mutilation or Crippling: D and I (up to 2,000 gp) or E (up to 3 years) and I
. Magical Assault: H (up to 1,000 gp) and I (up to 2,000 gp) and J
. Forgery (not including official City documents): C (up to 20 years) and D and the confiscation of all property except
1 weapon, 1 weeks rations, and offender's clothing worn at the time of sentencing
. Slavery: C (up to 10 years) and flogging if shackling, cruelty, whipping, branding, or physical indignities are
observed

SERIOUS:

 . Robbery: E (up to 1 month) and I (value of goods lost plus up to 500 gp)
. Burglary: F (up to 3 months) and I (value of goods lost plus up to 500 gp)
. Theft or Killing of Livestock: I (double cost of lost stock)
. Repetition of any Lesser or Minor Offense Against This Plaint: F (up to 1 week) and I (double normal), or G (up to
2 weeks) and I (double normal)
. Usury: I (City recovers excess over legal rates, returns to injured party)

LESSER:

 . Damage to Property: I (value of goods lost plus up to 500 gp) and J
. Assault (Wounding): I (cost of medical attention plus up to 500 gp) and J
. Assault on Livestock (nonfatal): I (cost of medical attention plus up to 500 gp; maximum damages always apply if
livestock's breeding capability is impaired)
. Unlawful Hindrance of Business: I (up to 200 gp) and J (this charge includes instances of blocking access to a
place of business without permission of owner or a Magister; and trying to frighten, disgust, or drive away
customers in or in front of another's shop)

MINOR:

. Assault (without wounding or robbery): F (overnight) and I (up to 50 gp). Excessive Noise (interfering with sleep
or business): I (up to 25 gp) and J

Sentences
A- Death (instant)
B- Death (upon conviction)
C- Exile or Ban Against Future Entry
D- Mutilation (loss of offending extremities, branding)
E- Enforced Hard Labor
F- Imprisonment (dungeon)
G- Imprisonment (light work in Castle compound)
H- Fine (payable to City)
I- Damages (payable to injured party)
J- Edict Against Convict (public pronouncement forbidding convict to do something; e.g. continue in present
business, repeat circumstances that led to an offense, etc.)

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Character sheet

  • 1.
  • 2. Skuli Ketilson / Orinar Warblade: 10 Charging Minotaur (Zantranna): 5 per day Enlarge (Zantranna): 1 per day for 5 min/30 Rnds STR Check +10, Dmg 2d6 +9, Immune to Att of Opp Double Height (12' 6"), Weight x8 (2240lbs+gear) Must move 10' - 40', -2 AC for the rest of the round. STR +2, Dex -2, Att -1, AC -1, Dmg Size +1* Stone Foot Stance (IH - 1st): +2 STR checks, +2 AC vs Larger Creatures Hearing the Air Stance (DM - 5th): Blindsense** 30', +5 Listen Checks Giant's Stance (SD - 5th): +1 Size Dmg* Maneuvers (Can Ready 5 and re-pick with 5 minutes of practice) Lvl 1 Steel Wind Strike (IH): Attack two opponents, resolve separately. Steely Strike (IH): +4 Att, -4 AC. Charging Minotaur Strike (SD): Same as above, but -2 STR Check (synergy bonus). Leading the Attack (WR): Hit = +4 Att for all Allies vs Target, 1 Round. Lvl 2 Wall of Blades Counter (IH): Replace AC with Att Roll, can call after opponent resolves. Lvl 3 Iron Heart Surge (IH): +2 Att, Remove any one spell effect. Lvl 4 Mithril Tornado (IH): +2 Att, can attack all adjacent foes, resolve separately. Lvl 5 Elder Mountain Hammer Strike (SD): +6d6 Damage, Overcome DR/Hardness. Abilities Battle Clarity: Int bonus (+2) on Reflex Saves when not Flat Footed. Weapon Aptitude: Spend one hour per feat to change weapon specialization (currently 2). Improved Uncanny Dodge: Keep Dex bonus (+2) to AC when Flat Footed, Can't be Flanked. Battle Ardor: Int bonus (+2) on Crit Confirmation. Battle Cunning: Int bonus (+2) to Dmg vs Flat Footed or Flanked. Feats Class Skills B/M Other Skills B/M Power Attack: Transfer BAB to Dmg Balance (Dex): 10 (9) Appraise (Int): 2 Weap Focus & Specializ: +1 Att, +2 Dmg Climb (Str): 14 (11) Bluff (Cha): 1 Cleave, Great Cleave Concentrate (Con): 6 Disguise (Cha): 1 (11) Improved Initiative: +4 Craft Weapons (Int): 6 Escape Artist (Dex): 2 (0) Diplomacy (Cha): 6 Forgery (Int): 2 Size Dmg Chart Intimidate (Cha): 14 Gather Info (Cha): 1 (3) Tiny Medium Large Jump (Str): 14 (13) Heal (Wis): 0 - 1d2 1d3 Waterdeep Hist (Int): 6 Hide (Dex): 2 (10) 1 1d3 1d4 Waterdeep Loc (Int): 12 Listen (Wis): 0 (5)** 1d2 1d4 1d6 Swim (Str): 7 (4) Move Silently (Dex): 2 (0) 1d3 1d6 1d8 Tumble (Dex): 10 (9) Ride (Dex): 2 (0) 1d4 1d8 2d6 Martial Lore (Int): 15 Search (Int): 2 1d6 1d10 2d8 Sense Motive (Wis): 0 1d8 1d12 3d6 Spot (Wis): 0 1d4 2d4 2d6 Survival (Wis): 0 1d8 2d6 3d6 Use Rope (Dex): 2 (0) 1d10 2d8 3d8 2d6 2d10 4d8 *Dmg Size +1 does not affect ranged attacks in both cases. **Blindsense allows the user to detect and pinpoint the location of any creatures that he cannot see within 'range of effect' by hearing and feeling vibrations. Does not otherwise affect combat per normal concealment/blindness rules.
  • 3. Initiative: +6 BAB: +9/+4 CMB: CMD: (10+Str+Dex+Size) 16, 17, 21, 22 AC: 19 Flatfooted: 17 STR: 18 (+4) INT: 14 (+2) Fort +10 Ref +4 Will+3 Touch: 12 DEX: 14 (+2) WIS: 11 (+0) Base +7 Base +3 Base +3 CON: 16 (+3) CHA: 13 (+1) Con +3 Dex +2 Wis +0 Hit Points: 103 BC +2 Current: 103 PC -3 Scale mail +4 AC, +3 Magic, Dex +2 AC (Max +4) = +9 / Penalty Check: -2 Attack Modifier Damage Critical Type Range Zantranna +2* +17/12 2d6 +14 18-20 X2 P/S -Thrown* +14 19-20 X2 10' +Giants Stance* 3d6 + 14 18-20 X2 +Enlarged* +18/+13 3d6 + 15 18-20 X2 --------------------------------------------------No Bonuses--------------------------------------------------- Throwing Axe +2 -Melee +15/+10 1d6 +6 19-20 X2 S -Thrown +13 +1d10 Frost 10' Dagger (MW) -Melee +14/+9 1d4 +4 19-20 X2 P/S -Thrown +11 10' Dagger -Melee +13/+8 1d4 +4 18-20 X2 P/S -Thrown +10/+5 10' Dagger +3 of Seeking -Melee +16/+11 1d4 +7 18-20 X2 P/S -Thrown N/A N/A Dagger of Bane +3 -Melee +18/+13 1d4 + 2d6 +9 18-20 X2 P/S -Thrown +16 10' Punch +17/+12 1d3 +4 19-20 X2 B Other Weapons -Melee +13/+8 +4 +1 -Thrown +11 Bonuses Modifier Damage Size -Specialization* +1/+1 +2 -Zantranna in hand +1/+1 +1 -Enlarged +1/+1 +1 +1 -In Giant's Stance +1 -Power Attack -9/-4 +9/+4
  • 4. Encumbrance Total Carrying XP: STR 18 Light 100lbs Med 101-200 Hvy 201-300 100.0 (0.0 free) 36,000 STR 20 Light 133lbs Med 134-266 Hvy 267-400 53.0 (80.0 free) +9000 +300 Lbs Total Belt w/ Pouches & Sheathes 2 6.5 -Manacles (MW) 1 -2 Potions 1 -Caltrops 1 -Patrol Horn 1 -Piergeiron's Writ - -Safe House and Pad Lock Keys - -8gp, 5sp (37 coin weight open) 0.5 Backpack Leather 2 10 -Healer Kit 1 -Ink and Pen - -Manacles (MW) 1 -Satchel (holds 20lbs) 1 -Scroll Case 1 -Seal & Wax 1 -Sheets of Paper (5) - -Waterskin 30oz (holds up to 60oz/4lbs) 2 -Weapon oil (blessed)/Cloth 1 Weapons Greatsword 47* 50 Throwing Axe 2 Dagger (MW) 1 Worn Scalemail (Gold) 24 32.5 Cloak (Green, Swordcaptain Broach) 1.5 Shirt Linen (Black) 0.5 Pants Wool (Black) 1 Boots Leather (Black) 2 Mithril Glove + Gauntlet (Steel, Left) 2 Watch Tabard (Green) 1.5 Earring – (Gold, Right Ear) - Leather Bracer - (Right) - Loot Notes: 25gp 1? Landon Hired by Humbraz Periadost. 16sp Deyner D’Phiarlan, Gereth Peatfingers Gems 5 (355gp each) = 2485gp Brice Blackmoor III (Silver Sentinel), Voril NPC Golem: Molly Watch Salary: 6sp per day, on duty or off Patrol Bonus: 1gp per patrol, 20 per month Monthly Wage: 38gp 1gallon = 8.35lbs = 134oz | 15oz per pound (rounded down for skin weight)
  • 5. Potions 1 - Dark Vision: 5 hours, can see 60' in total darkness (not magical darkness), black and white only. 1 - Shield of Faith: 5 Minutes, +2 Deflection bonus, Creates a shimmering field around the user. Magic Items +2 Greatsword, Zantranna: Bound to Skuli, it gives him +2 STR when held, and also bestows the powers Charging Minotaur (+2) and Enlarge (lvl 5). Magically weightless to Skuli when held, but seems unbearably heavy to others, who must strain to lift it. Binding on a spiritual level with Zantranna incurs the following personal costs: Att -1, Ref Save -3, Hit Points -6. *In its natural state Zantranna weighs 60lbs, but it will grow or shrink (by 1lb per day) to match its new owner's size (1/6th owners weight). Currently weighs 47lbs, its weight only affects Skuli’s encumbrance total when stowed. +2 Throwing Axe of Icy Burst: 1d10 frost Dmg upon Crit. +3 Scalemail of Retaliations Feather: Opponents dealing 10 Dmg receive 1d6, at 0 opponent takes 3d6. Ignores the first 60' of falling. Gauntlet of Infinite Blades: Creates an infinite amount of daggers at will, that last 3 rounds, then disappear. 5 Charges per day, renewed at dawn. 1 Charge: +3 Dagger 3 Charges: +3 Dagger of Seeking: When thrown, it can't miss, regardless of concealment, if the correct square is targeted. 5 Charges: +3 Dagger of Bane vs specified type (+5 +2d6) Ring of Chameleon Power: +10 Hide Check (Free Action), +10 Disguise (Standard Action) Can change appearance, including armor, clothing, weapons and equipment, only limitations being no more than 1' taller or shorter, can't change body type (sex, or race), but otherwise can appear to be a completely different person. A creature that interacts with the illusion (example: tries to pull illusionary long hair) makes a will save to detect the illusion. The disguise can be applied an unlimited number of times, but the effect wares off after 90 minutes. The illusion has no audible affects on the user or his equipment.
  • 6. Stored Equipment (Location: Docks Ward Safe House) Lbs Total ------>114.5lbs Satchel 1 1 21 -Bedroll 5 -Flint and Steel - -Winter Blanket 3 -Trail Rations (5) 5 -Spy Glass 1 -Empty Waterskin (2) 0.5 -Empty Coin Purse (5) 0.5 -Candles (5) 0.5 -Map Case 0.5 --Map of Waterdeep region 120 miles - -Torches (4) 4 Satchel 2 1 21 -Grappling Hook 4 -Climbers Kit 5 -Rope Silk, 100' 10 -Extra Satchel 1 Satchel 3 1 21 -Tent (Large) 20 Reinforced Iron Crate (Zantranna’s) 50 54.5 -3 MW Locks 3 -Coin Purse 1 1 --50pp -Coin Purse 2 0.5 --25gp
  • 7. Skuli Ketilson (Skoolee) - Sentinel Pseudonym: Orinar the Mighty Height: 6’ 3” Weight: 280lbs Hair: Red Eyes: Blue Age: 35 What is your personality? Fairly light hearted and easy going on the surface, but underneath, ever the cool and calculating warrior, waiting for the best moment to strike a fatal blow to any problem within reach. He sympathizes with the cities middle classes, critical of the excess of the wealthy and the squalor of the destitute. He thinks of himself (since joining the Sentinels) as an unseen hero for honest hardworking folk. He has a keen sense of duty and is utterly devoted to the brotherhood of the watch. He has seen enough of the world to know that nothing is black and white and, in special circumstances, may ignore minor infractions of the law, as long as the greater good of Waterdeep is served and no innocent citizen is affected. What did you do in your life before you became an adventurer? Being the sons of a City Watch drill instructor afforded he and his brother, Grenyar, the opportunity to become competent fighters, weaponsmiths and employed as officer's stewards by the time they came of age. After a few years, they dreamt of a more exciting life outside of the city and decided to strike out on their own, beyond the reach of their often overbearing father (Gudrek). Where are you from and what are your connections to your origin? Born and raised in Waterdeep, his grandfather immigrated from Luskan in his youth. Skuli has only heard tales of the old country, but has no connections there. Almost everyone he has ever known in Waterdeep has been connected to the City Watch in some way. What is your family like? At only 6' 3", Skuli is the runt of the family, being only slightly taller than his own mother. It was his physical inferiority to Grenyar that drove him further than anyone could have ever have expected. His uncle Einar, the tallest in the clan, possesses a kind heart and always made an effort to keep Skuli's spirits up when his father's relentless training regiments seemed impossible to endure. His mother and grandmother are experts in the art of Northern cuisine, which produces odors that ensure few guests at the dinner table, but evidently grows the heartiest of men. What do you look like? A life of intense physical training has turned his impressive 280lb frame into a tower of steely sinew. His red hair and beard are kept short and uniform, as would be expected of a soldier of the world's greatest city-state. His blue eyes and bright smile keep the bar maids swooning, but his thick bones and weathered skin mark him as pure common stock (to Waterdhavian eyes). His Sentinel alter ego, Orinar the Mighty, is a copy of a Luskan mercenary that was killed on the Chult expedition. Orinar was a brave and honorable warrior who once saved Skuli's life and he hopes that, through his work with the Sentinels, the name will become famous and honor his dead friend. Orinar has long red hair and a full beard. The disguise is subtle enough to enable him to switch identities (between Skuli and Orinar) in public without attracting attention. Essentially, only his head, mithril glove and sword are affected by the Orinar projection. What do you like and dislike? Skuli loves life in the great city. A youth spent patrolling the many wards and keeping the peace among people of all social classes has given him a perspective of things that, perhaps, only members of the City Watch share. Having seen and caused plenty of death in his younger days, he has grown compassionate for the living, even if they happen to be on the wrong side of a battle. He doesn't care for money and possessions, living life on the edge of a sword, he knows the value of every breath. What would you never do? He would never betray a friend, torture (beyond standard interrogation techniques), or steal from an innocent person. When faced with bullies or thugs, his reaction can become quite severe, though he will refrain from killing anyone who doesn't pose a serious threat. The ideals of a stern, but benevolent peace keeper, have been drilled into him since birth, and he has lived long enough to understand their necessity.
  • 8. What would you like to achieve in the future? He would like to find a trustworthy group of adventurers that he can call upon when powerful beings or groups, run amok in his fair city. Who do you love and hate? Skuli and Cartima Ultrace, while occasional co-workers, have a heated on and off relationship, but duty leaves little time for pleasantries. Perhaps someday things will be different... At the moment, most of the enemies of his past have come to know Lord Kelemvor personally, and those who have not, no longer pose a threat. He has a handful of friends that he grew up with, whose families are career city watch, like his own, but the duties of a Sentinel requires that he distance himself from his former life to the point where he only sees friends and family on special occasions. How religious are you? In his youth, he had only a passing interest in the gods, but, since joining the sentinels, he has recognized that his deepest convictions are in harmony with the temple of Tyr. His only prayer is to receive the wisdom to deliver true justice, and before going on patrol, he purifies Zantranna’s blade by cleaning it with blessed weapon oil. If someone has offended his sense of justice, but arresting them would be unreasonable, then, he might demand that they make a donation to the temple of a sum proportionate to their crime. What are your prized possessions? Zantranna (greatsword): One of the twin blades of Braga. Ring of Chameleon Power: Standard issue for a Sentinel of the Watch. Scale Mail of Retaliation's Feather: Issued by special request from Master of Arms, Helve Ultrace. Gauntlet of Infinite Blades: A gift from Maskar Wands. Past Adventures A New Life Begins After leaving the City Watch, Skuli and Grenyar hired on as body guards for a charismatic Baldurian merchant captain, Mosler Tantin, whose recent seasonal market deliveries had left his balance sheet floundering. He needed the pair to back up his lead body guard, Orinar the Mighty, before he would dare to attempt more profitable opportunities with a variety of notorious pirates and thieves. Soon, with Orinar's guidance, the trio helped Tantin develop a reputation for being an inconvenient mark within the black market community of the Sword Coast. The Black Lane One year into their partnership, a mysterious man in Athkatla hired Tantin to deliver a shipment of Scorma to a Yaun-ti named Zstulkk Ssarmn in Skullport. He dreaded the idea of entering such a place, but the payoff was much higher than he could resist. After making the delivery, Zstulkk made him an even more lucrative offer. "There isss a portal carved into the cavern wall, four hundred feet to the Eassst, it will take your ship to the Lapal Sssea in Chult. On the shore you will find a dozen cratesss filled with valuable ssspicesss and a well dressssed man. Take him to where ever he wishesss, and the cratesss are yoursss to sssell. Should the windsss bring you thisss way again, I may be able to offer you more of the sssame." Over the course of a few years, they entered the portal from Skullport to the Lapal Sea several times, but each time, the moans and cries from the slave pens on Skull Island tore at Skuli's heart and he vowed that he would live to see the day when this place is finally buried under the mountain. The Great Expedition A few years later they met an old bosun in Calimport, named Quavor, who had served Tantin's father and been his own boyhood mentor. He told the tale of a cavern filled with veins of precious gems hidden by the deep jungle, only a few miles North East of the mouth of the River Tath, and so, with a hold full of Calimshite mercenaries, they set sail for Chult. There they hired a guide and a team of workers from the shanty village outside the walls of Port Nyranzaru, then set anchor near the mouth of the river and began constructing an earth and timber fort (Fort Quavor). After some turmoil, a temporary alliance was made with one of the local Batiri* goblin tribes, who led them to the cavern in exchange for steel weapons, only to find that it had become inhabited by a clan of Xuthus** ogres.
  • 9. They lured the Xuthus into an ambush and took control over the mouth of the cavern, but discovered that it ran much deeper than anyone was willing to explore, possibly even under the Mistcliff Mountains. For a time they held the cavern uncontested, blocked up one end, cut a pathway through the jungle and began picking out enough gems to finally turn a profit. Eventually, a Xuthus war party broke through the barrier and overran the mine. Skuli and Grenyar would have surely been amongst the many casualties that day, if it weren't for, Orinar, who sacrificed himself to the bloodthirsty horde. More warriors were hired, many battles were fought and control of the mine changed hands once again. During the final battle, a Xuthus warrior named Braga, legendary amongst the Batiri, was slain by the brothers and the Twin Blades of Braga*** were claimed, but the entrance of the mine was collapsed by the Xuthus shaman and the great expedition finally concluded. In the end, Tantin's profits were sizeable, but the blood spilled took a heavy toll on Skuli's conscience. So many young men would never return to their families. Even the Xuthus were only protecting their home. As they loaded the last crates onto the ship, he could only think about how long it would be before he could see his family again. Gren and Mosler were already discussing their next expedition when Skuli told them he would be parting ways when they reached Calimport. They didn't seem surprised until he refused his full share of the gems, only enough to get home. * Batiri: Nomadic jungle goblins. Green skinned, larger, more intelligent and physically adept than typical northern goblins. They speak a similar dialect. **Xuthus: Chultan cave ogres. Grey skinned, and as with most Chultan species, superior to their northern cousins in every way. ***The Twin Blades of Braga, a pair of large magical swords. Equivalent to a long sword when held by a Xuthus. A Tale of Two Swords At the fall of Rolidar (The ancient dwarven empire of Faerun, also known as the Empire of Shimmering Swords), Udokas Bloodbearer, an ogre king said to have bathed in the blood of Gargauth (Demipower/ former archdevil), captured the twin daughters (Zantranna & Ravatranna) of the Imperial Weaponsmith, Belril Swordsteel. He forced them to work, making him a pair of blades that would surpass all others and unite the tribes under him. They knew that Udokas planned to sacrifice them in a ritual to further empower the blades, so they poured all of their life essence into them, ultimately sacrificing themselves. The blades were much more powerful than Udokas had hoped for, making him invincible in battle (slaying many evil humanoids), and his tribe grew, until, at the battle that would have made him master of the tribes, the blades failed him, and they were claimed by a new king. And so this process continued for a thousand years, until they came into possession of Prince Braga, passed down by his father Tarmikos the Blind (ogre mage), and like all the others, they served him well. Until one fateful day, when he faced off against two young humans, Grenyar and Skuli Ketilson. The blades forsook their owner, becoming too heavy to wield and Braga was cut down. At first the swords seemed merely a trophy for the two young warriors, being too large and heavy to wield, but each night as they slept, voices from the blades sang out to them in their dreams. The songs were in dwarven, but somehow they understood. Finally, they realized that they shared the same dreams and took a closer look at the 60lb swords. They found that they had become light as a feather, but only in their hands. Over time the blades shrank in size to match their new owners, and through dream song, revealed their names and the tales of their history to the brothers, but the communication was limited to just that. Now when they sleep, sometimes they hear dwarven songs gently sung of the glorious fallen empire, and dark ones who may still lurk deep underfoot. A Sentinel is Born Five years ago, Skuli was serving as a Swordcaptain (Patrol Leader) of the City Watch, when Thyriellentha Snome, Mage Civilar - Commander of the Watch-Wizard Corps, discovered that her cousin Dandobar, likely heir to the Snome fortune and Waterdeep based distilling empire, had been replaced with a polymorphed Yaun-ti spy, it didn't take her long to extract the plot behind it. It seemed that the great Yaun-ti tribes of Chult had predicted that Sseth, their long dormant god, will awaken and restore their place as the master species of this world. In preparation for the coming war, they had been infiltrating the upper echelons of human nations for decades, but had only recently turned their focus to distant Waterdeep. An unknown number of weak but important people, mostly heirs of the truly powerful, had already been taken to Skullport, where they awaited collection by an infamous Drow slaver.
  • 10. Captain Rulathon realized that sending Force Grey into Skullport would not only risk losing Waterdeep's last and most powerful line of defense, but also risk breaking the unspoken treaty, so he chose to assign Cartima Ultrace (Priestess of Tyr) to lead a squad of sentinels to extract the young nobles quietly. Cartima recruited Skuli to be her guide, since he had been to Skullport in his youth and knew something of the language of Chult. Four other disguised sentinels, two watch-wizards and a drakkar manned by 40 veteran city guard marines disguised as northmen raiders rowed into Skullport. After locating the nobles in the Iron Ring cell compound on Skull Island, they decided to make contact with Ahmaergo "the horned dwarf", Skullport's most influential slaver boss. They told him that the Yaunti's plot would lead to open war with Waterdeep, and that the most reasonable choice of action would be for him to make his guards scarce during the raid. Realizing that the foreign powers of Yaun-ti and Drow risked only Skullport's lively hood in their gamble, he agreed and the ensuing raid was a success, though the forces of Skullport were eventually mobilized, the delay gave the liberators just enough time to execute a daring escape. When they returned to the city, each of the imposters were arrested and Swordcaptain Skuli Ketilson was offered a position with the Sentinels. Now he works directly for Captain Rulathan. Wands and Daggers Several months ago, Skuli was assigned to help Maskar Wands investigate the murder of his youngest stepdaughter. Maskar wasn't certain what manner of beast was responsible for the gruesome act, but he suspected that it was somehow masquerading as one of the many residents of his estate. He used a wand to reduce Skuli in size so that he could take on the appearance of a fat little boy with his ring and introduced him as his nephew to the staff. Skuli discovered, that Maskar supplies the rings for the Sentinals. Three times a day, Skuli had to meet with Maskar to receive a fresh application of the wand and kept track of the time on a large hour glass in his bedroom. He was also given a magical mithril gauntlet that could conjure a dagger magically tuned to piercing the hide of any kind of creature that might appear. After several nights, Skuli was finally attacked by a devil swine* that had been posing as one of the attendants. Though he had temporarily mastered the finer points of knife fighting, and was armed with a fearsome blade, he nearly met his match due to his reduced size and strength. Maskar suspects that the beast was attempting to gain access to his laboratory, where there are a number of items that might attract such a demon. * A shape shifter of demonic origin, often mistaken for a lycanthrope. Its natural form is that of a large and horrifying pig, but it most often attacks in its grotesque hybrid form resembling an old man with fangs, claws and devilishly pointed pig ears. More than a match for most men in single combat, it relishes in terrifying the weakest possible victim before it feeds. More on the Sentinels of the Watch Sentinels typically operate alone and are not made aware of other members as they are often called upon to infiltrate dangerous organizations with the use of their rings, and any compromise of their identities could be hazardous for all involved. They are typically warriors, chosen based on their martial prowess, intelligence and loyalty. When not disguised with intent to infiltrate, they assume an alternate identity as free roaming City Watch officers, which allows them to remain useful on a daily basis while acting as a double blind, in case they have been tracked or partially identified. When a sentinel does require backup, he or she is typically paired up with a cleric in good standing. The cleric will not be made aware of the Sentinels true identity, unless a long term partnership is required. The sentinel rings bare a tiny emblem that allows them to identify each other without revealing their true identities. As far as Skuli knows, the only people who know that Orinar is his alternate identity are Helve and Cartima Ultrace, Captain Rulathan and Maskar Wands. The Adventure Begins Skuli currently resides in a safe house in the Dock Wards, three doors South of the Blackstar Inn on Gut Alley. There are a number of safe houses scattered throughout the city. Keys are assigned based on an agents objective. Sentinel protocol dictates that agents use an alternate disguise when entering from the street.
  • 11. Skuli’s Family (All Warblades specialized in Iron Heart / Bastard Sword) Ketil Denalepute Grandfather Age 83 Orsar (honorary) Seated amongst the “honorary” Honor Guard of Captain Rulathan during official ceremonies, Ketil the Pincushion (as his last name translates) and his best friend Flosi Halvardson visited Waterdeep as sailors about sixty-five years ago, and, astounded by the freedom and wealth its citizens enjoyed, decided to stay. Joining the city watch seemed the perfect fit for their natural size, ability and desire to see wrongs righted, as it was for many a stray Northmen in those days. He married a carpenter’s daughter and had two sons and three daughters. Retired twenty years ago as a highly decorated Sword (Sergeant), he refused promotion early in his career, preferring to stay in the thick of things. He and his wife (Hrefna, age 75) reside in the family estate (a two story courted stone house in Castle Ward) with his son Gudrek and Gudreks’ wife Svalla. Among his many tales are the time the watch rounded up the Shadow Thieves (about 60 years ago), and how he once pulled a young officer out of a well in North Ward (about 50 years ago), who now holds the title of Open Lord (a well that connects to the catacombs under the City of the Dead). The story of Ketil's life before Waterdeep, as told amongst the family, is a brief one. Ketil's (warblade) clan was wiped out by another when he was about fifteen years old. By chance, he returned from a fishing trip to find his village in smoldering ruins. He rowed his small boat to the mainland and then walked for many days until finally reaching Luskan, where he hired on as an oarsman for a trade ship. Offering no surname, his shipmates named him Denalepute after observing the many small scars covering his body, which he says he received from playing swords with his brothers. When asked about his clan, and where he came from, his reply is invariably “Some things are better left forgotten.” Einar Ketilson Uncle Age 61 Orsar (Envoy to The Order of Master Shipwrights) Several years ago Einar was the Docks Ward Guardsword (duty head for shifts patrolling the city docks), and it was he that sent Mosler Tantin to meet with Grenyar and Skuli (Don’t tell Gudrek!). Fellow clanless warblade Orinar Sverdbrotsyor (Sword Breaker) was secretly charged with looking after the boys, as Einar felt that it was important for them to believe that they were truly striking out on their own. Since Skuli's return, Einar has aided his training regime by preparing deadly gauntlets of rope and timber to test him a few times a month (Balance, Climb, Jump, Tumble). Currently retired from patrol duties, Einar continues to serve as the Watch's envoy to the Shipwright's guild, which, incidentally, is a great help for finding locations and materials for use in Skuli's training (typically within half built ship hulls). As the envoy, his duties are a combination of inspecting the guild member’s operations to ensure that they are adhering to Waterdeep’s strict business laws, designed to ensure a fair and competitive environment and also to act as a point of contact for those guild members to voice any complaints or concerns that may fall within the Open Lord’s jurisdiction. Never married, he resides alone in a small villa in the Docks Ward. Gudrek Ketilson Father Age 56 Rorden (in charge of one Castle Ward barrack) A driven man, Gudrek has accomplished much in his life, and is well respected by his peers. Ranked a 2nd tier drill instructor in the watch, he is responsible for turning seasoned blades, that have served at least 2 years, into deadly swords*. His commanding officer is the Master of Arms, Helve Ultrace. As a family man, Gudrek can be somewhat cold and distant. Never one to show emotion, his mind is always on his job. He is very proud of Skuli’s development, as he has clearly surpassed everyone in the family by great strides, but he treats him the same as ever… Skuli has become mostly immune to the old man’s ways. When Skuli is off duty, he has been known to visit the barracks and spar with Gudrek and his students. Gudrek and his wife, Svalla, have known each other all of their lives, as she is the daughter of Ketil’s friend and watch brother, Flosi (now deceased). * Ketilsons regard their warblade techniques as family secrets, only exchanging maneuvers with honorable warblades of the North on occasion. Grenyar Ketilson Brother Age 37 Blade (Retired) Has not been seen by his family since Skuli parted ways with him seven years ago in Calimport. Grenyar was always the best at everything while growing up and this has made him supremely confident. Clearly destined for greatness, everyone expected him to outgrow the City Watch, everyone, that is, except his father, who was quietly heartbroken until Skuli returned to fulfill his expectations. Unmatched in strength, speed and wit (in his own mind), and inheriting his father’s boundless determination, makes Grenyar extremely dangerous to those who would make an enemy of him. Skuli imagines that his brother is probably a famous mercenary captain,
  • 12. commanding enormous sums for his services, or a land granted knight in a carefully chosen kingdom. For if he were still a sailor, he surely would have paid a visit by now. Skuli Ketilson Age 35 Swordcaptain On the Castle Ward roster, assumed to be stationed within Piergeiron’s keep.
  • 13. Know Thy Watch Waterdeep has both a standing army (the City Guard) and a police force (the City Watch). Though they often work together, the average Waterdhavian or visitor to the city will most often come into contact with watch street patrols, and see the Guard only at city gates, manning the walls or boarding ships for harbor inspections, and overhead on griffonback. Down the years, watch patrols have exhibited a variety of ranks, uniforms, and strengths, because the watch experiments continually with tactics, equipment, and ways of achieving two impossibly conflicting aims: to sometimes catch miscreants by surprising them with persons they don't identify as watch officers; and to usually reassure citizens and enable them to cry for ready aid by allowing them to readily identify watch officers from afar, on sight, due to distinctive uniforms (and at night, distinctive lanterns and the like). Patrols pass along main streets once between bells, and vary their routes often. Dockside, "red-light," and known frequent-theft areas receive around five patrols per bell, as do known "bad" taverns and inns. Temples are policed lightly, because clergy are assumed to police their own grounds and buildings. (The term "hour" is unknown in the Realms, but temple bells strike more or less in unison, an hour apart.) Watch patrols are on foot but can call horsedrawn watch prison carts to carry off prisoners or confiscated goods. All watch patrols are armed and carry more than one "watch horn." These nonmagical signal horns are used to blow various -- and slightly altered, from time to time -- patterns of calls, to do one of the following: Summon watch reinforcements Summon City Guard aid Summon Watchful Order aid Summon "duty healers" (priests lent by various city temples) Proclaim that an alert or search is now ended Proclaim that someone has been found Warn fellow watch members away from a dangerous spot or delicate situation To outsiders, "watchmen" (a term that some use for both genders, so a shopkeeper may be heard saying: "And then the lady watchman come running, sir, and strike me blind if she didn't . . .") come in three sorts: "patrolman" (male) or "patroljan" (female), "captain" (any officer controlling a patrol) and "commander" (any officer of higher rank). Many folk call every watch member "officer," just to be safe. Watch members actually hold these ranks, from lowest to highest: blade, sword or "armar" (equivalent to a sergeant), swordcaptain (patrol leader), rorden (in charge of a watchpost or barracks, or either five or six patrols), orsar (envoy to guilds, citizen groups, noble families; also serves as prisoner escorts and in honor guards), guardsword (duty head for shifts patrolling the city docks and gates), commander ("officer of the shift"), and watchlord (the administrative and disciplinary heads of the watch, usually three or four officers who hold special titles personally bestowed on them by Piergeiron). The Captain of the Watch holds sway over all of these. The watch also has special offices (such as jailer, armorer, and horsemaster) that are held in addition to ranks. "Civilar" is a term applied to all ranks from swordcaptains up through orsar. Swordcaptains and higher always wear uniforms or (rarely) armor with uniform tabards, and any watch member may wear helms, gauntlets, and leather armor if they (or a superior officer) deems it necessary. A watch member doesn't have the right to order an inferior watch member not to wear armor. Rank badges take the form of tabards; thanks to widespread counterfeiting, pins are no longer used except on ceremonial occasions. By rank, these badges are as follows (all are encircled by an oval line sculpted into a rolling wave at the bottom and the peak of Mount Waterdeep at the top): Blade: diagonal slash (lower left to upper right) Sword: diagonal slash (upper left to lower right) Swordcaptain: X shape (crossed diagonal slashes) Rorden: horizontal dagger (hilt on left) Orsar: vertical open human right hand, fingers uppermost and palm showing
  • 14. Guardsword: two horizontal swords, upper one with hilt right, lower one with hilt left All higher ranks: two staring eyes, horizontal sword beneath them (hilt on left) Members of the watch enjoy a wide but legally undefined immunity from most Waterdhavian laws while exercising their duties. They can appeal any sentence uttered against them by any Black Robe (magistrate) to the Lords of Waterdeep, which in practice means Piergeiron -- who has been very lenient with watch members of long service and good character. On the other hand, watch members hate "bad" watch members and will hound a suspected bad apple until they flee the city, agree to all investigations, or clearly establish their innocence. Watch members found guilty of crimes or misbehavior are often fined by the watch as well as punished under law. Conversely, distinguished service often earns handsome retirement bonuses from the Lords (sometimes even outlying land or in-city buildings). Most Waterdhavians grumble at the watch, but obey them, because the watch is seen as fair (if often thick-headed) and helpful as well as jack-booted. (They'll unhesitatingly search for missing children, safeguard broken-open shops or scared persons, and so on.) Persons arrested by the watch are often taken to holding cells in the city wall towers, but the main lockup is a level of ironbar cells in the "dungeons" of Castle Waterdeep, with dangerous prisoners being handed over to the Guard for imprisonment in caverns inside Mount Waterdeep. Watch Sundries Watch members inevitably become experts in particular neighborhoods, but in the last two decades the watch has made an effort to rotate patrol duties, mixing "area veterans" with watch members from other parts of the city, so every watch officer at least knows the street layout (and places of treacherous footing, poor visibility, or particular ambush danger) of the entire city. Policing the sewers is now the duty of the City Guard, and the watch rarely enter them except when pursuing suspects or discovering sewer tunnels that connect with building cellars. Every veteran watch member knows at least the heads and heirs of all Waterdhavian noble families by sight, plus the persistent troublemakers among the nobility. Many know most of the guildmaster's faces, too. Forms of Address Watch members customarily address male citizens as "goodsirs," except for persons they know to be Waterdhavian nobility, whom they call "gentlesirs." Mixed-gender groups of folk that include known nobles are called "gentles," and if the watch members don't recognize any nobles in the mob, they'll use the word "citizens" (even if they know many of them to be visitors). Non-noble women are "goodwives" unless young, whereupon they become "goodlasses." Young males are usually called "jacks" or "my jacks" (as in: "What befalls? Hold and deliver truth, my jacks!") "Hold!" (which means "Freeze!") and "Down arms!" (which means "Drop your weapons!") and "Talk truth!" (which means "Answer me!") are frequent watch commands. When watch members address officers of superior rank, the word "sir" is the all-purpose formal address. "Sorn" is an added term of respect, somewhere between "trusted" and "worthy" in meaning, and is applied thus: "Sorn sir." "Sorn" is also used in the other direction (by higher ranks addressing lower), but instead of "sir," it's added (or not added, if the speaker is grumpy or disapproving or merely bored) to the word "trusty." In most daily situations (such as in barracks or on the streets, not in front of a Lord or Palace official or at a nobles' revel), watch officers tend to ignore rank formalities when their ranks are similar. A watch patrol leader would think something was wrong, or she was being mocked, if members of her own patrol started calling her "sir" or "sorn sir," and so would a senior commander, if officers one rank lower than him did the same thing. This is due in part to the practice, now almost universal in the watch, of carefully being very formal and
  • 15. polite when you think your superior is making a mistake, or breaking the rules, or just being an ox-haunch (behaving like a jackass): in other words, clearly indicating your disapproval by tone and excessive formality without actually saying a single word of disagreement. The watch places far more importance on diligent behavior while on duty (and springing to the aid of, or showing thoughtfulness toward, one's fellow watch officers) than on matters of etiquette. There's little or no discipline (beyond a sharp comment) for missing a salute or stumbling over another officer's title; the watch prides itself on being "family" (albeit a gruff, ungentle "slap-on-the-back, mock-one's-fellows" family) and not "a bunch of sniff- nosed, post-headed warriors." Salutes Members of the City Guard salute often, usually with a raised weapon, but watch members seldom do so. Some little-used formal and ceremonial salutes exist, but the most common watch salute performed indicates respect for someone's judgment, prowess at arms, or bravery. The saluter draws to attention, looks at the person to be honored, and while doing so, sharply raps the hilt of a sheathed weapon (usually a belt dagger) with one closed fist. To any watch superior, a watch member salutes by tapping his temple smartly with an upraised, vertical forefinger. The replying salute to an inferior is identical only if the superior officer desires to convey profound respect or gratitude. Otherwise, the superior officer bends the left arm (at the elbow) up and across in front of her, turning that hand edgewise-on with fingers and thumb together ("a karate chop"), and strikes it gently, down from above, with the outside of her right hand, similarly bent but formed into a fist. (The fist "bounces" off the fingers of the other hand, after striking just once.) A covert salute from a watch member to another officer (used in exaggerated, not-trying-to-hide form by officers not certain of the rank of the person they're saluting): Put the heel of the horizontal right hand on one's own belt, then swing fingers together in a single "tap" against the belt (as if patting one's own belly). If this is immediately followed by a move to scratch one's own left shoulder, it means: "Hi, there! I've got trouble, big trouble, and need you to stay and confer with me. Contrive to get close to me in some non-obvious manner, so we can talk." Pay A watch member receives 25 gp upon joining, plus a free uniform, a pair of boots, training, and (one) weapon. If dismissed without completing training, all must be returned except 12 gp. Thereafter the watch member receives free room and board at assigned watch barracks (bunk, small beer, simple fare, bath access, weapon oil; need not be accepted, or can be taken up only on a casual "feel like it tonight" basis), plus 5 sp per day (active duty or not), plus 4 sp per patrol (normally only one patrol per day per watch person, the day normally being divided into three slightly-overlapping shifts/patrols). Officers receive the same 5 sp rate, but 5 sp, 7 sp, or 1 gp per patrol, depending on rank. The watch member also receives one replacement uniform, a pair of boots, and an additional weapon per year; others must be paid for out of salary. (Additional weapons and gear are often issued "for free" out of armory lockups for patrol use, but must be returned or replaced.)
  • 16.
  • 17. Code Legal of Waterdeep The First Plaint: Crimes Against The Lords SEVERE: . Treason (including Assault Upon a Lord): A . Impersonation of a Lord: A . Impersonation of a Magister: B after flogging . Forgery of an Official Document: B or C (permanent) and D . Assault Upon A Magister: B or F (10 years) after flogging SERIOUS: . Theft, Vandalism, or Arson Against the Palace or Any Part of the City Walls: E (as justice demands) plus H (costs of repairs plus 2,000 gold pieces) . Impersonation of a Guardsman or Officer of the Watch: F (as justice demands) plus H (5,000 gold pieces) and flogging . Repetition of any Lesser or Minor Offense Against This Plaint: E or F (1 month) and/or H (up to 1,000 gold pieces) . Willful Disobedience of Any Edict Uttered Against One by a Lord: H (up to 1,000 gp) and/or C (up to 5 years) LESSER: . Unlawful Observation or Copying of an Official Document F (3 weeks) plus H (300 gp) . Assault Upon Any City Officer Who Is Acting in the Line of Duty: F (1 week) plus H (as justice demands; usually based on ability to pay; flogging if unable to pay anything) . Attempting to Discover the Identities of the Lords: H (500 gold), J (Repetition of Crime) MINOR: . Blasphemy Against Lord, Magister, or any City Officer: G (4 days) plus H (20 gp) . Impeding the Swift Process of Law by Delaying the Actions of the Guard, Magisters, or Watch: F (2 days). Sentences A- Death (instant) B- Death (upon conviction) C- Exile or Ban Against Future Entry D- Mutilation (loss of offending extremities, branding) E- Enforced Hard Labor F- Imprisonment (dungeon) G- Imprisonment (light work in Castle compound) H- Fine (payable to City) I- Damages (payable to injured party) J- Edict Against Convict (public pronouncement forbidding convict to do something; e.g. continue in present business, repeat circumstances that led to an offense, etc.)
  • 18. The Second Plaint: Crimes Against The City SEVERE: . Poisoning of Water (City Wells; includes attempted blockage or attempts to control public access, or charge fees for such access): A . Murder: B or E (10-15 years) . Spying, Sabotage: B or C (permanent) plus H (costs of repairs plus 2,000 - 5,000 gp) or F (20 years) plus H SERIOUS: . Fraud: C (permanent) and I (as justice demands) or F (up to 10 years) and I, and J . Fencing Stolen Goods: G (up to 2 years) and H (typically twice the price the goods were sold for) and J . Unlawful Duelling (Manslaughter): C (up to 5 years) and I (to family, typically 1,000 gp) or E (up to 3 years) and I . Murder With Justification: C (up to 5 years) or E (up to 3 years) . Repetition of Any Lesser or Minor Offense Against This Plaint: F (1 month) and H (up to 1,000 gp) and J . Bribery of a City Officer or Official (attempted or apprehended): C (up to 20 years) and confiscation of all property except one weapon , one week's rations, and clothes worn by offender LESSER: . Unlawful Entry into the Harbor (1 charge per vessel per occasion): C (1 year) and H (500 gp) . Unlawful Duelling (apprehended; i.e. on fatality): G (1 week) and H (100 gp) and J . Entry into City after Curfew, or not by Main Gates: H (100 gp) and C (1 year, if engaged in questionable activities) MINOR: . Bribery: G (1 week) and/or H (amount of bribe or attempted bribe) . Unlawful Flight Intrusion (into City airspace, of intelligent being flying by means of an aerial mount or magic): H (300 gp) and J (in peacetime; in wartime, sentence can be A) . Blasphemy Against Foreign Ambassadors: G (up to 1 week), I (50 gp) and J . Vagrancy: F (overnight) . Littering (includes Relief of Human Wastes in Public): F (overnight) and H (2 sp to 1 gp, based on ability to pay) and J . Brandishing a Weapon Dangerously or Threateningly Without Due Cause (note: being in a brawl is not due cause unless one is menaced with a weapon): F (overnight) and H (1 gp) . Dangerous Operation of a Coach, Wagon, Litter or other Conveyance (including Airborne): H (5 - 50 gp, as justice demands; note that this will be in addition to the sentence for any charges placed under The Fourth Plaint) . Leaving the city of Waterdeep after curfew by means other than the main gates: H (500 gp). Sentences A- Death (instant) B- Death (upon conviction) C- Exile or Ban Against Future Entry D- Mutilation (loss of offending extremities, branding) E- Enforced Hard Labor F- Imprisonment (dungeon) G- Imprisonment (light work in Castle compound) H- Fine (payable to City) I- Damages (payable to injured party) J- Edict Against Convict (public pronouncement forbidding convict to do something; e.g. continue in present business, repeat circumstances that led to an offense, etc.
  • 19. The Third Plaint: Crimes Against The Gods SEVERE: . Defiling of a Holy Place(Temple Burglary, Temple Arson, or Temple Vandalism): C (5 years) and I (as justice demands) or E (up to 5 years) and I or F (up to 3 years) and I SERIOUS: . Theft of Temple Goods or Offerings (includes spoilage or consumption of same): F (up to 1 month) and I (double the estimated value of the goods) and J . Tomb-Robbing (or Unlawful Entry and/or Vandalism of a Tomb): G (up to 1 week) and I (costs of repairs and replacements plus up to 500 gp, payable to whoever maintains the tomb. temple, guild, City, or family) and J . Repetition of any Lesser or Minor Offense Against This Plaint: G (up to 1 week) and H (up to 1,000 gp) and J LESSER: . Assault Upon A Priest or Lay Worshiper: I (of up to 500 gp; payable to temple, and usually based on ability to pay) and J (in addition to charges placed under the Fourth Plaint arising from such an assault) MINOR: . Public Blasphemy of a God or Priesthood: I (up to 10 gp, based on ability to pay) and J . Drunkenness (and Disorderly Conduct) at Worship: I (up to 5 gp, based on ability to pay) and J Sentences A- Death (instant) B- Death (upon conviction) C- Exile or Ban Against Future Entry D- Mutilation (loss of offending extremities, branding) E- Enforced Hard Labor F- Imprisonment (dungeon) G- Imprisonment (light work in Castle compound) H- Fine (payable to City) I- Damages (payable to injured party) J- Edict Against Convict (public pronouncement forbidding convict to do something; e.g. continue in present business, repeat circumstances that led to an offense, etc.)
  • 20. The Fourth Plaint: Crimes Against Citizens SEVERE: . Arson (of Ship, Structure, or Stored Property): E (up to 3 months) and I (value lost plus up to 500 gp), and/or C (up to 10 years) and I . Rape: D and I (up to 2,000 gp) or E (up to 5 years) and I, or F (up to 10 years) and I . Assault Resulting In Mutilation or Crippling: D and I (up to 2,000 gp) or E (up to 3 years) and I . Magical Assault: H (up to 1,000 gp) and I (up to 2,000 gp) and J . Forgery (not including official City documents): C (up to 20 years) and D and the confiscation of all property except 1 weapon, 1 weeks rations, and offender's clothing worn at the time of sentencing . Slavery: C (up to 10 years) and flogging if shackling, cruelty, whipping, branding, or physical indignities are observed SERIOUS: . Robbery: E (up to 1 month) and I (value of goods lost plus up to 500 gp) . Burglary: F (up to 3 months) and I (value of goods lost plus up to 500 gp) . Theft or Killing of Livestock: I (double cost of lost stock) . Repetition of any Lesser or Minor Offense Against This Plaint: F (up to 1 week) and I (double normal), or G (up to 2 weeks) and I (double normal) . Usury: I (City recovers excess over legal rates, returns to injured party) LESSER: . Damage to Property: I (value of goods lost plus up to 500 gp) and J . Assault (Wounding): I (cost of medical attention plus up to 500 gp) and J . Assault on Livestock (nonfatal): I (cost of medical attention plus up to 500 gp; maximum damages always apply if livestock's breeding capability is impaired) . Unlawful Hindrance of Business: I (up to 200 gp) and J (this charge includes instances of blocking access to a place of business without permission of owner or a Magister; and trying to frighten, disgust, or drive away customers in or in front of another's shop) MINOR: . Assault (without wounding or robbery): F (overnight) and I (up to 50 gp). Excessive Noise (interfering with sleep or business): I (up to 25 gp) and J Sentences A- Death (instant) B- Death (upon conviction) C- Exile or Ban Against Future Entry D- Mutilation (loss of offending extremities, branding) E- Enforced Hard Labor F- Imprisonment (dungeon) G- Imprisonment (light work in Castle compound) H- Fine (payable to City) I- Damages (payable to injured party) J- Edict Against Convict (public pronouncement forbidding convict to do something; e.g. continue in present business, repeat circumstances that led to an offense, etc.)