Intro
Intro
Intro
Each of its seven wards houses humans, teiflings, dwarves, half-orcs, elves, dragon borne and half
another world of creatures. Merchants can be heard calling out the contents of their stalls in the Trades
Ward; smells of freshly caught fish, ripe fruits and spices brought in by traders who travel over the Sea of
Swords.
The streets of Castle Ward are pristine, patrolled by guards who don colorful and exquisite armor.
Statues that act as street signs, pointing towards the courthouse, a local theater, or the king's
extravagant castle. Just beyond the crimeless Castle Ward, is the Sea Ward, home of a dozen religions
with gaudy temples, some built of stone, others carved straight into massive statues, the size of titans,
that loom over the city of Waterdeep. Their features sometimes disappear into the sky, when the clouds
hang low or when a fresh morning fog rolls in from the sea. They've been still for so long that houses
have begun to appear near, around and on them. At one time, their names were known, and their
history, told often. But the city is old, and with time, the people have lost the stories.
In the Dock Ward, amidst the seafoam and the smell of salt water, raucous laughter, or murderous
shouting (sometimes it's hard to tell the difference) can be heard from behind brightly lit tavern
windows. Saltydogs partake in bouts of violence. For brawls go hand-in-hand with hard liquor, and the
liquor flows like water there. The dark alleys that pepper this ward are the hunting grounds for
cutthroats; the busy harbor a playing field for a thief with sticky fingers. Nobles avoid this place, as
much for the general smell as the inherent danger; like a lamb wandering into a pack of wolves.
The great graveyard, called the City of the Dead, sits in the eastern portion. It houses countless dead,
from seven and seven and seven generations past. Walls have been erected around it, guards patrol it,
in case any upstart necromancer is looking for flesh for his dark magics. No dead wander about, it is but
a large graveyard, but that doesn't stop the children from telling ghost stories, or daring one another to
sneak in and stay the night. Childish things, the adults will say. But even a grown man is superstitious
enough that he wouldn't partake in any dare of that sort.
And on the southern side of the city, looms Mt. Waterdeep, a natural landmark that sweetens an already
beautiful city. Its peak will be white capped come a few more months, but now, in the autumn pre-
winter chill, it catches the morning sun first and glows like a beacon. It once housed the original
denizens that started the city of Waterdeep, tunnels and mines run through its core, but it's been long
since abandoned. Or so the city thought; there's been rumblings in the dark, sounds from the old mines,
a patrol disappearing here or there. Some say it's a troll, or perhaps Underdark creatures striking in the
night. Others rumored that a mage took residence there. He experimented on things better left
untouched. He went mad. Some say, on those cold, still nights, you can hear his laughter echoing off the
mountainside.
But that is a story for another time. This story has more humble beginnings. We start our adventure in
the warmth of the Yawning Portal Inn. Four unlikely friends find themselves, as they say, in the right
place, at the wrong time.
You sit around a sturdy wooden table, lit by a brightly burning candle and littered with plates of cleared
food and half-drained tankards. The sounds of gamblers yelling and drunken adventurers singing bawdy
songs nearly drown out the off-key strumming of a young bard three tables over...