There are ten group patrons in this chapter. Each of the group patrons includes two NPCs that are contacts for the player characters. If you aren't using a group patron then you can use the NPCs as extra villains or even henchmen for your campaign villain. You can allow your players to use the stores and other benefits of an unused group patron, but a good rule of thumb is to increase the cost by 150 percent.
Adventurer's Guild
Your group belongs to the Adventurer's Guild, a loose organization that supports those courageous—or foolhardy—enough to pick up the professional mantle of adventuring.
Adventurers are a varied lot, ranging from less scrupulous bounty hunters, mercenaries and treasure hunters to more altruistic archeologists and explorers. But they share a common bond—all are thrill seekers who live luxuriously off the spoils they find in monster infested ruins and dungeons... assuming they continue to live.
The Adventurer's Guild actively recruits young men and women to join their ranks by extoling the glamorous adventurer lifestyle: the gold and riches, the fame, and the groupies. Wide eyed neophytes—blinded by promises of extravagant rewards and lavish lifestyles–are quick to sign up. But those who actually achieve the dream of wealth and fame are few and far between. Most adventurers toil in obscurity, scrabbling to make ends meet as they chase that elusive "big score" that will vault them into the upper echelons of the Guild.
For those lucky or talented enough to forge their own legends, the rewards are truly magnificent: fame and adulation, not to mention wealth to rival that of any merchant or monarch. Yet even those that achieve success are often plagued by metaphorical (and sometimes literal!) demons. The horrors they face on a regular basis are rarely discussed in detail, but many adventurers turn to drinking, drugs, gambling, and other vices in a desperate attempt to drown out the trauma of what they have witnessed. However, this dark underbelly of the adventurer's life is rarely discussed. The Guild prefers to celebrate its rare successes—the icons, legends and heroes that inspire the dream in fresh new recruits.
Adventurer's Guild Operatives
The Adventurer's Guild doesn't really have operatives so much as it has roles.
Cartographer
Every adventuring band needs someone who maps out the dungeons, ruins and tombs. There is no point finding the treasure if you can't find your way back out.
Zoologist
Unless an adventuring band wants to get slaughtered, someone has to keep up to date on the strengths and weaknesses of monsters that might be encountered.
Historian
History can help an adventuring band avoid repeating the mistakes of their predecessors... like waltzing into the den of a demilich.
Faceman
This is the role that youths across Faerûn dream of becoming: the leader of the band; the iconic hero. These are the poster children for the Guild; the ones who have beautiful men and women waiting for them in every town, eager to spend even one night with a living legend.
Adventurer's Guild Quests
Adventurers are experts at venturing into the unknown.
| d6 | Quest |
|---|---|
| 1 | Monster Hunter. You take missions to hunt down and capture or kill monsters |
| 2 | Archaeologist. You track down ancient treasures of historical significance and bring them back to museums |
| 3 | Treasure Hunter. You purchase treasure maps to dungeons, tombs and ruins that haven't yet been plundered |
| 4 | Mercenary. You hire out to anyone who needs the unique set of skills that your group provides. As long as the money is good |
| 5 | Surveyor. You go into and map unexplored lands for kingdoms and city states |
| 6 | Zoologist. You seek out monsters to research and write about |
Adventurer's Guild Perks
These perks require an annual contribution of 10 gp paid to the guild. These dues fund the guild's services and activities.
Adventurer's Guildhall
Almost every town and city has an adventurer's guildhall. The rooms match up to those in a modest inn, but at a lower price (1 sp per day).
Fence
It is much easier for you to sell magic items. Any magic item that you want to sell can be sold for its full price. Common and uncommon magic items take a day to sell. Rare and very rare items take 1d10 days. Legendary items take 1d4 weeks.
Magic Items
Guildhalls provide you with a huge network of fellow adventurers. This makes it easier to find specific magic items for purchase.
Henchmen
You can hire henchmen at any adventurer's guildhall. These henchmen are willing to accompany you on dangerous adventures if you are willing to pay their daily rate. However, if you ever ask them to perform a risky task, such as engage in battle, you must succeed on a Charisma (Intimidation or Persuasion) check. Other risky tasks include scouting out dangerous areas and reporting back or checking a hallway for traps. You can only have one henchman at a time.
| Henchman | Daily Rate | Intimidation DC | Persuasion DC |
|---|---|---|---|
| Talkative tasloi | 1 gp | 12 | 10 |
| Slobbering gibberling | 1 gp | 10 | 20 |
| Flatulent thug | 2 gp | 20 | 12 |
| Anxious scout | 2 gp | 12 | 15 |
| Egotistical svirfneblin | 2 gp | 15 | 15 |
| Alluring sirene | 10 gp | 15 | 15 |
| Ridiculous berserker | 10 gp | 20 | 10 |
Ooo, the Adventurer's Guild! This is a guild after my own heart. Everyone who signs up gets a free fan club! Boo has always dreamed of having a fan club.
Candlekeep
Candlekeep is a library-fortress on the Sword Coast and famed for being the greatest collection of books and scrolls in Faerûn. Exceptional scholars and wizards visit Candlekeep at least once in their lifetimes, if not many more times. Because of this, the monks have many allies to call upon if Candlekeep is ever in danger. Powerful archmages such as Alustriel, Elminster and the Simbul will all come to the library's aid if needed.
Candlekeep is considered a great temple to many of the gods of knowledge, including Oghma, Gond, Deneir and Milil. It has been the home to many of the world's most famous sages, including the great prophet, Alaundo.
The librarians of Candlekeep have one absolute rule: "Those who destroy knowledge, with ink, fire, or sword, are themselves destroyed".
Candlekeep Operatives
Avowed
The Avowed are the guardians and servants of Candlekeep. You take orders from the Keeper of the Tomes.
Watchers
The Watchers are sworn to protect the library and its contents.
Professor
These are the researchers and teachers of Candlekeep. You seek to add to the knowledge stored in the library. You report to the First Reader.
Candlekeep Enemies
While Candlekeep strives to stay neutral in most matters, its leaders consider the Raven Circle to be an enemy. This is because the Raven Circle strives to destabilize civilization itself.
Candlekeep Quests
Quests usually revolve around tracking down ancient knowledge and relics.
| d6 | Quest |
|---|---|
| 1 | Retrieval. You must retrieve a rare tome that was stolen from the library |
| 2 | Tomb Raiding. Break into an ancient tomb and bring back any relics, scrolls or ancient texts |
| 3 | Archeology. Investigate newly discovered Netherese ruins. Bring back any secrets found |
| 4 | Evil Magic User. Defeat a necromancer wizard or lich and take their magical relics or tomes to be sealed up in Candlekeep |
| 5 | Corrupting Relic. Track down an evil relic that is corrupting a forest/river/town |
| 6 | Artifact. An ancient book that has the location of a powerful artifact has been discovered. Track it down before it falls into the wrong hands |
Candlekeep Perks
Compensation
Candlekeep pays each of you a salary of 1 gp per day. They also provide lodgings within Candlekeep itself that allows you to live a modest lifestyle.
Bounty
You receive 250 gp as a reward for any spell book, magic item or unique book that you give to Candlekeep.
Envoy Status
Each member of your group has official documents proclaiming you as envoys from Candlekeep. In most cities and towns of the Sword Coast this gives you a special status that grants access to areas (such as ruins or tombs) that are normally forbidden.
Research
You can delegate the task of researching lore to a research assistant at Candlekeep. This is the downtime activity described in the Player's Handbook. You must pay for any expenses that are required by the research.
It's common knowledge that Candlekeep keeps at least one copy of every one of my world-famous books. They even have a copy of my book that has been banned in twenty different cities—the infamous "Volo's Complete Guide to the Behavior of Nymphs".
Languages
You can learn a new language while at Candlekeep. It takes ten workweeks to learn a new language. This time can be reduced by a number of workweeks equal to your Intelligence modifier.
Arcane Secrets
Candlekeep has the largest library of magical knowledge in all of Faerûn. This includes books and scrolls describing the secrets of how to build magic items. In order to find the appropriate recipe, you must have an Intelligence (Arcana) bonus equal to or higher than what is listed. Most recipes have prerequisite material components, often requiring you to hunt down a specific kind of monster. To craft the item, you must spend gold equal to the material cost. Some items require the aid of a powerful assistant to craft. You only need the assistant for a single day. You can either use Charisma (Deception, Intimidation, Persuasion) or charm magic to get their assistance.
| Magic Item Recipe | Assistant | Components Needed | Arcana Roll Bonus | Material Cost |
|---|---|---|---|---|
| Flame tongue | Force a Salamander to forge it | Remorhaz heart | +8 | 2000 gp |
| Glamoured leather armor | Convince a Deva to bless it | Behir hide | +8 | 2000 gp |
| Shield, +2 | Force a Fire Giant to forge it | Young Red Dragon hide | +8 | 2000 gp |
| Staff of charming | Complete a task for a hag coven to get their assistance | Incubus/Succubus tail | +8 | 2000 gp |
| Helm of brilliance | A Dao must forge it | Crown of a Mummy Lord | +12 | 20,000 gp |
| Robe of stars | A cloud giant must help you forge it | Sail from a Githyanki astral ship | +12 | 20,000 gp |
| Shield +3 | Force an Efreet to forge it | Dragon Turtle shell | +12 | 20,000 gp |
| Ioun stone (mastery) | Convince an Archmage to help you | A Pit Fiend's petrified eye | +15 | 100,000 gp |
| Staff of power | Best a Planetar in a friendly single combat to gain his aid | A rare magical rod or staff | +15 | 100,000 gp |
| Talisman of pure good | Prove yourself to an Adult Gold Dragon in a contest to gain its aid | A rare magical ring | +15 | 100,000 gp |
Church of Sune
Sune is the goddess of beauty, also known as Lady Firehair and the Lady of Love. She represents not only physical beauty, but the beauty of music, fragrances and delicious foods. Her worshippers seek out the pleasure that comes from experiencing beauty in all its forms.
The Church of Sune believes that all mortals deserve the opportunity to experience beauty during their brief lives. The church goes about ensuring that this opportunity exists in two manners. The first is the support of artistic endeavors. This covers a wide variety of ventures including culinary arts, music, painting, sculpting and others. Clerics of Sune seek out exceptional artistic talent and provide them with monetary grants or help them become members of prestigious organizations.
The second focus of the church is much more pragmatic. The church uses its vast monetary resources to support civilization in all its forms; for without cities, towns and roads, there would not be theaters, restaurants, art galleries and all of the other venues that allow for the appreciation of beauty. The church pays for the construction of roads, forts and caravansaries so that travel between cities is less dangerous. They donate to military orders that defend civilization such as the Order of the Gauntlet and the Harpers. They work hard to make sure that the Lords' Alliance is well funded and try to smooth over squabbles between the city states that make up its membership. Because of this, there are more worshippers of Sune amongst the nobility of the Lords' Alliance than any other god or goddess.
Temples to Sune often include venues for appreciating the arts or are built within a city district that includes them. A temple might include a vast public bathhouse with heated plumbing, or a multistory theater to allow for nightly plays or musical performances.
Church of Sune Operatives
Heartwarder
They are clerics and paladins of Sune. You spread the teachings of Sune to every town and city you come to. You are at the forefront of any battle against the enemies of your Lady Firehair.
Sisters and Brothers of the Ruby Rose
This order's mission is twofold. You are tasked with guarding all of Sune's holy sites, from small shrines to city temples. In addition to this, you are tasked with hunting down the enemies of beauty and civilization. You often work with organizations such as the Order of the Gauntlet or the Lords' Alliance. To be initiated into the order, a prospective member must stand vigil for one night outside of a major temple of Sune. Members don't need to primarily worship Sune, but they are required to wear a symbol of her somewhere on their body.
Order of Adon
An order dedicated to the memory of Adon, a cleric of Sune that helped bring about the end to the Time of Troubles. While he turned his back on Sune during this tumultuous era in Faerûn's history, his actions allowed his former goddess to reclaim her divinity. Adon was friends with the mortal woman who would become the goddess Mystara, thus those who wield arcane magic often join the Order of Adon. In recognition of how an unbeliever such as Adon can benefit the Church of Sune, the Order is welcoming to those of other faiths.
Eyes of Evening
An order inspired by the demigoddess of hedonism, Sharess, a divine servant of Sune. Sharess is also known as the mother of cats and is often worshipped by the tabaxi.
Allies
The Church of Sune works closely with the Order of the Gauntlet and the Lord's Alliance. Often, members of these organizations might work directly with the church.
Church of Sune Enemies
The ugliness of Baalzebul is especially abhorrent to Sune. She hates that the archdevil was formerly Triel, one of the most beautiful angels to be found on Mount Celestia. The Church of Sune also despises Ssendam, as the slaad lord's insanity and ugliness is a danger to the structure of the civilized world.
Sune supports efforts to vanquish powerful armies that threaten the stability of the civilized world. This includes orc hordes, hobgoblin empires, frost giant raiders, the Red Wizards of Thay, the Cult of the Dragon and other similar threats.
Sune also detests the ugliness of the undead, especially the rotting dead such as zombies, ghouls, mummies and liches.
Church of Sune Quests
The Church of Sune is focused on spreading civilization to all corners of the world.
| d6 | Quest |
|---|---|
| 1 | Musical Prodigy. Rescue a musical prodigy who has been taken prisoner by a goblin or orc war band |
| 2 | Architect. Escort a famed architect to a far-off town where he is to set down the foundations of a new temple to Sune |
| 3 | Necromancers. Hunt down a band of necromancers who have been vandalizing beautiful monuments and terrorizing artists |
| 4 | Cult. Root out and destroy a cult devoted to an infernal lord that is especially abhorrent to Sune |
| 5 | Warlord. Assassinate a powerful warlord who leads an alliance of orcs, hobgoblins and giants |
| 6 | Siege Breaker. Break the siege of an important town by destroying the siege equipment of the enemy force |
Church of Sune Perks
Divine Aid
In any settlement that includes a shrine or temple to Sune, your group can access magical aid. The shrine in a town or village usually has a cleric able to cast any spell of up to 3rd level. A temple in a city will usually have a cleric that can cast any spell up to 5th level. These spells are cast without cost, however any material components must be provided.
Proficiencies
Each member of your party gains proficiency in the Religion skill, if the character doesn't already have it.
Religious Relics
Each member of your party gains access to magic items that are blessed by Sune. When purchasing a religious relic, you must be of the required level. Then you must give your contact the cost of the item. Finally, if a service is required, you must roll on the Religious Service table.
| Religious Relics | Religious Service | Required Level | Cost |
|---|---|---|---|
| Gem of brightness | None | – | 600 gp |
| Pearl of power | Required | 5 | 600 gp |
| Periapt of wound closure | Required | 5 | 500 gp |
| Ring of Warmth | None | 5 | 100 gp |
| Wind fan | None | 5 | 100 gp |
| Amulet of health | Required | 10 | 4,000 gp |
| Gem of seeing | Required | 10 | 18,000 gp |
| Glamoured leather armor | None | 10 | 5,000 gp |
| Ioun stone (awareness) | Required | 10 | 6,000 gp |
| Ioun stone (sustenance) | Required | 10 | 6,000 gp |
| Mace of disruption | Required | 10 | 10,000 gp |
| Necklace of prayer beads | None | 10 | 10,000 gp |
| Ring of x-ray vision | Required | 10 | 4,000 gp |
| Staff of charming | None | 10 | 8,000 gp |
| Staff of healing | Required | 10 | 10,000 gp |
| Ioun stone (leadership) | None | 15 | 30,000 gp |
| Rod of security | Required | 15 | 30,000 gp |
| Tome of leadership and influence | None | 15 | 40,000 gp |
| d20 | Religious Service |
|---|---|
| 1-4 | Seduce an important noble's daughter/son |
| 5-8 | Restore a desecrated shrine of Sune |
| 9-12 | Destroy a necromancer who has been raising an army of dead |
| 13-15 | Stamp out a potential warlord |
| 16-19 | Protect a young and powerful noble in the Lord's Alliance who has recently converted to Sune. Assassins have targeted the noble |
| 20 | Vanquish a powerful foe of the Church |
Emerald Enclave
An organization devoted to protecting the natural world, the Emerald Enclave allows those of any race or profession to join their ranks. The Emerald Enclave is opposed to everything that is unnatural and destructive toward nature. This includes elemental evil, the undead, demonic forces and abominations from the Far Realm.
While members are not opposed to civilization, they do strive to preserve a balance between nature and the civilized world. Often, the Emerald Enclave will come to the defense of a town or city when it comes under the threat of powerful elemental forces or otherworldly invaders.
The Emerald Enclave is very loosely organized, with small cells across the world. Individual members are encouraged to be self-reliant.
The beliefs of the Enclave are as follows:
- Preserve the natural order of the world.
- Seek out and destroy unnatural forces that threaten nature.
- Strive to help the civilized world and the natural world exist in balance.
Emerald Enclave Operatives
Nature's Chosen
These are the members who are the most in tune with nature. To be a member you must be devoted to one of Faerûn's non-evil nature gods such as Eldath, Mielikki and Silvanus. However, other nature gods are also acceptable, such as Baervan Wildwanderer, Eilistraee, Gwaeron Windstrom, Marthammor Duin and Rillifane Rallathil.
Circle of Alluvium
These members strive to keep the balance between the civilized world and the natural world. Your job is to be one of the primary contacts between the Emerald Enclave and the governments of cities and towns.
Planar Circle
These are members devoted to studying unnatural and otherworldy threats to nature. You have been tasked with trying to curtail the destructive use of magic.
Emerald Enclave Enemies
Cryonax is an arch foe of the Emerald Enclave as he is an elemental prince of evil. The Emerald Enclave also despises Ssendam, for she threatens to corrupt the natural world with her filth.
Emerald Enclave Quests
The Emerald Enclave is focused on combating threats to the natural world.
| d6 | Quest |
|---|---|
| 1 | Logging Camp. Raid a hobgoblin logging camp |
| 2 | Spider Nest. Clear out a den of sword spiders and giant spiders that have infested a forest |
| 3 | Inferno. Help to put out a forest fire by destroying the efreet who is keeping it going |
| 4 | Snake Men. Destroy the nest of yuan-ti that is poisoning the headwater of a major river |
| 5 | Shadow Druid. Capture the shadow druid who is terrorizing a town with his charmed animals |
| 6 | Alkilith. Close a portal to the abyss that is corrupting a beautiful mountain valley |
Emerald Enclave Perks
Druidic Service
The Emerald Enclave can send a druid to assist your group when needed. You must be in the wilderness and it takes 24 hours before a druid arrives. The druid is able to cast any spell of up to 3rd level. These spells are cast without cost, however any material components must be paid for.
Proficiencies
Each member of your party gains proficiency in the Survival skill, if the character doesn't already have it.
Secret Trails
The Emerald Enclave knows of secret trails that lead to wondrous natural locations within Faerûn. Some trails lead to beautiful wild lands in the outer planes or on other worlds. These trails are found in any of Faerûn's forests. After walking the trail for 8 hours you will arrive at your destination. However, there is a 1 in 4 chance that you will run across one of the dangers of the trail. There is no cost to learning these trails, but your contact must feel that you are ready before they will teach you how to access it.
| Trail | The Trail Leads to... | Required Level | Dangers of the Trail |
|---|---|---|---|
| Folk path | Llyrath forest in the Moonshae islands | 1 | Needle Blights |
| Mythal paths | Myth Rynn in the forest of Tethyr or Myth Drannor in the forest of Cormanthor | 1 | Quicklings |
| The unicorn run | The Star Mounts or the Grandfather Tree in the High Forest | 3 | Displacer beasts |
| Forest pool to the Feywild | The fens bordering the Summer Court | 5 | Ettercaps and giant spiders |
| Tree roots to Ysgard | The Gates of the Moon—home to the goddesses Selûne and Sune | 7 | Lone green hag or a coven |
| Forest paths to the Beastlands | The Grove of the Unicorns—the realm of the goddess Mielikki | 7 | Fomorian giants |
| Mushroom ring to Bytopia | Whispertree—the ancient oak tree that is home to the god Baervan Wildwanderer | 7 | Lone night hag or a coven |
Flaming Fist
The Flaming Fist is a powerful mercenary company based in the city of Baldur's Gate. They are the most famous mercenary company in Faerûn and many consider them the most powerful military force on the Sword Coast. Their leaders are primarily driven by the accumulation of wealth and glory. Some members have more altruistic motivations such as bringing peace to the cities and towns of the Sword Coast.
The Flaming Fist is Baldur's Gate's army and provides law enforcement to the city and the surrounding area. In addition, the Flaming Fist has forts and castles across the Sword Coast and even further in order to extend its power and reach. The Fist has established a presence in places as far as the jungles of Chult and the continents of Maztica, and Anchorome.
The Flaming Fist is run like an army. Every group of five fists is led by a manip and a flame. Manips are veteran soldiers who have risen through the ranks while flames are trained knights from a noble or mercantile family. A blaze is put in command of a fort or a mission. The marshal commands the entire Flaming Fist.
Flaming Fist Operatives
Scout
You are a scout for the Flaming Fist, tasked with ensuring the path for an army is free of danger. You are often sent to explore new regions that might support a future fort or castle.
Agent
You are often used as envoys or negotiators by the Flaming Fist, but also sometimes as a spy or infiltrator.
Soldier
You are one of the fighting men and women that make up the bulk of the Flaming Fist.
Flaming Fist Enemies
The Flaming Fist is often in conflict with the Shadow Thieves, due to that organization's association with Amn, Baldur's Gate's greatest rival. They are also in competition with the Zhentarim, another organization that hires out mercenary armies.
Flaming Fist Quests
You are often sent on quests that revolve around war in its many forms.
| d6 | Quest |
|---|---|
| 1 | Exploration. The Flaming Fist is considering building a new fort. You are sent on a mission to scout out the area where it is to be built |
| 2 | Siege Breaker. You are sent to a town or city that is under siege by the Flaming Fist. You must help break the siege by opening the main gate, blowing a hole in the city wall or some other means |
| 3 | Scout. You must scout out an enemy army and determine their numbers, access to magic, monstrous allies, etc. |
| 4 | Destabilize. You are to foment tensions in a region so that war is more likely |
| 5 | Extraction. You must rescue a Flaming Fist agent or prisoners of war |
| 6 | Defense. You are to defend a bridge or other choke point against a large warband of orcs |
Flaming Fist Perks
Rank
The perks of the Flaming Fist are often determined by rank. Rank can be something that is earned over the course of the campaign (as determined by the DM) or it can be granted according to your level. Only one person in the Flaming Fist can be the rank of Marshal.
| Rank | Equivalent | Level |
|---|---|---|
| Fist | Common soldier | 1 |
| Manip | Sergeant | 2 |
| Flame | Captain | 5 |
| Blaze | General | 8 |
| Marshal | Commander of the Flaming Fist | 12 |
Armory
You can purchase nonmagical weapons and armor at a 20 percent discount at a facility associated with your military force. You can also purchase certain magic weapons and armor.
Castles and Forts
You have access to all castles and forts of the Flaming Fist. You receive free room and board in these locations.
Legal Immunity
You have a degree of immunity from the law while within Baldur's Gate or in any of the nearby settlements. However, heinous crimes such as murder result in the death penalty, to be carried out by the Flaming Fist itself.
Missions
Once per month the Flaming Fist gives your group a mission to perform. This mission takes precedence over all other activities. If completed, the group rolls on the Treasure Hoard: Challenge 0—4 table in the Dungeon Master's Guide for their reward.
Salary
Each member of your group earns a salary. You receive 5 sp per day and are provided with a modest lifestyle when in the city of Baldur's Gate or at one of the Flaming Fist forts and castles. The pay and lifestyle increases with rank.
| Rank | Lifestyle | Pay |
|---|---|---|
| Fist | Modest | 5 sp per day |
| Manip | Modest | 1 gp per day |
| Flame | Modest | 5 gp per day |
| Blaze | Wealthy | 10 gp per day |
| Marshal | Aristocratic | Every month roll on the Treasure Horde: Challenge 0-4 table from the Dungeon Master's Guide |
Land Grants
As a member of the Flaming Fist, you are entitled to receive land grants and fortifications (such as forts and castles). A donation must be given to the Flaming Fist for the land grant. The Flaming Fist garrisons the fortification and helps cover part of the cost of paying the garrison. The land and fortifications are considered your owned property, but if you were to ever leave the Flaming Fist, they might try to retake the property depending on the manner of your departure. If you fail to pay your portion of the upkeep costs for more than 6 months, the Flaming Fist will take ownership as recompense.
| Land Grant | Required Rank | Monthly Upkeep Cost | Donation |
|---|---|---|---|
| Fortified Tower | Flame | 5 gp | 5,000 gp |
| Fort | Flame | 10 gp | 10,000 gp |
| Keep | Blaze | 20 gp | 25,000 gp |
| Castle | Marshal | 100 gp | 100,000 gp |
Why do none of the Flaming Fist have hands that are on fire? It is one of the world's great mysteries, but I am sure Boo will solve it someday. He has a nose for these sorts of things.
Harpers
The Harpers are an old and influential organization of nobles, spellcasters and spies. They are secretive and most members have almost complete autonomy to operate how they want. Most Harpers work alone or in small groups. They freely share information between members, but rarely do they have coordinated strategies.
The purpose of the Harpers has always been to work against evil and tyranny. They believe in an individual's right to freedom and will often undermine regimes that are despotic or support slavery. While they focus on threats that originate in the world of Faerûn, they will intercede if an extraplanar evil begins to have undue influence upon the world. Harpers are also keen to keep ancient and powerful magic out of the hands of easily corruptible politicians.
Harpers are loved by the commonfolk, but often loathed by those in power. They can be seen as spies and manipulative liars who involve themselves where they aren't wanted. Much of this is true from a certain point of view. Harpers prefer to operate from the shadows, are not against lying to get what they want and often manipulate those in power to achieve their goals.
Harper Operatives
Nobles
These Harpers were either born into or have inserted themselves into the corridors of power. They are priests, politicians, merchants, military commanders and other influential members of society. You must work hard to keep your identity as a Harper secret, as other nobility, even those that are not of evil bent, can view you as a traitor to your rank.
Spies
You are one of the infamous spies of the Harpers. You are feared by tyrants and evil organizations across the world due to your ability to strike anywhere at any time.
Spellcasters
You focus on identifying magical artifacts or secrets that might fall into the hands of the easily corruptible.
Harper Enemies
Baalzebul, Mephistopheles and other infernal lords are always viewed by the Harpers as a threat to Faerûn. This is because of the penchant for archdevils to corrupt those in power.
Anyone who were to come into possession of the iron flask that contains Pazuzu would also be considered a great threat. Finally, the Zhentarim have always been a rival of the Harpers.
Harper Quests
The Harpers are focused on undermining tyrants and evil organizations across all of Faerûn.
| d6 | Quest |
|---|---|
| 1 | The Black Network. Take out a Zhentarim safe house in a major city |
| 2 | Devil Worshippers. Expose an Athkatlan noble family that secretly worships a lord of the Nine Hells |
| 3 | Demon Possession. Banish a demon that has possessed the lord of a major city |
| 4 | Slavers. Take out the transport ships of a major slave ring operation |
| 5 | Assassination. Assassinate an evil noble who threatens to destabilize the Lords' Alliance |
| 6 | Spies. Infiltrate the court of a powerful king who has been preparing to go to war against his neighbors |
Harper Perks
Safe Houses
The Harpers have secret members in almost every town and city. Your group knows how to locate these members and can use their houses to maintain a comfortable lifestyle. While the Harpers are famed for helping the poor, they rarely live like them.
Fences
Because the Harpers are devoted to tracking down magic items, they have a network with access to a larger variety of magic items than anywhere outside of the Red Wizards of Thay. Each member of your party gains access to certain magic items for a suitable donation. The different costs of acquiring these magic items are described in the table opposite.
| Magic Item | Required Trade | Cost |
|---|---|---|
| Armor, +1 of your choice | Armor, +1 | 200 gp |
| Bag of holding, bag of tricks, boots of elvenkind, cloak of elvenkind, cloak of protection, robe of useful items, winged boots | Uncommon magical bag, boots or cloak | 75 gp |
| Eyes of charming, eyes of minute seeing, eyes of the eagle, gloves of missile snaring, gloves of swimming and climbing, gloves of thievery, hat of disguise | Any uncommon magical wondrous item | 75 gp |
| Wand of magic detection, wand of magic missiles, wand of secrets, wand of the war mage, wand of web | Any magical wand | 100 gp |
| Weapon, +1 of your choice | Weapon, +1 | 100 gp |
Why do none of our Harper friends have harps? Another mystery for Boo to solve
Knights of Bahamut
The Knights of Bahamut are an ancient order founded with the assistance of the elder draconic entity called Bahamut. They were famed for bonding with some of the most powerful and beautiful creatures in the multiverse—metallic dragons. Legends tell of how a single knight was capable of turning the tide of an entire battle or breaking the siege of a city. But the Knights of Bahamut were short-lived, lasting only a few decades before being exterminated by their enemies. That was a thousand years ago.
The last surviving knight, a half-elf named Suldil, wishes to bring back the ancient Order. The Oath of Bahamut is the sacred rite that bonds a mortal and a dragon together. In order for the sacred rite to work, it must be blessed by Bahamut. Thus, the first task of the fledgling knight is to gain Bahamut's favor. After that, metallic dragon eggs must be found. They cannot be stolen from their parents. Only eggs that have not been stolen and whose parents are dead are considered viable.
Knights of Bahamut Operatives
You are one of the co-founders of a new order of the Knights of Bahamut.
Knights of Bahamut Quests
Almost all your quests revolve around rebuilding the Knights of Bahamut.
| d6 | Quest |
|---|---|
| 1 | Relic of Bahamut. Track down an ancient relic blessed by Bahamut |
| 2 | Dragon Egg. Steal a dragon egg from a chromatic dragon that raided the nest of a metallic dragon |
| 3 | Recovery. Recover dragon eggs from the lair of a recently slain metallic dragon |
| 4 | Pearls. Loot a horde of pearls from the bottom of the ocean to give to an ancient gold dragon as a gift (pearls are a food delicacy to such beings) |
| 5 | Assault. Join an adult bronze dragon in an assault against a castle ruled by goblinoids and devils |
| 6 | Silver Dragon. Accompany an adult silver dragon into the Anauroch desert to investigate Netherese ruins |
Knights of Bahamut Perks
Expenses
Suldil has access to a great deal of wealth and is willing to reimburse you for expenses incurred as you try to rebuild the Knights of Bahamut. She pays for any nonmagical equipment and basic services that you require.
Luxury
Suldil allows you to stay at her estate for as long as you wish. While at her estate you maintain an aristocratic lifestyle for no cost.
Dragon Eggs
Suldil is willing to grant a dragon egg to someone that she feels is worthy. The recipient must exchange a magic item for the dragon egg.
| Dragon Egg | Required Level | Magic Item |
|---|---|---|
| Copper | 12 | Very Rare |
| Brass | 12 | Very Rare |
| Bronze | 14 | Very Rare |
| Silver | 16 | Legendary |
| Gold | 18 | Legendary |
In order for a prospective knight to hatch their dragon egg, the egg must be kept in conditions that mirror the nest of its particular subtype of dragon:
A typical dragon egg takes 3d6 weeks to hatch. When an egg is not looked after properly, there is a cumulative 10 percent chance per day that the egg will die. Once this happens, the egg will never hatch.
If a prospective knight wishes to bond with a dragon, they must be present at the hatching. When the newborn hatches, the knight must be the first living creature that it sees. The knight must then make the Oath of Bahamut.
The Oath of Bahamut is the sacred rite that bonds a mortal and a dragon together. During the hatching of the egg, the knight intones the oath. If a knight ever breaks the oath, the bond ends immediately. The oath must be intoned in the Draconic language, while a very rare or legendary magic item is sacrificed. The speaker does not need to know Draconic; they may be coached by someone who does.
While the Oath is being spoken, the energy from the magic item is drained and used to bind the knight to a newly-hatched wyrmling. The magic item becomes nonmagical and loses its properties.
It is difficult to track down any writings on the Knights of Bahamut. They only existed for a brief time in the century when the nation of Amn was first founded and the Shoon Empire collapsed. The knights took the image of the platinum dragon as their emblem, but I do not know if they were actual servant of Bahamut.
Order of Icarus
This order was founded by the undead siblings, Jon and Bodhi Irenicus, and named after the elven house that they were born into. Its primary mission is to seek out magical secrets that will help Jon and Bodhi escape from their prison realm in the Shadowfell. They do this by searching the tombs of dead spellcasters and sages. Members of the Order of Icarus are sent to kill rival necromancers, liches and vampiric spellcasters. Members even kidnap powerful wizards and clerics (who worship gods of the Death domain).
Members are drawn from those trapped in the Shadowfell reflection of Suldanessellar. These are either travelers who have recently been lured to the Shadowfell or those who were born and grew up there.
Icarus Operatives
Proscribed
You only serve the Irenicus siblings until you have earned your right to be free.
Mouthpiece
You speak directly for Jon Irenicus. You may use the sending spell to communicate with him once per day.
Icarus Enemies
Jon and Bodhi despise the Harpers due to that organization's aid to Abdel Adrian in bringing about their downfall. Queen Ellesime of Suldanessellar is also an enemy, though Jon has conflicted emotions about her.
Icarus Quests
Your missions revolve around finding magical secrets that will help Jon and Bodhi escape from their dread domain.
| d6 | Quest |
|---|---|
| 1 | Domain of Dread. Steal a relic from a rival Dark Lord in another Domain of Dread |
| 2 | Elemental Evil. Loot a temple dedicated to the Elder Elemental Eye |
| 3 | Netherese Ruins. Explore the ruins of a crashed Netherese city |
| 4 | Horrific Tomb. Steal the spell books of a rival lich |
| 5 | Mythal. Investigate a recently discovered Mythal |
| 6 | Dark Elf Vault. Infiltrate a dark elf city and break into the vault of their magical academy |
Icarus Perks
Magical Scrolls and Books
Jon Irenicus has access to many magical scrolls and books.
| Scroll | Required Level | Cost |
|---|---|---|
| Spell scroll—1st level wizard spells | 1 | 100 gp |
| Spell scroll—2nd level wizard spells | 1 | 200 gp |
| Spell scroll—3rd level wizard spells | 3 | 500 gp |
| Spell scroll—4th level wizard spells | 3 | 900 gp |
| Spell scroll—5th level wizard spells | 9 | 2,000 gp |
| Spell scroll—6th level wizard spells | 12 | 4,000 gp |
| Spell scroll—7th level wizard spells | 12 | 7,500 gp |
| Scroll of protection | 3 | 1,500 gp |
| Manual of golems—clay | 12 | 5,000 gp |
| Manual of golems—flesh | 9 | 5,000 gp |
Research
Whenever you or your group makes ability checks to research lore related to magic, Undead or the Shadowfell you gain advantage.
Magic Item Transmutation
Over the centuries Jon has learned the secrets of transmuting many kinds of magic items. He is willing to share those secrets with those that he feels are worthy. The ritual takes a week to prepare for. To utilize the secret ritual, you require a magic item that is to be consumed in the ritual. You (or another member of your group) must make a successful Intelligence (Arcana) check to succeed. Whoever makes the check can be given assistance (and thus gain advantage on the roll) by someone who has at least a level in Bard, Sorcerer, Warlock or Wizard. The material component cost in gold represents the components needed. These components are consumed as well. A failed check means only the nonmagical components are consumed, not the magic item. Another check can be made after the required week of preparation.
| Magic Item | Magical Component | Arcana Check DC | Material Component Cost |
|---|---|---|---|
| Amulet of the planes | Rare or Very Rare Wondrous Item | 20 | 1,500 gp |
| Belt of fire giant strength | Rare or Very Rare Wondrous Item | 25 | 7,500 gp |
| Crystal ball | Rare or Very Rare Wondrous Item | 20 | 1,500 gp |
| Efreeti bottle | Rare or Very Rare Wondrous Item | 25 | 5,000 gp |
| Ring of shooting stars | Rare or Very Rare Ring | 20 | 1,500 gp |
| Robe of stars | Rare or Very Rare magical Cloak or Robe | 20 | 1,500 gp |
| Staff of fire | Rare or Very Rare Magical Rod or Staff | 20 | 1,500 gp |
| Staff of frost | Rare or Very Rare Magical Rod or Staff | 20 | 1,500 gp |
| Staff of power | Rare or Very Rare Magical Rod or Staff | 25 | 7,500 gp |
| Spellguard shield | Rare or Very Rare Shield | 20 | 1,500 gp |
Raven Circle
The Raven Circle is a secret sect devoted to the enigmatic Raven Queen. The Raven Queen is a powerful entity that resides on the Shadowfell. She is obsessed with collecting memories associated with loss and tragedy.
One of the greatest secrets of the Raven Circle is their members ability to use the Shadowfell to travel the world. The Shadowfell is a dark reflection or "echo" of the Material Plane. When first entering the Shadowfell, it appears very similar to the area of the world it reflects. However, for most, the further the Shadowfell is explored the more divergent from the Material Plane it becomes. Soon the distorted nature of the plane makes it easy to become lost. Members of the Raven Circle can see through these distortions and thus navigate the Shadowfell without losing their place in the Material Plane. This ability also means that the Circle often uses domains within the Shadowfell as bases of operations.
Raven Circle Operatives
The Raven Circle
You directly venerate the Raven Queen.
Shadowed One
You are an ally of the Raven Circle, though you don't directly serve the Raven Queen.
Raven Circle Enemies
The Raven Circle are enemies of any who oppose the Raven Queen, including such powerful entities as the demon lord Orcus and the ancient lich/god Vecna.
Raven Circle Quests
The Raven Circle are focused on collecting memories from those associated with loss and tragedy.
| d6 | Quest |
|---|---|
| 1 | Vecna. Collect the memories from an archmage who is dedicated to Vecna |
| 2 | Fallen Paladin. Collect the memories of an oath breaking paladin |
| 3 | Corrupt Despot. A powerful lord or king rules with an iron fist while drowning himself in drink and debauchery to forget the many tragedies of his life. Complete his fall by engineering his overthrow |
| 4 | Faithless Priestess. Collect the memories of a priestess who has lost faith in her god after the death of her husband and children |
| 5 | Obsessed Vigilante. Capture or kill a vigilante that has been terrorizing a city. Collect the memories of the tragedy that drives his obsession |
| 6 | Dark Lord. Stop a Dark Lord's scheme to escape the Domain of Dread that she rules |
Raven Circle Perks
Walk the Shadowfell
Any member of the Raven Circle can find paths in the Prime Material World that enter the Shadowfell. While traveling the Shadowfell, you don't have to worry about enemies in the Prime Material Plane finding you. You can also bypass barriers and dangerous monsters in the Prime Material. While you are skilled in avoiding the dangerous predators of the Shadowfell, you still risk discovery. You may use the paths of the Shadowfell once per month. When you enter the Shadowfell you can remain for as long as you want. You can return to the Prime Material at any point. Each day spent in the Shadowfell gives a cumulative 1 in 20 chance of coming under attack by one of the denizens of the Shadowfell. The kind of attack is up to your DM.
Collect Memories
The Raven Queen collects memories just like a raven collects trinkets. The Raven Queen only seeks the memories of powerful or influential entities, specifically those who have suffered great loss or tragedy. If you can give her the memories from these kinds of people, the Raven Queen will reward you. Collecting memories requires you to obtain an item that is precious to the person whose memories you wish to steal. You must then say a prayer to the Raven Queen with the item in hand and the owner in sight within 100 ft. This infuses the item with all of the target's memories of loss, shame and tragedy. When you give this item to one of your contacts (Lothar or Viktor) everyone in your group gains a devotion token that is either a feather, a gold coin or a gem (so long as the target associated with the item is still alive/undead). Each member of your group can only have one of each token at any given time and cannot give them to anyone else. The tokens you gain are as follows:
| CR | Neutral | Chaotic | Lawful | Lycanthrope, Intelligent Undead*, Cursed** | Good, Used To Be Evil | Evil, Used To Be Good |
|---|---|---|---|---|---|---|
| 5-9 | Feather | Feather | Feather | Gold Coin | Gold Coin | Gem |
| 10-12 | Feather | Feather | Feather | Gold Coin | Gold Coin | Gem |
| 13-15 | Feather | Feather | Feather | Gold Coin | Gem | Gem |
| 16-18 | Feather | Feather | Gold Coin | Gold Coin | Gem | Gem |
| 19+ | Feather | Feather | Gold Coin | Gem | Gem | Gem |
Weapons of the Raven Queen
The Raven Queen is famed for using shadow magic to create weapons infused with the memories that she has collected over the millennia. The most famous weapon is Blackrazor, but there have been many others. All of these weapons are sentient and can only be used after their user attunes with them. You can call upon the Raven Queen to gift you such a weapon. For her to respond you must offer up a powerful magical weapon (rare, very rare or legendary) and at least one devotion token. When you do this, you are granted a sentient weapon of your choice with a bonus as determined by the following chart:
| CR | Rare | Very Rare | Legendary |
|---|---|---|---|
| 5-9 | +1 | +1 | +2 |
| 10-15 | +2 | +2 | +3 |
| 16+ | +2 | +3 | +3 |
The sentient weapon has Intelligence, Wisdom, and Charisma scores. To determine them, roll 4d6 for each one, dropping the lowest roll and totaling the rest. The weapon communicates by transmitting emotion to whoever is carrying or wielding it. Its alignment is the same as the memories of the being used in the offering to create it. You must name your weapon when you first use it.
Like all sentient weapons your sentient weapon can come into conflict with you if your goals are not aligned.
Sentient Weapon Powers
You increase the power of your sentient weapon by spending your devotion tokens as shown on the Sentient Weapon Powers table.
| Devotion Cost | Level Required | Power |
|---|---|---|
| Feather token | 1 | The weapon can speak, read, and understand one language. This can be taken multiple times |
| Gold token | 3 | The weapon can communicate telepathically with any character that carries or wields it |
| Gem token | 3 | Roll on the Magic Item Minor Property table of the Dungeon Master's Guide. This can only be taken three times |
| Feather token | 3 | The weapon has hearing and normal vision out to 30 feet |
| Gold token | 5 | The weapon has hearing and normal vision out an additional 30 feet (to a maximum of 120 ft.) |
| Gold token | 7 | The weapon has darkvision (requires hearing and normal vision) |
| Gem token | 7 | The weapon has advantage on all Perception checks |
| Feather token | 9 | One aspect of the weapon's alignment can be changed (good to evil, chaotic to lawful) |
| Gold token | 9 | The weapon scores a critical hit on a roll of 19 or 20 |
| Gem token | 12 | Roll once on the Artifact Minor Beneficial Properties table in the Dungeon Master's Guide. This can only be taken three times |
Shadow Thieves
The Shadow Thieves are the most powerful thief's guild in Faerûn. While originally based in the city of Waterdeep, the guild is now headquartered in Athkatla. Unlike other guilds of its kind that remain local to a single city, the Shadow Thieves run criminal operations all along the Sword Coast. This also includes enclaves in a few cities within the Underdark. The Shadow Thieves are primarily concerned with the accumulation of wealth through whatever means necessary.
The Shadow Thieves engage in almost every form of criminal activity. This includes black mail, smuggling, piracy, burglary, illegal drugs. The only criminal activities that they avoid are prostitution and slavery.
Shadow Thieves Operatives
Cloakmasters
You represent the will of the Shadow Council. You are responsible for running one or more of the criminal enterprises that the Shadow Thieves excel at—burglary, extortion, blackmail, bounty hunting, smuggling, piracy, racketeering, fencing, pick-pocketing or street begging.
Silhouettes
You are an agent of the Shadow Thieves.
Shadow Thieves Enemies
The Shadow Thieves hate the Lords of Waterdeep. They also despise the guild that replaced them in that city—Xanathar's Guild. Another enemy are the Zhentarim, a rival organization that engages in many of the same illegal activities.
I wrote a book on the Shadow Thieves a while back, but before I could get it published, they stole all my material. That's a joke by the way.
Shadow Thieves Quests
Many of the quests that you engage in are criminal in nature.
| d6 | Quest |
|---|---|
| 1 | Assassination. Kill an enemy of the Shadow Thieves |
| 2 | Difficult Heist. Rob a high-profile target such as a noble family estate, temple or palace |
| 3 | Prison Break. Break a number of Shadow Thief operatives out of a prison |
| 4 | Destroy a rival. Destroy an existing thief's guild in a town or city so that the Shadow Thieves can move in |
| 5 | Disrupt Slave Lords. Attack a slaver stockade run by the Zhentarim |
| 6 | Infiltrate the Undercity. Spy on a newly started organization with ties to Xanathar based out of the undercity of a major city |
Shadow Thieves Perks
Contraband
You have access to all of the illegal items that the Shadow Thieves deal in. This ranges from poisons and narcotics to rare scrolls and magic items. You must pay full price for all of them.
Fences
The fences of the Shadow Thieves are amongst the best in the world. They can sell rare and easily recognizable items (such as stolen art and jewelry) as well as expensive magic items. Any item that you want to sell can be sold for its full price. Non-magical items and common and uncommon magic items take a day to sell. Rare and very rare items take 1d10 days. Legendary items take 1d4 weeks.
Safe Houses
The Shadow Thieves maintain safe houses in all of the major cities along the Sword Coast. You can use these safe houses to maintain a moderate lifestyle for no cost.
Heist Targets
As a member of the Shadow Thieves you are given access to a list of extensively researched heist targets as shown on the Heist Details table. If you decide to engage in one of these heists you must promise to give a 25 percent cut to the organization.
| Heist | Magical Treasure | Gold | Guardians | Lock DC |
|---|---|---|---|---|
| Diamond Dragon Jewelers in Athkatla | Gem of seeing | 15,000 gp in jewels | one mage, four veterans | 20 |
| Seven Songs import in Athkatla | Nolzur's marvelous pigments | 8,000 gp | twelve thugs, one assassin | 15 |
| High House of Wonders in Baldur's Gate | Apparatus of Kwalish, shield guardian control medallion | 20,000 gp in art objects | two clay golems, one stone golem, one iron golem | 25 |
| Ducal Palace in Baldur's Gate | Figurine of wondrous power—obsidian steed | 15,000 gp in platinum ingots | twelve knights, two mages | 25 |
| Temple of Lolth in Ust Natha | Candle of invocation | 10,000 gp | six elite drow warriors, four drow priestesses | 20 |