Forgotten Realms 5000

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INTRODUCTION ...................................................................................................................................................................................... 3 CLASSES ..................................................................................................................................................................................................... 4 RACES ......................................................................................................................................................................................................... 7 BACKGROUNDS ....................................................................................................................................................................................... 8 EQUIPMENT ............................................................................................................................................................................................. 9 ADVENTURE - WELCOME TO THE FUTURE................................................................................................................................ 11 CREATURE STATS ............................................................................................................................................................................... 17 SAMPLE NAMES ................................................................................................................................................................................... 18 CREDITS & LEGALS ............................................................................................................................................................................. 20

Introduction The Forgotten Realms... in the year 5000! A global apocalypse has left the world unrecognizable. Magic is all but forgotten and science reigns supreme. The Torillian Federation stretches over a thousand planets, united by their resistance to the all-consuming Illithid Collective. The homeworld itself is half megapolis, and half radioactive wasteland. Prepare for adventure beyond anything you have seen before...

Classes The Forgotten Realms 5000 campaign setting uses three classes – the Fighter, the Rogue and a new class, the Engineer. Other classes can be added in the future. The setting is envisioned as low-magic/no-magic, but of course you are free to do as you wish! Information up to level 10 only has been supplied.

Fighter The fighter class functions as per the Players Handbook, with the following exceptions.

Equipment

You start with the following equipment, in addition to any equipment granted by your background:  Urban armor  Laser pistol

 Laser rifle or carbine  Fone

 Knife

Fighting Style

The following fighting styles replace those in the Players Handbook.

Brawler You are an expert at close-quarters fighting. When making melee attacks, whether barehanded or using a weapon, you have advantage on attack rolls.

Overwatch You may select one ally as your overwatch target, so long as they are in short-range and within your line of sight. If an enemy should attack that ally, you can make an attack against the enemy as a reaction.

Tank While you are wearing armor (including a survival suit), you gain a +2 bonus to AC.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Martial Archetypes

You may elect to follow the Champion archetype from the Players Handbook. A new archetype, the Gunslinger, has also been added.

Gunslinger Countless hours of practice have turned you into a deadly marksman. Deadshot Starting at 3rd level, you no longer suffer disadvantage when attacking at long range, and also ignore all cover penalties. Quickdraw Starting at 7th level, you gain a +2 to initiative when using a gun. Favorite Weapon Starting at 10th level, you may select a particular gun as a favorite. The weapon in question may well have a backstory – for example, a rifle passed down through the family. While using that weapon, you have advantage on all attack rolls.

Rogue The rogue class functions as per the Players Handbook, with the following exceptions.

Equipment

You start with the following equipment, in addition to any equipment granted by your background:  Laser pistol

 Concussion rod

 Fone

 Survival suit

Roguish Archetypes

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st Saving Throws: Intelligence, Wisdom

You may elect to follow the Thief or Assassin archetype from the Players Handbook. A new archetype, the Swindler, has also been added.

Proficiencies

Swindler

Weapons: Simple weapons

You are a superb charlatan and confidence trickster, making your way through the world using fraud and deception.

Tools: Security kit, universal tool

Deceptive Charm Starting at 3rd level, you can use your action to make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear and understand you, and must not be actively hostile. If you succeed, the creature is charmed by you for one hour. While charmed, a creature regards you as a friendly acquaintance, and you have advantage on any Charisma (Deception) or Charisma (Persuasion) checks you make against it. Nobody’s Fool Your long relationship with trickery means you are very hard to deceive and are very good at finding hidden things. Starting at 9th level, you have advantage on Wisdom (Insight) and Wisdom (Perception) checks.

Engineer Engineers are masters of technology, using their remarkable technical skills to create amazing results. They are good all-rounders, with abilities ranging from software security through to heavy vehicle repair.

Hit Points Hit Dice: 1d6 per engineer level Hit Points at 1st Level: 6 + your Constitution modifier

Armor: Survival suit

Skills: Choose two from History, Investigation, Nature, Religion, Insight, Medicine, Perception, Survival.

Equipment You start with the following equipment, in addition to any equipment granted by your background:  Laser pistol

 Survival suit  Fone

 Security kit

 Universal tool

Following are the features of the engineer – Level 1 2 3 4 5 6 7 8 9 10

Features Gadget Guy Tool Buff, Expertise Engineering Archetype Ability Score Improvement Jack of all Trades Ability Score Improvement Engineering Archetype Ability Score Improvement Brains Over Brawn Engineering Archetype

Gadget Guy

You make a habit of collecting handy little gadgets and can often find something useful in your pockets or backpack. Such items are small and fairly general purpose. Example gadgets include things such as a motion sensor, laser tripwire, mini speaker or tracking device.

To find a gadget, tell the DM what you are looking for, then make a DC 10 Intelligence check. If it succeeds, you have that gadget on you and can use it. The DM may increase the DC if the item you want is particularly unusual. Keep a list of the gadgets you find this way. You can “find” a maximum of 2+ your level gadgets. However, you may discard a gadget from a full list, and “find” another to replace it. Here is a typical example – Fighter: The battery is dead – and we are stuck in the desert and miles from anywhere! If only we had a solar-powered battery recharger… Engineer: Just a tick, let me have a look in my backpack. [makes Intelligence check, gets 15] A-ha – I knew I had one of those somewhere!

Tool Buff

You can “buff” a tool or weapon to enhance its functionality. The process takes one hour, and the effect lasts for six hours. Anyone using the gadget during that time will gain a +1 on any attack rolls, ability checks or saving throws made with it. For example, if you buff a laser pistol, anyone using that pistol will gain a +1 bonus to hit for the next six hours. You can buff a number of items equal to your level, up to five items. You must complete a long rest before using this arduous ability again.

Expertise

As per the Rogue ability of the same name.

Jack of all Trades

Your wide ranging study means you have a good general knowledge of just about everything. You can attempt any skill you are not proficient in using half your proficiency bonus.

Brains Over Brawn What you lack in physical prowess, you make up for in brain power. You may use your intelligence modifier for any ability check (including attack rolls) that would normally require the use of your strength or dexterity modifier.

Engineering Archetype Hacker

You are an expert at circumventing electronic security systems. Cyberwarrior Starting at 3rd level, you may make an Intelligence check using a security kit as a bonus action (this is in addition to whatever you do with your normal action). Cyberwizard Starting at 7th level, you have advantage on all security kit checks made with your normal action. Cybermaster Starting at 10th level, if you fail a security kit check you can choose to succeed instead. You must take a short or long rest before using this ability again.

Races This supplement provides information on three of the major races in the Torillian Federation – Gnomes, Humans and Orcs. Other races can be easily added to the setting at the DMs discretion.

Gnome Gnomes are vibrant, affable, inquisitive and clever. They are usually found on the most civilized worlds in the Torillian Federation, and tend to dominate academic, engineering and scientific roles. Less intellectually gifted gnomes work in roles that expose them to lots of social interaction, such as sales. Gnome traits are as per those found in the Players Handbook, except you should also increase your constitution score by 1. There are no subraces in this setting.

Human Humans are the most adaptable, adventurous and ambitious of all the races in the Torillian Federation. They are found on most planets and occupying all positions in society. They are capable leaders, and are often at the head of large organisations.

Other Notes Language

The Common tongue no longer exists. The entire federation speaks a single language, formally known as Torillian. There are dialects and idioms that are peculiar to different planets and regions, but these generally do not impair communication. There are some communities that preserve ancient ethnic languages for cultural and spiritual reasons, but these are rare.

Race Relations

Gnomes generally like everyone, though they can be nervous about the notorious bad temper of orcs. Humans and orcs have a long history of conflict but have developed a grudging respect for each other, especially after fighting side by side in the Illithid War.

Religion

Human traits are as per those found in the Players Handbook.

About half of the population identify as atheist or agnostic. A fifth of the population are monotheistic, while a further fifth are taoist, following the spiritual teachings of an ancient preacher. The remainder of the population have very diverse spiritual beliefs. Recent years have seen a tiny revival in the worship of ancient pagan deities.

Orc

Movement

Orcs are strong, aggressive, energetic and chaotic. They can be found on most planets of the Federation, and they gravitate to less intellectual vocations. Orcs have a high risktolerance and many are successful entrepreneurs. Orc traits are as per those defined for HalfOrcs in the Players Handbook. “Pure Orcs”, as such, no longer exist.

All movement is in meters per round in this setting. Divide the movement score in the Players Handbook by 3, rounding down. That is the new movement score for the creature.

Names Sample names are supplied at the end of this document.

Backgrounds The following backgrounds from the Players Handbook may be used, though some have been given modern names. Obviously you will need to remove any anachronisms when using these. Multiply starting money by 10 to determine the number of credits the character has. Original Name Acolyte Entertainer Folk Hero Hermit Noble Outlander Sage

FR5000 Name Disciple Entertainer Local Celebrity Recluse Dilettante Offworlder Academic

In addition, a new background called the Professional has been defined.

Professional Office workers, desk jockeys, lawyers, accountants, insurance agents, financial advisors, clerks, sales personnel, real estate agents, and a variety of managers fall within the scope of this occupation. Skill Proficiencies: Insight, Persuasion Equipment: A business suit and 200 credits d6 1 2 3 4 5 6

Personality Trait I am highly organised, determined and decisive I am very adaptable to changing circumstances – nothing worries me I am the life of the party I am thoughtful and reserved. I like to think before speaking I am very detail oriented. I like to know everything before making a decision I am a passionate person who cares deeply about my values

d6 1

2 3 4 5 6

d6 1

Ideal Community. No-one is an island. All civilized people should work to strengthen social bonds Freedom. Autonomy and freedom of choice are the highest political values Aspiration. The desire to be successful drives me to get up every morning Greed. I’m in it for the money Power. If I become powerful, I can do as I wish Fame. I want history to remember my accomplishments Bond

3

I owe my previous employer a large sum of money I hurt someone badly and they have never forgiven me I owe all of my success to my brother

4

I still dream about my first love

5

I will do anything to prove myself superior to a rival from my past My parents were ruined by a powerful business tycoon, and I have sworn revenge

2

6

d6 1

Flaw I’m never satisfied with what I have

2

I’m often very afraid, but try to hide it

3

I can be very critical of other people

4

I’m pretty poor at following orders

5

I have a substance addiction

6

I have trouble trusting anyone

Equipment Money

The basic unit of money is the Torillian Federation Credit, usually just called a credit. In the following tables, all costs are in credits.

Basic Weapons

Weapon range is in meters. N/A indicates a melee weapon. Type

Damage

Range

Cost

Knife Truncheon Blade Laser Pistol Concussion Rod

1d4 1d6 1d8 2d4 1d8

N/A N/A N/A 20/50 N/A

50 50 150 200 250

piercing bludgeoning slashing radiant stun

Weapon range is in meters.

Armour

Armour Survival Suit Urban Armor Combat Armor

Damage 2d8 radiant 2d8 radiant 2d6+2 fire 1d10 thunder 2d8 piercing 3d6 cold 3d6 lightning

Urban Armor. Using the survival suit as a foundation, urban armor adds defensive plates over vital areas to provide a very high level of protection. It is still light enough to be concealed under (fairly heavy) regular clothing. Combat Armor. Heavy defensive plates cover all vital areas of the body providing outstanding protection. The armor does impede mobility, however, and it is too bulky to be concealed.

Tools

Tool

Martial Weapons

Type Laser Carbine Laser Rifle Plasma Pistol Concussion Rifle Needle Gun Cryonic Rifle Lightning Gun

and urine, meaning a person can live 5 to 6 days in a survival suit without water.

Range 30/75 30/100 15/40 20/50 15/40 15/40 15/40

Armour Class (AC) 13+DEX Modifier 15+DEX Modifier (max 2) 18

Cost 500 500 1000 1000 1000 1500 1500

Cost 750 1500 2000

Survival Suit. This suit covers the body from neck to toes and to the wrists (gloves optional). It is light and flexible and easily concealed under ordinary clothes, but provides excellent protection against all ballistic and energy damage. The suit also regulates body temperature and can keep a body comfortable and healthy in environments ranging from a desert to a snowstorm. It also recycles sweat

Cost

Security kit

500

Universal tool

500

Security Kit. This tool consists of a tiny portable computer, a collection of security programs and various hardware interfaces. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make when hacking a security device. You do not need to be physically connected to a device to hack it – the security kit can operate wirelessly to a range of 50m. When hacking a device, you typically need to overcome one or more firewalls, each with their own DC. Once you have bypassed the firewalls, you can disable the device next round. More information will be provided in the sample adventure. Universal Tool. This remarkable device has a head that can reshape itself into almost any physical tool, including a hammer, drill, spanner, jack-hammer or even a small welder. Proficiency with this tool lets you add your proficiency bonus to any ability checks you make when repairing or modifying machinery.

Other Equipment

Equipment

Cost

Backpack

100

Canteen

30

Duracable (50m) Fire Starter

50 25

Fone

50

Glow Lamp

50

Grappler Healing Pack

50 40

Portable Oven

75

Purifier Shelter Survival Rations

25 200 1/day

Most of the items are self-explanatory. The others are described below. Fone. Small portable communications device, usually mounted on the forearm or neck. Voice or touch controlled, and constantly hooked into the Net.

Healing Pack. If applied to a sick or injured person it will heal 1d6 points of damage. If the person applying the pack has Wisdom (Medicine), then the healing is 1d8+1. It is recommended that only two packs be used per day per person. On the third and subsequent uses, the patient must make a DC 10 Constitution check or go to -1 hit points and start making death saves. If the person administering the pack has Wisdom (Medicine), then the patient has advantage on the Constitution roll. Shelter. A one-person portable shelter that erects itself and folds itself up again into a very compact roll. While erected, it is selfheated and has a very comfortable mattress built into the floor.

Adventure - Welcome to the Future Following is an introductory adventure called “Welcome to the Future”, set in the world of Forgotten Realms 5000. It should take 3-4 hours to complete. You may need to improvise some of the setting details as you go. Unless specified otherwise, assume NPCs have the stats of a commoner. The party should include an engineer, and will also find a rogue useful.

1. Introduction New Waterdeep is introduced and the PCs have some trouble with the locals. They meet their client and learn about the job.

A Seedy Tavern

Read the following -

Some people call you fortune-hunters, opportunists or mercenaries. You prefer the term 'freelancer' or ‘troubleshooter’. You do the sorts of jobs that no-one else can or will. You and your companions have been staying in Sector ZZA57 in Toril City - a neighborhood known as New Waterdeep. Rent is cheap here, and life is cheaper. The few cops on this beat are either corrupt or overworked. Jobs in your line of work are easy to come by here. You are sitting in an unfamiliar bar named The Flying Shuttle, waiting to meet your fixer. It is a very seedy bar, even by the low standards of New Waterdeep. As the PCs are deciding whose round it is, four orc bullies walk in the door. The leader, whose name is Tembo Wacera, notices the PCs and makes a beeline for their table with his followers.

He begins the typical bully routine - “You can’t sit here, this is my table”, etc. Unless the PCs can persuade or intimidate Tembo (DC 15 for either), things will escalate until the bullies pull out their concussion rods and attack. They will only fight until one of their members goes down, and then they will retreat, crying out, “Mr Sin will hear about this!” The bartender will be unperturbed by the fight, though he will insist the PCs remove any bodies and also pay for any damage.

The Fixer

Soon afterwards, their fixer (that is, their agent) will arrive. Her name is Dalena Tamm, and she is a very large human woman, with a loud and abrasive personality. If the bar was damaged by the fight, she will survey it with a curled lip and say, “Causing trouble again, guys?” Dalena has a “nice and easy” job for them – a missing persons case. The pay is 1000 credits each plus expenses. The client is a local councilor by the name of Jamila Valk. Dalena gives the PCs an address – it’s an office in Town Hall. She has organized a meeting for that afternoon. If the PCs research the client on the Net (DC 10 Intelligence (Investigation) check), they will learn that she is known in politics as an effective but uptight do-gooder.

The Job

Jamila Valk is a short and slender woman in her fifties, with neat dark hair. She is wearing a professional gray business suit when she meets the team. She appears very nervous, and will tell the PCs that she has never dealt with people “in your line of business” before.

She begins with some background. The last few months she has been pushing an urban renewal project called “Welcome to the Future”. Using a large federal grant, it will involve new schools, new parks and a massive increase in the police force. It will transform New Waterdeep. Since the project commenced, she has been receiving death threats, presumably from the local crime syndicates. She has ignored these to date. Then, a week ago, her 24yo daughter Tania Valk went missing. She stopped returning calls, her house-mate says she hasn’t been home, and her workplace say she has not been seen. The day before yesterday Jamila received an anonymous message that simply said – If you want to see her again, stop what you are doing. There will be no more warnings. Mr Sin. Jamila is out of her mind with worry. She can provide the PCs with the following information:  Tania’s address and fone number

 Her workplace (Waterdeep Development Corporation)

 A recent pic and full description (you can define her appearance)

Jamila doesn’t know any of Tania’s friends. Tania’s father lives offworld and is not in touch with her, so far as she knows. She has not approached the police as they are “either corrupt or useless”.

Guns in New Waterdeep Laser pistols and rifles are legal, provided the carrier has a permit. Being caught in possession of a gun without a permit will result in confiscation of the gun, and the levy of a summary fine. Assume the PCs do not have permits. Carrying a rifle about on the street will attract police attention pretty quickly. A carbine will

fit comfortably in a backpack or bag, however.

2. New Waterdeep The PCs travel about the city, chasing clues to Tania’s whereabouts. They find their way to an illegal casino.

Random Encounters The following optional random encounters can be used while the team travel around the city. You can find names for the NPCs in the Sample Names section.

Corrupt Cops As the PCs pass a narrow alley, they hear sounds of violence and cries of pain. If they enter the alley, they will see two cops, an orc and a human, beating up a middle-aged man. The man is the owner of a local convenience store, and the cops are shaking him down for a protection payment. If the PCs intervene, the cops will be displeased, and will make their lives in New Waterdeep difficult via random stops etc. The man will be grateful, however, and may be a useful source of local information and his store might become a “safe house” for the team.

The Other Son The team pass a woman in a door holding a boy, crying bitterly. If they talk to her, they will discover that her son was roughed up by some local bullies. What’s worrying her is that her older son has gone looking for the bullies to Crying woman with son who was beat up. Older son has gone after them to teach the leader a lesson. She pleads with the PCs to find him and bring him back.

Classmate The most educated member of the team is suddenly approached by a woman on the street. She is the PCs roommate from college, and they haven’t seen each other in years. She tells all about her stellar career in marketing,

and wants to know what the PC has accomplished since college. She then asks to have a private word with the PC. It turns out she is a “casual” drug user and owes money to her dealer, who is getting aggressive. She is good for the cash, but needs another few days to collect it. The PCs friends look pretty tough, so perhaps they could have a word with the dealer...?

Red Herrings Following are a few dead ends the PCs might chase up –

Tania’s Workplace Tania works as an account manager at the Waterdeep Development Corporation. Her colleagues have not heard from her for a week and are worried. They describe her as effective and driven in her job. One or two of them socialize with her, but they have not been out with her recently.

Missing Persons If they approach the police, they will be told to make an appointment with Missing Persons – the first one available will be a week away. When they finally get in, a bored looking detective will ask them questions, then inform them that policy is not to treat an adult as missing until at least 8 weeks after the last sighting. If shown the message, the response will be, “probably a hoax.”

Tania’s Father With a lot of difficult searching on the Net (DC 25 Intelligence (Investigation) check), the PCs can track down Tania’s father, Edvard Lekk. He is a mining engineer working on the planet Tymber. He has not heard from Tania for six months, and will be very alarmed if he is told she is missing.

Tania’s Fone Tania’s fone goes straight through to voicemail. They can hack into her voice messages using a security kit and a DC 15

Intelligence check. There are messages going back a week. They will hear a couple of innocuous messages from her colleagues and roommate, and increasingly frantic messages from her mother. There is also one message from a male who doesn’t identify himself, saying, “Just checking that we are still on for the Jungle Inn tonight.” The message is a week old.

Tania’s Apartment Tania lives in a small 2-bedroom apartment in a nice part of town. When the PCs arrive her house-mate, Jon Kane, will answer the buzzer. He is a little wary. A DC 10 Wisdom (Persuasion) check will see him let just one of the team into the apartment to talk. Jon is a rather shy computer engineer. He has not seen Tania for a week, and is very worried. She went out one night and never came home – all of her clothing and her travel bag are still in her bedroom. Regarding friends, he says that she mostly socialized with people from work. However, she was recently seeing a “new man” by the name of Jakub Tooms. If asked his impressions, he’ll say disapprovingly that he thought Jakub was “a bit rough”. He actually has a pic of Jakub on his fone – he took it surreptitiously the first time Jakub visited. If asked why, he will shrug and say, “just in case”. Jakub is conventionally handsome, but is frowning nastily in the pic.

3. Jakub Tooms The team learn more about Tania’s new “boyfriend”.

Finding Jakub There are several ways that the team might find out more information about Jakub.

Search the Net A DC 10 Intelligence (Investigation) check on the Net will reveal that Jakub Tooms is the owner of a small bar called The Jungle Inn. A subsequent DC 15 Intelligence (Investigation) check will reveal that Jakub was recently acquitted of assault charges, and is said to have links with known criminals.

The Cops If the team head to the nearest police station, they will be served by an orc police officer named Shafira Keino. If the team can give a plausible reason for seeking him out and succeed on a DC 15 Wisdom (Persuasion) check, Officer Keino will tell them that Jakub Tooms own the Jungle Inn. She will also add that he is “bad news”. If the team press and make a DC 20 Wisdom (Persuasion) check, she will admit that the Jungle Inn is known to be an illegal casino, and that Tooms is linked with the Mr Sin crime syndicate.

Criminal Contact If anyone has the criminal contact feature, they can use it to find out that Jakub Tooms owns the Jungle Inn, which is a front for an illegal casino.

The Jungle Inn

The Jungle Inn is a small, low-key bar in the middle of the entertainment district. Once they have the name, the team can easily locate it using the Net. The bar opens at six and does not seem very popular. There is a single bartender, and no more than a dozen or so patrons.

The Door There is a door marked “Private” at the back of the bar being guarded by a minor thug. He knows most of the regular casino patrons by sight, so will not let the team enter. If the team say they were sent there by “Jakub Tooms” or

“Mr Sin”, and make a DC 15 Wisdom (Persuasion) roll, he will let them through. If a fight breaks out, the patrons will flee and the bartender will pull out a laser pistol (treat him as a commoner). The other minor thug will also emerge from the casino (see below) after one round of combat.

The Casino Behind the door marked “Private” is a single large room that operates as an illegal casino. There are eight tables here running various card and dice games. Gambling is legal in most parts of Toril City - however it is heavily taxed, and so illegal casinos have flourished. There is a minor thug near the door, employed by Jakub to keep an eye on things. The casino manager is a short, round man with a pencil moustache named Ivan Masing. Ivan works directly for Jakub Tooms, and has the following information –  Jakub is part of the Mr Sin crime syndicate

 Mr Sin is actively trying to undermine the “Welcome to the Future” project  Jakub is most likely at home

 Jakub’s address is Apartment 85E in a building named “Felicity Square”

The team can intimidate this information out of Ivan (DC 15), or persuade him to part with it for a bribe (1000 credits and DC 20). If they can get hold of his fone and hack through the locking screen (a security kit and a DC 10 Intelligence check), they can also find the address.

4. Felicity Square The PCs close in on Jakub Tooms and Tania. But there is a final surprise in store for them. Felicity Square is a modern apartment block in the affluent sector of New Waterdeep. It is very tall and narrow, consisting of 110 floors with 6 apartments per floor, designated A through F.

The Concierge

The ground floor is a light-filled foyer with lots of floor to ceiling windows and two sets of turbolifts. There is one main entrance (closed) which is controlled via an external robot concierge, who is actually an autoguard I.

locked, but can be hacked opened with a security kit and a DC 10 Intelligence check.

Bedroom

Bedroom

The autoguard will only open the door for residents. If someone claims to be a guest, it will buzz the apartment and will only open the door open receiving confirmation from the resident. The autoguard can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. If anyone attempts to break into the foyer, it will attack. If the autoguard is destroyed or disabled, the door can be opened with a security kit and a DC 10 Intelligence check.

Hacking the Autoguard The autoguard can be hacked and disabled wirelessly using a security kit and several intelligence checks. The statistics for the autoguard are shown in the “Creature Stats” section. The entry under “Firewall” shows how many firewalls must be penetrated, and what the DC of each is. After all firewalls are penetrated, it takes one more round to disable the autoguard. Once the attack starts, the autoguard will realised it is being hacked. It will take a round for it to orient on the source of the hack, and then it will move toward the source, firing.

Apartment 85E

It takes only a few seconds for the turbolifts to reach the 85th floor. The floor has a single corridor about 40m long with a bank of lifts at either end, and three apartment doors on either side. Apartment E is the middle apartment on the south side. The door is

Bath

Kitchen

Living Room

8m

The Living Room In Jakub’s living room are his gang - two minor thugs and three bullies. Tembo Wacera is one of the bullies (if he is still alive). If there was a firefight with the autoguard downstairs, the gang will be alert with weapons ready. However, if the team managed to penetrate the building quietly, they have a very good chance of surprising the gang.

Other Rooms The remaining rooms in Jakub’s apartment contain typical household items and nothing of special value. Jakub and Tania are in the main bedroom – see Turnabout, below.

Turnabout The main bedroom contains the usual bedroom furniture. Tania Valk is sitting in a chair near the window, her hands apparently tied behind her back. Jakub Tooms is standing next to her, pulling her head back by the hair and pointing a gun at her head. He says –

I don’t know how you found me, but this stops here! Mr Sin is on his way with a small army – he will be here in minutes. Turn and leave now and you might just get away alive. Otherwise, the councilor’s daughter is dead! Play out the scene and see where it goes. Mr Sin is not really on his way – Jakub wouldn’t dare let him know how badly the plan has gone awry. If the team attack Jakub or get too near the chair, Tania will suddenly whip out the concussion rod she has been holding behind her back, leap up and attack them.

Tania’s Tale A few months ago, Tania developed a taste for gambling at the Jungle Inn, and it’s there that she met Jakub. The two became an item, and she has effectively been part of the gang for some time. Jakub told her that he had been ordered to thwart her mother’s project, and it was Tania who came up with the kidnapping idea.

5. Conclusion Tania will not willingly return to her mother, and will fight the team until killed or knocked unconscious. If Jakub is killed she will be inconsolable. If the team return Tania to her mother, they will be paid the agreed fee. If Tania was killed, Jamila will be devastated, but will still pay the fee – so long as the team weren’t obviously negligent. A few days after the credits are paid, each member of the team receives the following anonymous message I know who you are and what you have done. Best that you leave New Waterdeep and never return. Mr Sin.

Creature Stats Medium construct

Medium humanoid

These security robots are typically cylindrical, stand about 2m tall, have retractable arms and weapon, and are mounted on a hoverpad.

Armour Class 14 (survival suit)

Armour Class 16 (metal casing)

Speed 10 m.

Hit Points 27

STR

Firewall 15/20

DEX

DEX

CON

INT

WIS

CHA

10 (+0) 13 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Speed 10 m. STR

Hit Points 12

Senses Passive Perception 10 CON

INT

WIS

CHA

10 (+0) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 10 (+0)

Challenge 1/4 (50 XP) Actions

Actions

Laser Pistol. Ranged Weapon Attack: +1 to hit, range 20/50 m., one target. Hit: 6 (2d4+1) radiant damage.

Laser Carbine. Ranged Weapon Attack: +4 to hit, range 30/75 m., one target. Hit: 11 (2d8+2) radiant damage.

Medium humanoid

Challenge 1 (200 XP)

Armour Class 15 (survival suit) Medium humanoid

Hit Points 22

Armour Class 13 (survival suit)

Speed 10 m.

Hit Points 5

STR

Speed 10 m. STR

DEX

DEX

CON

INT

WIS

CHA

10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0) CON

INT

WIS

CHA

10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses Passive Perception 10 Challenge 1/2 (100 XP)

Senses Passive Perception 10

Actions

Challenge 1/8 (25 XP)

Laser Pistol. Ranged Weapon Attack: +4 to hit, range 20/50 m., one target. Hit: 7 (2d4+2) radiant damage.

Actions Concussion Rod. Melee Weapon Attack: +0 to hit, one target. Hit: 5 (1d8) stun damage.

Sample Names Following are some sample names. None of the lists are exhaustive.

Human Male Ales, Andìl, Arnost, Beda, Bohdan, Bonifac, Bozidar, Dal, Dalibor, Damek, Dobromil, Dominik, Dusan, Edvard, Filip, Gabek, Havel, Honza, Ivan, Jakub, Jarek, Jarmil, Johan, Josef, Kaja, Kajik, Karel, Koloman, Kornel, Krystof, Leos, Lukas, Marek, Matous, Michal, Milan, Milos, Mirek, Patrik, Pavel, Radek, Radim, Radko, Rados, Rostik, Simon, Tomas, Vilem, Vinck, Vit

Human Female Adela, Alica, Alina, Andila, Aneta, Antonie, Berta, Bora, Dalena, Dalibora, Dalka, Dominika, Dorota, Dusana, Eliska, Emília, Filipa, Frantiska, Hana, Iva, Ivana, Izabela, Jarmila, Johana, Jolana, Josefa, Julia, Kaja, Karolina, Katarina, Kristyna, Libena, Lida, Magdalena, Maria, Marketa, Marta, Matylda, Milada, Nada, Nadeja, Radomila, Simona, Tatána, Tereza, Vìra, Vlasta, Zofie, Zoja, Zuzana

Human Family Aare, Aasmae, Aavik, Allik, Alver, Janes, Jogi, Kabin, Kalda, Kallas, Kang, Kapp, Karner, Kass, Kiv, Klavan, Korjus, Kross, Laar, Laas, Laht, Lek, Lepp, Levandi, Lill, Linna, Mai, Malk, Mand, Mannik, Mark, Masing, Meri, Mets, Mitt, Parn, Piip, Raud, Rebane, Rummo, Ruutel, Saar, Sepp, Sibul, Tamm, Tarvas, Teder, Tooms, Vaher, Valk

Orc Male Abasi, Annan, Ashon, Ashur, Azizi, Badru, Bakari, Bwana, Chane, Chuma, Dauid, Enzi, Faraji, Haji, Hanisi, Hasani, Idi, Jaali, Jabari,

Jahi, Jela, Jelani, Jimoh, Joshi, Jumaane, Jumah, Kanu, Khamisi, Kito, Kitwana, Kondo, Mansa, Mbita, Mhina, Musa, Neema, Omari, Omarion, Rashidi, Rehema, Saka, Salene, Sefu, Sudi, Suhuba, Tembo, Zahur, Zakia, Zuberi

Orc Female Adia, Aisha, Aleela, Alika, Asha, Ashante, Ashanti, Asia, Asiah, Asya, Aziza, Barika, Batini, Bina, Chiku, Dalila, Eshe, Hadiya, Hasina, Jaha, Jahaira, Jina, Jokia, Kaisa, Kaluwa, Kamara, Kamaria, Kameke, Kani, Kesi, Koffi, Kudio, Leta, Marini, Mashika, Panya, Penda, Ramla, Rasheda, Raziya, Sanura, Shafira, Shanee, Tabia, Tisa, Yiesha, Zahara, Zahra, Zainabu, Zalika

Orc Family Arusei, Barmasai, Barsosio, Bethwell, Bett, Birech, Biwott, Cheboi, Chelanga, Chelimo, Cherono, Jeptoo, Kamau, Keino, Kemei, Kibet, Kigen, Kilel, Kimaiyo, Kimutai, Kinyor, Kiplimo, Kirui, Kitur, Koech, Kogo, Kosgei, Kuria, Kwambai, Lagat, Limo, Macharia, Maiyo, Makau, Mutahi, Mutai, Oduya, Rono, Rotich, Ruto, Sang, Sigei, Songok, Tanui, Tergat, Too, Wacera, Wangari, Wanjiru

Gnome Forename Ai, Aimi, Aina, Airi, Amarane, Amaya, Ami, Amiri, Asa, Asami, Aya, Ayame, Bon, Chie, Chiharu, Chin, Dai, Daichi, Dalila, Emi, Eri, Gen, Gin, Haru, Haruna, Hide, Hina, Hiro, Hiroshi, Hisano, Hisao, Hoshi, Inari, Ino, Mai, Mami, Mamoru, Manabu, Manami, Mareo, Marise, Maro, Masa, Masami, Masao, Masumi, Mei, Mi, Michi, Miho, Minori, Mio, Miu, Miwa, Miya, Moe, Momoe, Mura, Nami, Nana, Nao, Naomi, Nishi, Noa, Nobio, Nori, Norio, Ran, Rei, Reizo, Ren, Rie, Rin, Ringo, Rio, Ryoichi,

Ryou, Sachi, Sadao, Sanyu, Shigeo, Shin, Shiori, Sho, Shou, Sora, Sumi, Suzu, Washi, Yama, Yasu, Yo, Yori, Yoshi

Straton, Summer, Talisman, Tallon, Taro, Tempest, Theron, Tryst, Tymber, Vestigial, Vino, Woebegone, Xanthe, Yolo, Zani, Zenobia

Gnome Surname

Star Ships

Ando, Aoki, Chiba, Endo, Goto, Harada, Hirano, Imai, Ishida, Ishii, Kaneko, Kondo, Kubo, Kudo, Maeda, Matsuda, Miura, Murata, Nakano, Ogawa, Ohno, Okada, Ono, Ota, Otsuka, Saito, Takada, Takagi, Takeda, Tamura, Uchida, Ueno, Wada,

Acute Angler, Bent Compass, Black Ribbon, Blue Wolf, Broken Arrow, Broken Wings, Creeping Light, Crystal Man, Curious Constellation, Darling Dart, Daybreak on Demesne, Divine Comedy, Dread Mouse, Dulcet Dynasty, Eye of the Tigress, Fast Dancer, Fearless Fate, Fluid Fate, Forgotten Queen, Fortress Red, Fugacious Blood, Golden Gorgon, Golden Reaper, Gray Cross, Gray Ranger, Green Growler, Indigo Liberation, Majestick Memento, Mind and Matter, Misfit Fury, Old-Fashioned Farago, Paradise Poker Face, Postman’s Return, Rambling Potato, Scarlet Scavenger, Scarlet Wolf, Singing Blue, Sleepless Sunrise, Tin Yo-Yo, Two Percent, Wrathful Stars

Planets Acacius, Agathon, Ajax, Albin, Alcaeus, Amore, Anthem, Artemios, Ataraxia, Auroror, Blayde, Braven, Bucolic, Bungalow, Cassander, Castle, Cheska, Cosmas, Cyan, Dagon, Dalliance, Demesne, Denim, Diaphanous, Diokles, Dion, Dior, Dulcet, Dusk, Ebullience, Elision, Elixir, Elowen, Ember, Ember, Embroca, Ephemeral, Epiphany, Erasmos, Ethereal, Eudoxia, Eutropia, Evanesce, Fugacious, Gaiana, Galenos, Gambol, Glamour, Gossamer, Guru, Halcyon, Harbinger, Harbor, Heron, Holiday, Hyacinth, Imbroglio, Juju, Kallias, Kapri, Kassandra, Kleon, Kyros, Labyrinth, Languor, Lilt, Lorde, Lynix, Mahogany, Matix, Meliton, Melrose, Merci, Moiety, Monet, Moody, Nemesis, Neo, Onix, Panacea, Panoply, Pareidolia, Pastiche, Patch, Pelagia, Petrichor, Photina, Piers, Portia, Pyrrhica, Quoram, Ravel, Redolent, Rhoda, Rhythm, Saffron, Salima, Scintilla, Senne, Sephora, Seraglio, Serendipity, Silhouette , Solon, Stormie,

Major Corporations  Torillian Dusk Capital

 Elision Goods and Services  General Products Limited

 Toril Technical Corporation

 Mahogany Trading Company  Megacorp

 Quoram Development Corporation  Talisman Trading

 Tymber City Mining Company

Credits & Legals Design: M.T. Black DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.