Difference between revisions of "Dusken Glade Faction Missions"

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* '''Mission:''' Venture into Undermountain and discover the current status of the Promenade.
 
* '''Mission:''' Venture into Undermountain and discover the current status of the Promenade.
 
* '''Reward:''' Promenade renown +1, plus 100gp. (If performed by the Cell as a whole, Cell gains +1 Watchers, +1 Allies investment.)
 
* '''Reward:''' Promenade renown +1, plus 100gp. (If performed by the Cell as a whole, Cell gains +1 Watchers, +1 Allies investment.)
 +
<hr />
 
===Ongoing Watcher===
 
===Ongoing Watcher===
 
It is vital that the Promenade have someone in Skullport to keep an eye on things.
 
It is vital that the Promenade have someone in Skullport to keep an eye on things.
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==The Griffins==
 
==The Griffins==
 
[[Image:Griffins-symbol-1.jpg|right|200px]]
 
[[Image:Griffins-symbol-1.jpg|right|200px]]
x
+
===The Traitor's Head===
 
+
Not only did that bastard Mathunur the Grip steal a bunch of coin from the Griffins, but he damned near got Valesta killed when he sold her location out to Arulembar's Shields. There is a price on his damned head.
 +
* '''Contact:''' Valesta
 +
* '''Mission:''' Bring Mathunur in, dead or alive, to Valesta.
 +
* '''Reward:''' Griffins renown +1, plus 200gp. Non-Griffins earns a favor from the gang instead of renown.
 +
===Training the Fledglings===
 +
Let's face it: training the baby Griffins ''sucks''. Nobody wants to do it - which of course means that anyone who is willing to do it voluntarily is going to get something out of it.
 +
* '''Contact:''' Grother
 +
* '''Mission:''' Complete 3 tendays of training new recruits.
 +
* '''Reward:''' Griffins renown +1, plus 10gp. Additionally, gain a "right hand" henchman from the best of the fighters in your training group (uses either the Gambler or Scoundrel stat block, CR 1/4).
 
==The Stationers' Guild==
 
==The Stationers' Guild==
 
[[Image:Waterdeep-seal.jpg|right|200px]]
 
[[Image:Waterdeep-seal.jpg|right|200px]]

Revision as of 12:26, 5 July 2019

The Harpers

Harpers-symbol.jpg

The following are unassigned or open missions for the Harpers of Waterdeep.

The Red Book

Lady Remallia seeks a book for the Harpers' library. It is a rare book, printed over a hundred years ago, called the Red Book of a Thayvian Mage, by Thaelrythyn of Thay. Though not itself magical, it is a book of rare knowledge of both magical formulas and schema, and will greatly enhance the library.

  • Contact: Lady Remallia Haventree
  • Mission: Retrieve a copy of the Red Book of a Thayvian Mage by Thaelrythyn of Thay, and bring it to Lady Remallia.
  • Reward: Remallia is offering 100gp plus the imbuement of the Harper's pin with the Arcane (Greater) quality, allowing the bearer to cast detect magic once per long rest. The Harper's cell also gain +2 Connections investment.

Caravans of the Delimbyr Vale

Lady Remallia is concerned about some attacks on caravans passing through the Delimbyr Vale. She needs Harpers to find caravans who are passing through there who would be amenable to allowing one of her agents to accompany them. They are willing to provide additional fighting support, but they are fact-finding above all.

  • Contact: Lady Remallia Haventree
  • Mission: Find a caravan-master who ventures into the Delimbyr Vale and convince them to take on an additional sell-sword; you may tell them the agent is a Harper if you deem them trustworthy.
  • Reward: Remallia is offering 50gp. The Harper's Cel also gains +1 Connections investment.

Identifying Zhentarim

Waterdeep's Harpers need to keep tabs on the local Zhentarim agents.

  • Contact: Lady Remallia Haventree
  • Mission: If a Harper discovers the identity of a Zhentarim agent, they should bring it to Lady Remallia immediately.
  • Reward: Harper Renown +1, plus 100gp. The Harper's Cell gains +2 Connections investment.

The Question of Skullport

Skullport has long been shut down, but history suggests that never lasts long. Lady Remallia will pay for information about the Port of Shadows.

  • Contact: Lady Remallia Haventree
  • Mission: Venture down into Skullport and do as comprehensive a job as possible checking out its current situation: what dwells there, who are the factions, what is the status of its various points of egress.
  • Reward: 200gp, plus an uncommon magic item from the Harper Schema list of items. The Harper's Cell gains +1 Connections investment.

The Promenade-in-Exile

Eilistraee-symbol.jpg

Status of the Promenade

The clergy's information about the Promenade in Undermountain is almost two years out of date. Things change so rapidly in Undermountain that an ongoing source of information is necessary.

  • Contact: The Lady of the Promenade
  • Mission: Venture into Undermountain and discover the current status of the Promenade.
  • Reward: Promenade renown +1, plus 100gp. (If performed by the Cell as a whole, Cell gains +1 Watchers, +1 Allies investment.)

Ongoing Watcher

It is vital that the Promenade have someone in Skullport to keep an eye on things.

  • Contact: The Lady of Promenade
  • Mission: Recruit an agent in Skullport who will give ongoing, reliable intelligence about the goings-on in the Promenade.
  • Reward: Promenade renown +1. (If performed by the Cell as a whole, Cell gains +1 Watchers, +1 Allies investment.)

The Griffins

Griffins-symbol-1.jpg

The Traitor's Head

Not only did that bastard Mathunur the Grip steal a bunch of coin from the Griffins, but he damned near got Valesta killed when he sold her location out to Arulembar's Shields. There is a price on his damned head.

  • Contact: Valesta
  • Mission: Bring Mathunur in, dead or alive, to Valesta.
  • Reward: Griffins renown +1, plus 200gp. Non-Griffins earns a favor from the gang instead of renown.

Training the Fledglings

Let's face it: training the baby Griffins sucks. Nobody wants to do it - which of course means that anyone who is willing to do it voluntarily is going to get something out of it.

  • Contact: Grother
  • Mission: Complete 3 tendays of training new recruits.
  • Reward: Griffins renown +1, plus 10gp. Additionally, gain a "right hand" henchman from the best of the fighters in your training group (uses either the Gambler or Scoundrel stat block, CR 1/4).

The Stationers' Guild

Waterdeep-seal.jpg

x

House Melshimber

Melshimber.png

x

House De'spri

Despri.jpg

x