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Estimating Magic Item Values

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Please note that we have adjusted the rules of items with charges per day. And footnote #0 overrules all the others.

 

If chart does not appear above, click here.

Part III - Improvised Trapmaking

The Craft (Trapmaking) skill is not just limited to the manufacture of extravagant and complicated Rube Goldberg machines worth thousands of gold pieces; it can be used to make “improvised traps,” using little more than what is readily at hand. Classic examples of improvised traps include snares, swinging logs, mole-holes for horses to trip on, crossbows or spring-loaded swords rigged to triplines, and the like. Many rangers, rogues, and scouts take ranks in Craft (Trapmaking) specifically for this purpose.

 

Check: Constructing an improvised trap requires a DC 20 Craft (Trapmaking) check. You may use this ability to craft any non-magical trap on the CR 1 trap list that does not involve a pit. (Additional options may be available at DM discretion; see the attached page for a sample listing.) Improvised traps have a BAB equal to your own (as applicable), and Search and Disable Device DCs equal to 12 + your ranks in Craft (Trapmaking).

Forgotten Realms

Here you'll find information specific to the setting in which we play: the Silver Marches. Situated in the North of Faerun, a bastion of civilitation on the furthest edges of the continent, the Silver Marches provide ample opportunity for high adventure, wealth, and fame. While the most definitive canon source for material on this area is the exceptional sourcebook Silver Marches, the three-plus years this game has been in existence have also led to a great deal of in-game development, and things are rather different as a result.

While you don't necessarily need to read this section to make a character for play, we highly encourage you to do so. The material is voluminous, true, but it should give you a firmer idea of what's happened to date and how you can get involved right from the start.

The Waterdhavian Legal Code

The following is the legal code adhered to by the city of Waterdeep. There may be technicalities or other minutiae not discussed here; this is just to cover the basics. (As I find holes in this summary, I'll try to come back and fill them in.)

(Breakdown of legal code to be updated)

Credit Where It's Due: Much of the below is based on Eric L. Boyd's Waterdeep; City of Splendors in which he outlines the legal code of the Waterdeep. Note that most of Waterdeep Legal Code remains unwritten.

 

Legal Authorities

  • The Lord's Court is chaired by the Open Lord, attended by at least two Hidden Lords and Two Magistrates.
    • The Lords
      • Open Lord (Piergeiron the Paladinson)
      • Hidden Lords (Twelve such lords)
    • Magistrates (Twenty Six, referred to as 'Black Robes')
      • Three Magistrates are always on duty at the Palace
      • During Daylight hours, a Magistrate is on duty at each city gate.
      • Magistrates are always accompanied by at least six City Guard.

Four Plaints

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Eleasias 28, 1377 DR

(Day 8 of the 3rd ride of Eleasias)

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