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Players' Guide: Armed Forces of Waterdeep

PostPosted: Sat Jul 27, 2013 11:15 am
by Jiriki
Over the course of Waterdeep's long history, the Lords have needed to prepare groups to defend the city from all manner of threats. At this point in time the city's main defenses are divided into four branches: The Griffin Cavalry, the City Guard, the City Watch, and the City Navy. (The Gray Hands is considered an informal fifth branch, called upon only as a last resort.) Below is a breakdown of each of these groups, their admission requirements, and what is expected of each group's members.

For the Watch, Guard, and Navy, characters will need to be in play for at least one month (30 days) before being accepted. This is to allow the officials of those groups a chance to measure the trustworthiness of the individuals wishing to join. The Griffin Cavalry and Grey Hands have other restrictions concerning joining that essentially require characters to be in play for at least that amount of time.

The Griffin Cavalry
One of Waterdeep's most prestigious organizations is that of its Griffin Riders. This group patrols the skies high above the city, always ready to defend Mount Waterdeep and the city from any kind of intrusion. The leader of this group is Lord Moedt Belabranta, and he reports directly to General Obryn Ironfist.

Requirements:
* One or more levels in an associated class: Aristocrat, Fighter, Paladin, Ranger, Scout, Swashbuckler, Warrior
* Skills: 4 ranks in one of the associated skills: Diplomacy, Handle Animal, Intimidate, Knowledge (nobility and royalty), Ride, Sense Motive
* Base Attack Bonus: +3.
* Feat: Mounted Combat.
* Special: Potential members must often arrange for special favors or make significant donations to certain civic causes in order to be accepted. (This translates into at least a 500gp donation.) When a character joins the Griffin Cavalry, they must swear an oath of loyalty to the City of Waterdeep.

So what does a character get once they become a member? Below is a list of the benefits and obligations.

Benefits:
* Room and board in the city barracks.
* Each member receives a Griffin Badge of Waterdeep.
* Each member is issued a griffin mount and a Lance of Burning.
* Members are given a standard uniform, which consists of brightly polished chainmail and a black and gold tabard with a griffon emblazoned on the front. Members are also issued the following equipment: long sword, rod (which functions as a MW club), short bow, shortspear, short sword, and a dagger.
*Each member receives a monthly salary of 15gp per level per month.

Obligations:
* Members are expected to be on duty patrolling the skies of Waterdeep at least 2 days per tenday.
* Members are to use their mounts and magic items for official duties only. They must get special approval from Lord Moedt before using their equipment for personal use.

Favored in Guild Benefits:
* Characters receive a +2 bonus to one associated skill of their choosing. Once this skill has been picked, it may not be changed.
* Characters receive a +2 bonus to Ride checks while riding griffins.
* Due to the amount of time a character spends in the saddle, he has a much greater chance to hone his riding skills. Treat Ride as an in-class skill for all of the character's classes.
* Once per character level a member may requisition a MW version of one piece of his official Griffin Rider equipment.

The City Guard
The City Guard serves as Waterdeep's Army as well as being part of its internal security force. Its members man the city walls, act as an honor guard for visiting dignitaries, and the serve as the personal bodyguards for Lord Piergeiron. Members of the Guard also help the City Watch in monitoring who enters and leaves through the city gates. The Guard sends out patrols into the surrounding countryside to keep watch over the neighboring territories. The leader of the City Guard is a dwarf named General Obryn Ironfist.

Requirements:
* One or more levels in an associated class: Barbarian, Cleric, Factotum, Favored Soul, Fighter, Paladin, Ranger, Rogue, Scout, Swashbuckler, Warrior
* SKills: 4 ranks in one of the associated skills: Climb, Handle Animal, Intimidate, Profession (siege engineer), Ride, Spot

Benefits:
* Room and board in the city barracks.
* Each Guard member receives a salary of 5gp/level/month.
* Members are issued an official set of equipment, including a standard uniform which consists of brightly polished chainmail and a black and gold tabard. Members are also issued the following: long sword, rod (which functions as a MW club), short bow, shortspear, short sword, and a dagger.
* Due to their familiarity with city officials, Castle Waterdeep, and the city walls, members of the guard receive a +2 circumstance bonus to Gather Information checks regarding City Government, Castle Waterdeep, Lord Piergeiron, and rumors of things happening within the city and its suburbs.

Obligations:
Members are expected to be on duty patrolling, drilling, or standing guard an average of 3 days per tenday.

Favored in Guild Benefits:
* Characters receive a +2 bonus to one associated skill of their choosing. Once this skill has been picked, it may not be changed.
* Guard members receive a +1 competence bonus to AC while standing adjacent to an ally during a combat.
* Once per character level a member may requisition a MW version of one piece of his official City Guard equipment.

City Navy
As a coastal city, Waterdeep has always needed an effective navy capable of putting down monstrous threats as well as taking care of any pirate activity in the area. The navy keeps close to 1,000 members enlisted at all times, and regularly sends out ships to patrol the waters along the Sword Coast.

The navy is run by Admiral Helkar Hornwynd. In times of need, he is authorized to recruit merchant sailors to increase the size of the Navy to 9,000 members.

Requirements:
* One or more levels in an associated class: Barbarian, Bard, Cleric, Expert, Favored Soul, Fighter, Ranger, Rogue, Spellthief, Swashbuckler, Warrior
* Skills: 4 ranks in one of the associated skills: Balance, Climb, Knowledge (geography), Profession (sailor), Profession (siege engineer), Use Rope

Benefits:
* Room and board in one of the Navy's garrisons
* Members receive a salary of 6gp/level/month.
* Due to spending large amounts of time at sea or in the garrisons, members of the Navy get a +2 circumstance bonus to Gather Information checks that involve ships, the Navy, and pirates.

Obligations:
* Members of Waterdeep's Navy are expected to serve an average of 3 days per tenday on duty. Sometimes this can extend into a much longer time period at sea, but those assignments are always followed by an equal amount of time in which the character is free to do as he wishes.

Favored in Guild Benefits:
* Characters receive a +2 bonus to one associated skill of their choosing. Once this skill has been picked, it may not be changed.
* Members receive a +1 competence bonus to attack and damage rolls while fighting onboard a ship or boat or while in the water.
* Due to the amount of time a member of the navy spends on, in, and near water, he has much more opportunity to learn to swim than the average character. Treat Swim as an in-class skill for all of the character's classes.

City Watch
The City Watch functions as the police force for Waterdeep. Its members regularly patrol the streets, making arrests as necessary, assisting citizens, and generally keep the peace. They are the people called on to break up fights, to investigate suspicious occurances, look for missing children, etc. The commander of the Watch is Captain Rulathon, who reports directly to Lord Piergeiron. Under Captain Rulathon are Grand Civilar Derek Windsfire, Mage Civilar Thyriellentha, and Senior Armsmaster Helve Urtrace. Under them are the ward civilars who are in charge of each ward.

Requirements:
Skills: 4 ranks in one of the associated skills: Intimidate, Knowledge (local), Search, Sense Motive, Spot, Use Rope

Benefits:
* Members receive a salary of 5gp/level/month.
* Members of the Watch are given a standard uniform consisting of an overshirt of green, black, and gold to be worn while on duty. They are also issued a set of basic equipment which includes a light steel shield, a club, a dagger, and a short sword.
* Members have access to the armories of the Guard, the Palace, and the wall-towers. All on duty members may enter any building or search any person, place, or container unless specifically forbidden by a Lord.
* Due to their familiarity of the city's government, laws (and those who break them), and the people who protect the city, Watch members receive a +2 circumstance bonus to Gather Information checks reguarding the government, armed forces, criminals, and the Lords.

Obligations:
Watch members are expected to be on duty 3 days per tenday patrolling the wards.

Favored in Guild Benefits:
* Characters receive a +2 competence bonus to one associated skill of their choosing. Once this skill has been picked, it may not be changed.
* Characters receive a +1 bonus to Diplomacy and Intimidate checks when dealing with residents of Waterdeep.
* Once per character level a member may requisition a MW version of one piece of his official City Watch equipment.

The Gray Hands
Even though Waterdeep has several basic lines of defenses, sometimes situations arise that the City Guard and City Watch just can't handle. When that happens, the Lords of Waterdeep call in the Gray Hands. This elite force is made up of high-level adventurers known for being able to handle the toughest fights...but also for the extreme collateral damage they leave behind. Hence the Lords rely on them only as a last resort.

Requirements:
One or more levels in an associated class: Barbarian, Cleric, Favored Soul, Fighter, Ranger, Sorcerer, Swashbuckler, Warmage, Wizard
Skills: 4 ranks in one of the associated skills: Climb, Concentration, Intimidate, Knowledge (planes), Listen, Spot
Base Attack Bonus: +5 or able to cast spells of at least 3rd level.
Special: Candidates must seek an audience with the group's leaders and succeed in passing a special test of their skills. (Players interested in joining this group should contact a DM about arranging such a scene.)

Benefits:
* Members of the Gray Hands receive a monthly salary of 100gp.
* Members of this group are eligible to take the Gray Hands prestige class.
* Since fulfilling the duties of this organization requires its members to be reasonably in touch with the Lords of Waterdeep and with city officials, characters gain a +2 circumstance bonus to Gather Information involving the city government and the Lords of Waterdeep.

Obligations:
Members are expected to be present in Waterdeep 3 days per tenday. They are considered to be "on call" in case of a dire emergency.

Favored in Guild Benefits:
* Characters receive a +2 competence bonus to one associated skill of their choosing. Once this skill has been picked, it may not be changed.
* Characters gain a +1 morale bonus on all saving throws while inside Waterdeep or within 10 miles of the city.