I look for Bonnie, the barmaid, to ask her about what she knows about the Skewered Dragon and Floon, since she seems to know a bit about everything happening around this city.
Hazelnut Bread and Blue Cheese, Mug of Bitter (1gp)
Boiled Pork and Mushrooms, Tankard of Perry (3gp)
Boiled Eggs and Blue Cheese, Tankard of Bitter (1gp)
He then answers Sim: "Floon... Floon... Yes, I remember this silly sounding name, but I can't really associate it with a face. Hmm... perhaps I just remember it from Volo not shutting up about it..."
It takes a few seconds but Bonnie finally comes over to talk to Mokiakia: "Yes, m'lady?"She says in her usual shy way."Ah, well, no. I do not know any Floon... He mustn't be a regular here. I'd remember it for sure! Now, about the Skewered Dragon, I can tell you that it is a dark and bawdy tavern in the Dock Ward. It's not far from the Old Xoblob Shop. A very decrepit place, that tavern. I'd stay away from it. Just keep coming here instead."
LORE BOX (BREAKING THE LAW)
Waterdeep is a city of firm laws and swift justice. Adventurers hell-bent on slaughter and plunder won’t fare well in the City of Splendors. The punishments for assault, arson, theft, and murder are severe, regardless of the reason for the crime. Evil-doers who overtly engage in criminal behavior are quickly cornered and arrested by members of the City Watch. Those charged with committing a crime are brought before a magister to be judged. Advocates might intercede on behalf of the person being tried if they have such connections but such occasions are rare as not even all noble houses have enough clout to go against a magister's power.
Given how strictly laws are enforced in Waterdeep, many of the citizens know someone that has either been exiled, sentenced to several years of hard labor, imprisoned, or put to death. Noble houses have been made or destroyed by such developments. A common saying among nobles when such things come to pass to one of their fellow houses is 'Hopefully, the next ascending house will fare better'.
The three amigos leave the Yawning Portal with their bellies full and their bills paid (or put on the family tab). Once in the Dock Ward, Sim takes over and guides the group through its many streets. As you turn a corner after just entering the ward, you find yourselves on a street that has been cordoned off by the City Watch. Lying on the cobblestones are a half-dozen corpses, seemingly the victims of some terrible skirmish. City Watch officers have disarmed and arrested three blood-drenched humans and are in the midst of questioning witnesses. One of the officers sees you. “Get on,” she says. “Nothing to see here.”
A dozen guards of the City Watch have arrested these three human men and are questioning witnesses while waiting for wagons to take away the criminals and the corpses. The survivors of the skirmish have been stripped of their weapons and forced to kneel with their hands on their heads. They coldly catch the eye of anyone who passes by, including the three of you, but the City Watch is not letting anyone anywhere near their prisoners.
LORE BOX (ENTERING WATERDEEP)
A brief guide for visitors to the City of Splendors reads (another of Volo's commissions by the City):
"Likely you have already arrived in Waterdeep and borne witness to some of its many wonders. But in case this pamphlet has found its way beneath your worthy eyes in anticipation of your visit, due to the commendable efforts of some friend or family member who loves you dearly, I shall explain briefly the circumstances of entry.
You will have traveled through lands claimed and controlled by the Lords of Waterdeep long before you see its walls. If you’ve come from the south by the Trade Way, you’ll have met the City Guard at their post at Zundbridge. From the north by way of the Long Road, you’ll have passed under their watchful eyes at the town of Rassalantar. And whether by land or sea, you’ll likely also have been spotted by the Griffon Cavalry — even if you have not spotted them.
Worry not. Waterdeep is a welcoming city, and you have nothing to fear from these guardians unless you lead a rampaging army of orcs, a horde of gnolls, or similar. They don’t even require a toll be paid. (Beware any City Guard who demands a toll, and report the incident to a magister of Waterdeep at your earliest convenience.)
If you travel in a large caravan or on a ship, you will be required to register with a magister at the gate at which you arrived or with the harbor magister. Magisters can easily be recognized by the black robes they wear (and, in fact, are commonly called “black robes” as a result) and the City Guard force that always accompanies them. Be aware that magisters can pass a sentence without a trial. It behooves you to treat them with proper respect.
If you travel overland in a small party or alone, you aren’t required to register with a magister unless your stay extends beyond a tenday. At that point, you must register with a magister either at the harbor, the gates, or the city courts. Discovery of your failure to do so can result in a fine or forced labor. Of course, registration subjects you to monthly taxation. But as a truculent old acquaintance from the Dales once told me, “The sheep gives the shepherd its fleece or there’ll be mutton for dinner.” That is, the magisters will get you either way, so you might as well register up front.
That said, many canny visitors with business for a month or a season betimes avail themselves of the hospitality of inns in Undercliff, the pleasant farmland east of the city proper. The less well-off often find accommodation in the Field Ward. Because neither are official wards of the city, they aren’t subject to taxation. Note, however, that because both these areas have yet to be formally accepted as wards of the city, they don’t benefit from the securities of Guild Law or the protection of the Watch. If you choose to follow this path, be on your guard. Fools rush in where auditors fear to tread.
Regardless of what size party you arrive with or by what means, if you arrive by night or in winter, expect to register. In winter and at night the gates are shut. Ships aren’t expected at night or as a regular occurrence after the first frost of the coming season, and are often met at docking by a magister — or by a contingent of the Guard who will hold travelers aboard until a magister can be summoned.
None of these rules apply to the city’s least used gate, the West Gate. This smaller gate opens onto the Mud Flats — a mucky beach used by clam diggers, shore fishers, and those brave enough to bathe in the cold waves. Those who make a living through fishing with nets or traps also use this gate, keeping their small boats on the beach to avoid docking fees. Locals register with the Guard as they exit and as they enter. No magister is stationed at the gate, but no new arrivals to Waterdeep are accepted here.
If you approach by air, expect a vigorous pursuit by and confrontation with the Griffon Cavalry. Only specially licensed individuals and mounts can fly over Waterdeep. It is best to land well outside the city and approach on foot."
I want to run as investigation9check to see if I recognize any of the corpses, prisoners or witnesses. I dont plan on joining this fight since it seems the City Watch is on it, but it may be related to Floon's kidnapping. Expertly hiding my curiosity, I fix my cloak to take a good look and keep walking since we are on a mission.
(@Mokiakia & @Sim: The checks you want to roll are more of a perception check than an investigation check. For Mokiakia, that's a +4 modifier instead of a +2, and for Sim, that's a +3 modifier instead of a +5. That means I'll be interpreting your rolls instead as 11 and 21, respectively.)
Sim and Mokiakia get close to each other and begin to point and talk about some of the prisoners and bodies. The prisoners don't ring a bell, but among the many bodies you can identify some of the ruffians that knocked Yagra unconscious the previous night. The man with a tattooed head is not among them.
At this point, the guards start gesturing more forcefully for the onlookers to move on. The guard spoken to, a stout bearded dwarf, says to Adrasteia: "It is all under control here, mam. Just another scrap between the Zhentarim mercenaries and low level criminals in town. Please, be on your way. It is not safe here."
LORE BOX (THE CODE LEGAL)
Waterdeep is no village led by hidebound hierarchs or petty fiefdom ruled by the whim of a warlord. It is a city of laws molded by Tyr’s spirit of justice. As a rule, you can trust members of the City Watch to do their duty diligently, and you can expect that the city’s magisters will be fair. If you have cause to come before the Masked Lords or the Open Lord herself, rest assured that if your cause be just, justice will be done. If, however, you find yourself in the wrong, know that though it might take time to weigh that wrong on Tyr’s scales, his hammer will fall — and it will be wielded by Waterdeep with a vengeance.
Unlike in less civilized settlements, punishment for crimes in Waterdeep isn’t typically used as public entertainment. Scheduled executions occur behind the high walls of Castle Waterdeep, and floggings are carried out in the watch post nearest the sentencing. The Watch makes every effort to take individuals into custody quietly, so as not to disrupt other citizens. Those bystanders generally return the favor by giving altercations between criminals and the Watch a wide berth.
Waterdeep has a complex library of law and custom set by precedent, the main body of which can be read in the Code Legal. This document is available in multiple languages at the Palace of Waterdeep, and (in the Common tongue) provided on request by the magisters at the gates and in the harbor. Be aware that the Code Legal provides only an outline of typical sentences for various offenses, and magisters have broad discretion when meting out justice as they see fit. Any Masked Lord can overturn a magister’s ruling, but there’s rarely a Masked Lord around when you need one.
I make a mental note that Yagra is very likely part of the Zhentarim mercenaries and they were settling her tabs from the night before. I wonder if the mercenaries want something more than gold? or what may have started this rivalry?
I keep walking hoping to arrive to our destination soon.
To get us to our destination quicker and more discreetly, I lead the trio down a little-known, narrow alley that forces us to walk single-file. The alley is as I remember: lamps, some broken and some lit, hang overhead, and the air is damp and cool.
Tall, densely packed tenements leave most of the neighborhood in shadow at ground level. Most of the streetlamps have had their glass smashed and their candles stolen, and the smells of salt air and excrement linger as you pass by rows of run-down buildings. Sim guides the group through narrow alleyways promising to deliver you where intended.
Adrasteia and Mokiakia should succeed a survival check {DC 10} otherwise they will be consider lost. They'd still be following Sim, just not know exactly where they are.
On the corner of Zastrow Street and Fillet Lane is a shop with a peculiar window display. One nearby shop stands out from the others. It has a deep purple facade, and in its window hangs a stuffed beholder (a monster that looks like a floating eye with stalks for hair). Above the door hangs a sign whose elaborate letters spell out “Old Xoblob Shop.”
LORE BOX (TYR)
The Code Legal in Waterdeep is modeled after Tyr's teachings. As is common with many of the deities of Faerûn, Tyr is know by many other names, including Tyr Grimjaws, the Maimed God, Tyr the Evenhanded, Wounded Tyr, Tyr the Blind, Blind Tyr, and the Lord of Justice — all of these names speak to the nature of the Faerûnian god of justice.
Tyr is widely worshiped throughout not only Waterdeep but the continent as a whole. Tyr appears as a noble warrior missing his right hand, which he lost to Kezef the Chaos Hound in an act of bravery and sacrifice, and with his eyes wrapped in cloth to signify his blindness, caused by a wound dealt to him by Ao when he questioned the justice of the Overgod’s actions.
Tyr’s followers devote themselves to the cause of justice, to the righting of wrongs and the deliverance of vengeance. This devotion isn’t necessarily concerned with equality or fairness, but rather the discovery of truth and the punishment of the guilty. Those who favor Tyr tend to be stiff-necked about matters of theology and laws, seeing things in terms of black and white. Tyr’s credo of lawfulness and honesty is a demanding one, and his priests remind the faithful not to hold in contempt others who can’t live by it — it wouldn’t be an honorable calling if everyone could muster the strength of will to follow it.
Many orders of knighthood are devoted to Tyr, including the Knights of Holy Judgment and the Knights of the Merciful Sword. Such knights — as well as judges and priests, clerics, and paladins who worship Tyr — sometimes wear thin strips of diaphanous cloth over their eyes to remind others of the blindness of justice.
Tyr is symbolically represented by balanced scales resting on a warhammer. A warrior of Tyr might, for instance, request her breastplate to be engraved with such symbol:
Based on my roll, I have a vague idea of where we are based upon my readings. I still leave it to Sim to guide us along our journey. However, I know my own limitations.
Sim is leading the group. The treacherous weaves and turns of the Dock Ward's streets are not enough to confuse either Adrasteia or Mokiakia, and all three of you are able to remember that Bonnie had mentioned that the Old Xoblob Shop was nearby the Skewered Dragon. You must be close.
LORE BOX (GUILDS OF WATERDEEP)
List of all the Guilds registered in the city of Waterdeep:
Bakers’ Guild Carpenters’, Roofers’, and Plaisterers’ Guild Cellarers’ and Plumbers’ Guild Coopers’ Guild Council of Farmer-Grocers Council of Musicians, Instrument-makers, and Choristers Dungsweepers’ Guild Fellowship of Bowyers and Fletchers Fellowship of Carters and Coachmen Fellowship of Innkeepers Fellowship of Salters, Packers, and Joiners Fishmongers’ Fellowship Guild of Apothecaries and Physicians Guild of Butchers Guild of Chandlers and Lamplighters Guild of Fine Carvers Guild of Glassblowers, Glaziers, and Spectacle-makers Guild of Stonecutters, Masons, Potters, and Tile-makers Guild of Trusted Pewterers and Casters Guild of Watermen Jesters’ Guild Jewelers’ Guild Launderers’ Guild League of Basket-makers and Wickerworkers League of Skinners and Tanners Loyal Order of Street Laborers Master Mariners’ Guild Most Careful Order of Skilled Smiths and Metalforgers Most Diligent League of Sail-makers and Cordwainers Most Excellent Order of Weavers and Dyers Order of Cobblers and Corvisers Order of Master Shipwrights Order of Master Tailors, Glovers, and Mercers Saddlers’ and Harness-makers’ Guild Scriveners’, Scribes’, and Clerks’ Guild Solemn Order of Recognized Furriers and Woolmen Splendid Order of Armorers, Locksmiths, and Finesmiths Stablemasters’ and Farriers’ Guild Stationers’ Guild Surveyors’, Map-, and Chart-makers’ Guild Vintners’, Distillers’, and Brewers’ Guild Wagon-makers’ and Coach Builders’ Guild Watchful Order of Magists and Protectors Wheelwrights’ Guild
I recognize the sign for the Skewered Dragon a few doors down, stop in front, and turn to the group. "Shall we?" I ask, one hand reaching for the door.
As the group approaches the Skewered Dragon, they notice a wizened dark complexion gnome approach the window of the Old Xoblob Shop, looking at you with an intrigued face from across the street.
The Skewered Dragon faces an alley that runs between Net Street and Fillet Lane in the Dock Ward, not far from the Old Xoblob Shop. Mokiakia looks around the outside of the tavern before entering. The Skewered Dragon looks like a ruin. Both of its front-facing windows are smashed, and a ship’s anchor is lodged in the roof. Through the windows, she can see a group of haggard patrons drinking from huge tankards.
Sim checks with the rest of the group and enters. Some of the ragged-clothed patrons look over their shoulder with a "Hmmph," and turn to continue drinking whatever is inside their tankards. The place is only sparsely filled. There seems to be no waitressing staff available and no one is beyond the bar counter. The inside is even more decrepit looking than the outside.
LORE BOX (GUILD MEMBERSHIP)
NOTE: Some of this information is quite similar to an earlier LORE BOX post (GUILDS AND GUILD LAW), but there is some added value here.
All guild artisans are encouraged to have seek membership in one Waterdeep guild of their choice. Arcane spellcasters living in the city are required by law to register with the Watchful Order of Magists and Protectors, so that they can be called on to defend the city with their magic in times of need (Mokiakia and Adrasteia may choose whether they are registered or evading this specific responsibility.) By law, there are no active thieves’ guilds in Waterdeep.
To join a guild, one must possess a background, a proficiency, or a status that the guild values. For example, a sailor is welcome to join the Master Mariners’ Guild. One can practice a profession and not be a guild member, but such autonomy carries a cost. The guilds do everything they can to entice new members to join and pay for membership, and they go out of their way to hinder independent business owners, up to and including driving them out of business. A baker who refuses to join the Bakers’ Guild might find her flour supply cut off, while a wizard who refuses to join the Watchful Order of Magists and Protectors might be denied access to sages, libraries, and other useful resources.
Guilds charge members monthly or yearly dues that vary. Most, however, simply charge 1gp per month or 10gp for a year’s dues paid in advance. A guild can expel a member for any number of reasons, not the least of which is failing to pay dues.
I look for Bonnie, the barmaid, to ask her about what she knows about the Skewered Dragon and Floon, since she seems to know a bit about everything happening around this city.
Durnan verbally delivers the breakfast menu:
He then answers Sim: "Floon... Floon... Yes, I remember this silly sounding name, but I can't really associate it with a face. Hmm... perhaps I just remember it from Volo not shutting up about it..."
It takes a few seconds but Bonnie finally comes over to talk to Mokiakia: "Yes, m'lady?" She says in her usual shy way. "Ah, well, no. I do not know any Floon... He mustn't be a regular here. I'd remember it for sure! Now, about the Skewered Dragon, I can tell you that it is a dark and bawdy tavern in the Dock Ward. It's not far from the Old Xoblob Shop. A very decrepit place, that tavern. I'd stay away from it. Just keep coming here instead."
LORE BOX (BREAKING THE LAW)
Waterdeep is a city of firm laws and swift justice. Adventurers hell-bent on slaughter and plunder won’t fare well in the City of Splendors. The punishments for assault, arson, theft, and murder are severe, regardless of the reason for the crime. Evil-doers who overtly engage in criminal behavior are quickly cornered and arrested by members of the City Watch. Those charged with committing a crime are brought before a magister to be judged. Advocates might intercede on behalf of the person being tried if they have such connections but such occasions are rare as not even all noble houses have enough clout to go against a magister's power.
Given how strictly laws are enforced in Waterdeep, many of the citizens know someone that has either been exiled, sentenced to several years of hard labor, imprisoned, or put to death. Noble houses have been made or destroyed by such developments. A common saying among nobles when such things come to pass to one of their fellow houses is 'Hopefully, the next ascending house will fare better'.
I select, eat and pay for #4 (eggs) above. It seems they dont have useful information and we should get going to Dock Ward.
I order the buckwheat porridge and eat it.
I concur, there is little information to be had at our present location, and we should take advantage of the daylight for our time in the Dock Ward.
I finish my breakfast and join the others as we finally make our way out of the Yawning Portal. Three amigos!
The three amigos leave the Yawning Portal with their bellies full and their bills paid (or put on the family tab). Once in the Dock Ward, Sim takes over and guides the group through its many streets. As you turn a corner after just entering the ward, you find yourselves on a street that has been cordoned off by the City Watch. Lying on the cobblestones are a half-dozen corpses, seemingly the victims of some terrible skirmish. City Watch officers have disarmed and arrested three blood-drenched humans and are in the midst of questioning witnesses. One of the officers sees you. “Get on,” she says. “Nothing to see here.”
A dozen guards of the City Watch have arrested these three human men and are questioning witnesses while waiting for wagons to take away the criminals and the corpses. The survivors of the skirmish have been stripped of their weapons and forced to kneel with their hands on their heads. They coldly catch the eye of anyone who passes by, including the three of you, but the City Watch is not letting anyone anywhere near their prisoners.
LORE BOX (ENTERING WATERDEEP)
A brief guide for visitors to the City of Splendors reads (another of Volo's commissions by the City):
"Likely you have already arrived in Waterdeep and borne witness to some of its many wonders. But in case this pamphlet has found its way beneath your worthy eyes in anticipation of your visit, due to the commendable efforts of some friend or family member who loves you dearly, I shall explain briefly the circumstances of entry.
You will have traveled through lands claimed and controlled by the Lords of Waterdeep long before you see its walls. If you’ve come from the south by the Trade Way, you’ll have met the City Guard at their post at Zundbridge. From the north by way of the Long Road, you’ll have passed under their watchful eyes at the town of Rassalantar. And whether by land or sea, you’ll likely also have been spotted by the Griffon Cavalry — even if you have not spotted them.
Worry not. Waterdeep is a welcoming city, and you have nothing to fear from these guardians unless you lead a rampaging army of orcs, a horde of gnolls, or similar. They don’t even require a toll be paid. (Beware any City Guard who demands a toll, and report the incident to a magister of Waterdeep at your earliest convenience.)
If you travel in a large caravan or on a ship, you will be required to register with a magister at the gate at which you arrived or with the harbor magister. Magisters can easily be recognized by the black robes they wear (and, in fact, are commonly called “black robes” as a result) and the City Guard force that always accompanies them. Be aware that magisters can pass a sentence without a trial. It behooves you to treat them with proper respect.
If you travel overland in a small party or alone, you aren’t required to register with a magister unless your stay extends beyond a tenday. At that point, you must register with a magister either at the harbor, the gates, or the city courts. Discovery of your failure to do so can result in a fine or forced labor. Of course, registration subjects you to monthly taxation. But as a truculent old acquaintance from the Dales once told me, “The sheep gives the shepherd its fleece or there’ll be mutton for dinner.” That is, the magisters will get you either way, so you might as well register up front.
That said, many canny visitors with business for a month or a season betimes avail themselves of the hospitality of inns in Undercliff, the pleasant farmland east of the city proper. The less well-off often find accommodation in the Field Ward. Because neither are official wards of the city, they aren’t subject to taxation. Note, however, that because both these areas have yet to be formally accepted as wards of the city, they don’t benefit from the securities of Guild Law or the protection of the Watch. If you choose to follow this path, be on your guard. Fools rush in where auditors fear to tread.
Regardless of what size party you arrive with or by what means, if you arrive by night or in winter, expect to register. In winter and at night the gates are shut. Ships aren’t expected at night or as a regular occurrence after the first frost of the coming season, and are often met at docking by a magister — or by a contingent of the Guard who will hold travelers aboard until a magister can be summoned.
None of these rules apply to the city’s least used gate, the West Gate. This smaller gate opens onto the Mud Flats — a mucky beach used by clam diggers, shore fishers, and those brave enough to bathe in the cold waves. Those who make a living through fishing with nets or traps also use this gate, keeping their small boats on the beach to avoid docking fees. Locals register with the Guard as they exit and as they enter. No magister is stationed at the gate, but no new arrivals to Waterdeep are accepted here.
If you approach by air, expect a vigorous pursuit by and confrontation with the Griffon Cavalry. Only specially licensed individuals and mounts can fly over Waterdeep. It is best to land well outside the city and approach on foot."
I am curious about what has transpired. I ask the nearest city guard, "What has happened? May we be of any assistance in your investigation?"
I want to run as investigation 9check to see if I recognize any of the corpses, prisoners or witnesses. I dont plan on joining this fight since it seems the City Watch is on it, but it may be related to Floon's kidnapping. Expertly hiding my curiosity, I fix my cloak to take a good look and keep walking since we are on a mission.
I too scan the faces of the arrestees, dead, and witnesses to see whether I recognize anyone. Investigation: 23
(@Mokiakia & @Sim: The checks you want to roll are more of a perception check than an investigation check. For Mokiakia, that's a +4 modifier instead of a +2, and for Sim, that's a +3 modifier instead of a +5. That means I'll be interpreting your rolls instead as 11 and 21, respectively.)
Sim and Mokiakia get close to each other and begin to point and talk about some of the prisoners and bodies. The prisoners don't ring a bell, but among the many bodies you can identify some of the ruffians that knocked Yagra unconscious the previous night. The man with a tattooed head is not among them.
At this point, the guards start gesturing more forcefully for the onlookers to move on. The guard spoken to, a stout bearded dwarf, says to Adrasteia: "It is all under control here, mam. Just another scrap between the Zhentarim mercenaries and low level criminals in town. Please, be on your way. It is not safe here."
LORE BOX (THE CODE LEGAL)
Waterdeep is no village led by hidebound hierarchs or petty fiefdom ruled by the whim of a warlord. It is a city of laws molded by Tyr’s spirit of justice. As a rule, you can trust members of the City Watch to do their duty diligently, and you can expect that the city’s magisters will be fair. If you have cause to come before the Masked Lords or the Open Lord herself, rest assured that if your cause be just, justice will be done. If, however, you find yourself in the wrong, know that though it might take time to weigh that wrong on Tyr’s scales, his hammer will fall — and it will be wielded by Waterdeep with a vengeance.
Unlike in less civilized settlements, punishment for crimes in Waterdeep isn’t typically used as public entertainment. Scheduled executions occur behind the high walls of Castle Waterdeep, and floggings are carried out in the watch post nearest the sentencing. The Watch makes every effort to take individuals into custody quietly, so as not to disrupt other citizens. Those bystanders generally return the favor by giving altercations between criminals and the Watch a wide berth.
Waterdeep has a complex library of law and custom set by precedent, the main body of which can be read in the Code Legal. This document is available in multiple languages at the Palace of Waterdeep, and (in the Common tongue) provided on request by the magisters at the gates and in the harbor. Be aware that the Code Legal provides only an outline of typical sentences for various offenses, and magisters have broad discretion when meting out justice as they see fit. Any Masked Lord can overturn a magister’s ruling, but there’s rarely a Masked Lord around when you need one.
I make a mental note that Yagra is very likely part of the Zhentarim mercenaries and they were settling her tabs from the night before. I wonder if the mercenaries want something more than gold? or what may have started this rivalry?
I keep walking hoping to arrive to our destination soon.
To get us to our destination quicker and more discreetly, I lead the trio down a little-known, narrow alley that forces us to walk single-file. The alley is as I remember: lamps, some broken and some lit, hang overhead, and the air is damp and cool.
Tall, densely packed tenements leave most of the neighborhood in shadow at ground level. Most of the streetlamps have had their glass smashed and their candles stolen, and the smells of salt air and excrement linger as you pass by rows of run-down buildings. Sim guides the group through narrow alleyways promising to deliver you where intended.
Adrasteia and Mokiakia should succeed a survival check {DC 10} otherwise they will be consider lost. They'd still be following Sim, just not know exactly where they are.
On the corner of Zastrow Street and Fillet Lane is a shop with a peculiar window display. One nearby shop stands out from the others. It has a deep purple facade, and in its window hangs a stuffed beholder (a monster that looks like a floating eye with stalks for hair). Above the door hangs a sign whose elaborate letters spell out “Old Xoblob Shop.”
LORE BOX (TYR)
The Code Legal in Waterdeep is modeled after Tyr's teachings. As is common with many of the deities of Faerûn, Tyr is know by many other names, including Tyr Grimjaws, the Maimed God, Tyr the Evenhanded, Wounded Tyr, Tyr the Blind, Blind Tyr, and the Lord of Justice — all of these names speak to the nature of the Faerûnian god of justice.
Tyr is widely worshiped throughout not only Waterdeep but the continent as a whole. Tyr appears as a noble warrior missing his right hand, which he lost to Kezef the Chaos Hound in an act of bravery and sacrifice, and with his eyes wrapped in cloth to signify his blindness, caused by a wound dealt to him by Ao when he questioned the justice of the Overgod’s actions.
Tyr’s followers devote themselves to the cause of justice, to the righting of wrongs and the deliverance of vengeance. This devotion isn’t necessarily concerned with equality or fairness, but rather the discovery of truth and the punishment of the guilty. Those who favor Tyr tend to be stiff-necked about matters of theology and laws, seeing things in terms of black and white. Tyr’s credo of lawfulness and honesty is a demanding one, and his priests remind the faithful not to hold in contempt others who can’t live by it — it wouldn’t be an honorable calling if everyone could muster the strength of will to follow it.
Many orders of knighthood are devoted to Tyr, including the Knights of Holy Judgment and the Knights of the Merciful Sword. Such knights — as well as judges and priests, clerics, and paladins who worship Tyr — sometimes wear thin strips of diaphanous cloth over their eyes to remind others of the blindness of justice.
Tyr is symbolically represented by balanced scales resting on a warhammer. A warrior of Tyr might, for instance, request her breastplate to be engraved with such symbol:
survival check: 17
Survival check: 14
Based on my roll, I have a vague idea of where we are based upon my readings. I still leave it to Sim to guide us along our journey. However, I know my own limitations.
Sim is leading the group. The treacherous weaves and turns of the Dock Ward's streets are not enough to confuse either Adrasteia or Mokiakia, and all three of you are able to remember that Bonnie had mentioned that the Old Xoblob Shop was nearby the Skewered Dragon. You must be close.
LORE BOX (GUILDS OF WATERDEEP)
List of all the Guilds registered in the city of Waterdeep:
Bakers’ Guild
Carpenters’, Roofers’, and Plaisterers’ Guild
Cellarers’ and Plumbers’ Guild
Coopers’ Guild
Council of Farmer-Grocers
Council of Musicians, Instrument-makers, and Choristers
Dungsweepers’ Guild
Fellowship of Bowyers and Fletchers
Fellowship of Carters and Coachmen
Fellowship of Innkeepers
Fellowship of Salters, Packers, and Joiners
Fishmongers’ Fellowship
Guild of Apothecaries and Physicians
Guild of Butchers
Guild of Chandlers and Lamplighters
Guild of Fine Carvers
Guild of Glassblowers, Glaziers, and Spectacle-makers
Guild of Stonecutters, Masons, Potters, and Tile-makers
Guild of Trusted Pewterers and Casters
Guild of Watermen
Jesters’ Guild
Jewelers’ Guild
Launderers’ Guild
League of Basket-makers and Wickerworkers
League of Skinners and Tanners
Loyal Order of Street Laborers
Master Mariners’ Guild
Most Careful Order of Skilled Smiths and Metalforgers
Most Diligent League of Sail-makers and Cordwainers
Most Excellent Order of Weavers and Dyers
Order of Cobblers and Corvisers
Order of Master Shipwrights
Order of Master Tailors, Glovers, and Mercers
Saddlers’ and Harness-makers’ Guild
Scriveners’, Scribes’, and Clerks’ Guild
Solemn Order of Recognized Furriers and Woolmen
Splendid Order of Armorers, Locksmiths, and Finesmiths
Stablemasters’ and Farriers’ Guild
Stationers’ Guild
Surveyors’, Map-, and Chart-makers’ Guild
Vintners’, Distillers’, and Brewers’ Guild
Wagon-makers’ and Coach Builders’ Guild
Watchful Order of Magists and Protectors
Wheelwrights’ Guild
I recognize the sign for the Skewered Dragon a few doors down, stop in front, and turn to the group. "Shall we?" I ask, one hand reaching for the door.
I nod in approval to enter. Also, I run an investigation check for any hidden hazards or side exits. 7
As the group approaches the Skewered Dragon, they notice a wizened dark complexion gnome approach the window of the Old Xoblob Shop, looking at you with an intrigued face from across the street.
The Skewered Dragon faces an alley that runs between Net Street and Fillet Lane in the Dock Ward, not far from the Old Xoblob Shop. Mokiakia looks around the outside of the tavern before entering. The Skewered Dragon looks like a ruin. Both of its front-facing windows are smashed, and a ship’s anchor is lodged in the roof. Through the windows, she can see a group of haggard patrons drinking from huge tankards.
Sim checks with the rest of the group and enters. Some of the ragged-clothed patrons look over their shoulder with a "Hmmph," and turn to continue drinking whatever is inside their tankards. The place is only sparsely filled. There seems to be no waitressing staff available and no one is beyond the bar counter. The inside is even more decrepit looking than the outside.
LORE BOX (GUILD MEMBERSHIP)
NOTE: Some of this information is quite similar to an earlier LORE BOX post (GUILDS AND GUILD LAW), but there is some added value here.
All guild artisans are encouraged to have seek membership in one Waterdeep guild of their choice. Arcane spellcasters living in the city are required by law to register with the Watchful Order of Magists and Protectors, so that they can be called on to defend the city with their magic in times of need (Mokiakia and Adrasteia may choose whether they are registered or evading this specific responsibility.) By law, there are no active thieves’ guilds in Waterdeep.
To join a guild, one must possess a background, a proficiency, or a status that the guild values. For example, a sailor is welcome to join the Master Mariners’ Guild. One can practice a profession and not be a guild member, but such autonomy carries a cost. The guilds do everything they can to entice new members to join and pay for membership, and they go out of their way to hinder independent business owners, up to and including driving them out of business. A baker who refuses to join the Bakers’ Guild might find her flour supply cut off, while a wizard who refuses to join the Watchful Order of Magists and Protectors might be denied access to sages, libraries, and other useful resources.
Guilds charge members monthly or yearly dues that vary. Most, however, simply charge 1gp per month or 10gp for a year’s dues paid in advance. A guild can expel a member for any number of reasons, not the least of which is failing to pay dues.