Dusken Glade Faction Missions
The Harpers
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 Heralds
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The Promenade-in-Exile
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.)
Watcher in Skullport
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
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 Tome of Centuries
Three years ago, one of the priceless possessions of the Stationers' Guild – the Tome of Centuries – was stolen. There is a hefty standing reward for the return of the book, which is said to contain, among other things, the schema for the creation of the tome of clear thought, the tome of leadership and influence, the tome of understanding, the manual of bodily health, the manual of gainful exercise, and the manual of quickness of action.
- Contact: Guildmaster
- Mission: Return the Tome of Centuries to the Stationers' Guild.
- Reward: Stationers' Guild renown +1 (if at least Journeyman level), plus the opportunity to read (but not own) one of the tomes or manuals in the Tome (of which the Stationers' Guild has several).
Writing Kits
The Font of Knowledge, the temple to Oghma and his divine household, has a standing agreement with the Stationers' Guild. Members of the guild who spend time creating writing kits for the temple receive the favor of the temple as well as the regard of their guildsmates.
- Contact: Shilvarl Nerenuin, priest of the Font of Knowledge
- Mission: Bring ten calligrapher's supplies or painter's supplies crafted by the guild member to the Font of Knowledge. Each kit takes 2 days and 5gp to make.
- Reward: Stationers' Guild renown +1 (if at least Journeyman level), plus 50gp, and two Favors from the Font of Knowledge. (This may only be done for renown once per year.)
House Melshimber
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House De'spri
Materials-Gathering Expedition
The House always has need of someone to lead an expedition of harvesters into the wild to retrieve the rare herbs and minerals that form the basis for so much of the House's vocations. The labs have to be stocked by someone, after all.
- Contact: xxx
- Mission: Take an expedition into the wilderness for at least a tenday. Those who are better established have to make truly impressive expeditions to gain the regard of the House.
- Reward: House De'spri renown +1, but only if the expedition goes for one tenday per point of current renown. Also gain 50gp per tenday so spent.
Establish a New Alchemist Shop
With the loss of several alchemists in Waterdeep in recent days, there is room for more De'spri alchemists in the market. A member of the House who devoted their efforts to getting a new shop set up would find no small degree of regard from the House.
- Contact: xxx
- Mission: Fine or recruit a new alchemist and set them up in a De'spri funded shop. Once an alchemist of sufficient skill has been located, taken the Establish a Business downtime action to get the shop set up.
- Reward: House De'spri renown +1 after the first month in which the new business turns a profit, plus 300gp and new alchemical formulae (3 Uncommon, 2 Rare, 1 Very Rare).
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