D&D: Check the local taverns for adventuring opportunities

From Create Your Own Story

While it may be intriguing to blackmail the man you saw or go to the Thieves guild's hideout, you can't help but be more interested in any adventuring opportunities.

"Show me the adventuring boards and job requests in the local taverns" you command.

The mirror glazes over and shows you a gloomy tavern room, the room was filled with rowdy adventurers, gritty mercenaries and drunks, with several loosely dressed tavern wenches going back and forth from taking to handing them out. Near the bartender was a notice board filled with job requests and bounties from the district. The thing was stacked with dozens of potential assignments but most of them were too mundane and dull for you but you find a few tasks that catch your interest.

The city guard has posted a request for any willing adventurers to find and locate the leader of a moderately sized criminal ring. It seems the thieves have taken root within the dock ward, stealing from rich nobles, merchants and other people that catch their eyes. Its noted that they frequently attack during night time and usually target single targets, beating them up before relieving them of their belongings. There's a minimal sum reward for any thugs brought to justice but the real target is their leader.

The second posting is from a local Mage Guild setting a large bounty for anyone who can find the assassin that killed their leader and the groups founding members. The killer is missing an eye and is presumed to be a wizard of some power, they suspect that the killer is hiding within Mistshore. The derelict old harbor is home to many outcasts and criminals, thus any potential takers are warned to take extreme care.

The third bounty is from a rich merchant requesting guards for a trading caravan leaving Waterdeep and heading to the northern city of Neverwinter. The road will be long so the poster is requesting for a large group to stand watch over the caravan during its travel and protect it from bandits, goblins and other of such ilk.

Below you see a bounty carrying the sigil of the Town Guard, the guard are hiring adventurers to pursue and confront a heavily armed group who murdered a traveling company of Selûne, Sune and Sharess priestesses near the Maiden's Tomb Tor and how opened an entrance into old the tunnels underneath the tomb. The guard fear that Dark Justiciars of Shar are behind the murders and warn any investigators to be extremely cautious but they also note that these dark cultists are rumored for their heinous human sacrifices to their dark goddess so if any members of the traveling priestess are found alive the Guard and the priestess's temple will reward a huge sum for the hero.

Finally the Watch Captain of the City of the Dead posts that the undead in the City of the Dead have recently became more active, the walking dead are known to wonder throughout Waterdeep's graveyard during night time but never in day time and never in these numbers. The captain fears that a necromancer has laid roots in the walled wards of the graveyard and is hiring adventurers to investigate. Adventurers are to discover the reason behind the increasing undead and if they find a necromancer they are free to kill them but a higher reward has been posted for if the necromancer is brought back alive to stand trial.


With all these requests in mind, you decide to

D&D: Go to the Dock Ward and try to locate the leader

D&D: Hitch a ship to Mistshore and find the killer

D&D: Guard the merchant's caravan

D&D: Travel to the Maiden's Tomb Tor and confront the murderers

D&D: Go to the City of the Dead and investigate the rising undead numbers

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