The Knights of Granite House are a group of adventurers that operate out of the City of Waterdeep, under the guidance of their Patron Lord Averdeen a Merchant Prince. They started out as a group of adventurers hired to clear Granite House of the vermin that had overran it while it was empty for almost 100 years. As they were clearing it out they discovered that it had become home to a fair amount of Kobolds. They were successful in the endeavour and impressed Lord Averdeen so he made them an offer of Patronage, he would give them rooms in the Manor House, Meals with the Lord, and the Title Knight. All they would have to do in return was conduct adventures in his name, retrieve magic items for him, and of course they could keep any other magic they found, and of course tell him all about these adventures they were to go on in his name. He needed these stories so he would have something to talk about at parties and balls held within Waterdeep. From what you have learned the wealthy aristocrats are starting to found these Patronages of adventurers Lord Averdeen just happens to be one of the first.
- Skill Proficiencies: Deception, Stealth, Survival, Insight,persuasion,
- Tool Proficiencies: musical instrument, thieves’ tools
- Equipment: A set of dark Travelers clothes including a hood, and a pouch containing 20 gp, a mount and riding gear, a amulet with the granite house insignia on it denoting membership in the Knights of Granite House
Knights of Granite House
Not all of the Knights of Granite House are founding members, roll on the Table below to see how you joined the Knights.
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Knights of Granite House |
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1
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you were a prisoner in a dungeon, the Knights of Granite House rescued you, you worked with them ever since then.
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2
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you were a Guard on a Caravan and saved Lord Averdeen He then asked you to be one of his Knights of Granite House.
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3
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You kept coming across the Knights of Granite House, and your goals were the same or close that working together made sense, so you joined when they asked.
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4
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You met the Knights of Granite House while travelling to Chult on a merchant ship, talking with them you found you were going to the same area and joining up worked out.
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5
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You met Lord Averdeen when he posted some ads looking for an adventurer, you impressed him and he invited you to join.
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6
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The Knights of Granite House needed some information. you had it the price helping you defeat a bandit group that was working in your area, after that they asked you to join..
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7
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You grew up always wanting adventure, one day some ruffians were beating children, you rushed to help. but you were over matched. You were helped by Mother Agatha, she liked your bravery and she introduced you to Lord Averdeen and that is how you joined.
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8
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You are an orphan that grew up in the House of the setting sun, you were a handful to Mother Agatha. When you were old enough Lord Averdeen visited you at her request it was then you joined the Knights of Granite House.
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Feature: Patrons Hospitality
You have been granted room space in Granite House, as well if you in the course of your Patrons quests if you run afoul of a law your Patron will get you legal help if able. Also if your quest is to take you far away your Patron will get you passage on one of his merchant ships to get you closer to the adventure.
Suggested Characteristics
The Knights of Granite House have a great history of helping others and getting into trouble wherever they go.
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Personality Trait |
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1
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I always have a plan for what to do when things go wrong.
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2
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I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
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3
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I love a good puzzle, and keeping busy and the Knights of Granite House keep me busy. The adventures quite often give me puzzles.
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4
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I would rather make a new friend than a new enemy.
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5
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I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
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6
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I don’t pay attention to the risks in a situation. Never tell me the odds.
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7
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Protecting the weak gives me a better feeling then a treasure hoard raided.
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8
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I have a extreme dislike of the monstrous humanoids out there in the wilds, yoou can't trust except for they will attack.
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Ideal |
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1
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Honor. I don’t break my vows once given always kept. (Lawful)
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2
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Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
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3
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Charity. I steal from the wealthy so that I can help people in need. (Good)
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4
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Greed. I will do whatever it takes to become wealthy. (Evil)
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5
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People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
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6
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Redemption. There’s a spark of good in everyone. (Good)
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Bond |
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1
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I’m trying to pay off an old debt I owe to a generous benefactor.
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2
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I go on adventures to support the House of the Setting Sun which is the orphanage I grew up in..
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3
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Something important was taken from me, and I aim to get it back anyway I can.
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4
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I will become the greatest (class) that ever lived.
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5
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I’m guilty of a terrible crime. I hope I can redeem myself for it.
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6
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Someone I loved died because of I mistake I made. That will never happen again.
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| d6 |
Flaw |
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1
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When I see something valuable, I can’t think about anything but how to steal it.
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2
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When confronted by danger I will seek out comrades to help me, danger finds me all the time.
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3
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If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
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4
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I am to easily tempted by the pleasures of the flesh and of drink.
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5
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I love gambling and will waste almost all of my own money on it.
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6
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I am very found of taverns and the brawls that usually happen after I have had a few drinks.
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