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https://www.reddit.com/r/WaterdeepDragonHeist/comments/gydhd5/
chapter_2_revamp_tournament_arc/
Purpose:
I’ve been struggling with Chapter 2 not knowing how to introduce the factions, important
players/villains and keep the main story line included, also, money. I found some great ideas like
Mirt inviting the party to the Opera with most of the important NPC's attending – however it did not
fit my campaign; why would the nobles/faction leaders find the party interesting from only talking
to them and maybe the Renear rescue rumour. My solution follows and is based on Critical roles
‘Victory Pit’ which gives a bit more structure, some combat where the PC’s prove their worth and a
reason for why the factions are interested in them as well as introduce them to the Cassalanters,
Jarlaxle, Factions etc. Additionally, if your PC’s (like mine) have a difficult relationship with
Renear, why would he suggest Trollskull as a meeting place to Dalakhar? This gives a reason for
Dalakhar to approach the now renown party at Trollskull (without Renear) in search of their
assistance getting out of the city (even if this is only known to the DM). *Side note that I am
running the Alexandrian variant.
To kick off the *insert name here* weeklong festival, a gladiatorial-type group tournament fight is
held in an arena located in Casle Ward close to one of the Griffon walking statue. Most of the
important nobles and faction leaders attend the reception area where they can view the tournament
and are introduced to the brave warriors who will face the beasts. This is an endurance tournament
with three rounds between 4 groups against unknown creatures (see Rules section below). The 4
teams are comprised of the three main open factions in Waterdeep (Grey Hands, Lords Alliance &
Emerald Enclave) & one group taken from the public - your PC's. This is to showcase what each
faction stands for and a type of ‘friendly’ competition to see who is stronger. [As with any big
gathering the Harpers & Zhents are also doing their part in the competition, sourcing secrets and
rumours from the crowd *possibility to include a side-quest for a Harper, Zhent member].
The players can hear whispers and see notices of the tournament, with excitement brewing in the
streets. The three main faction groups are already selected, and wouldn’t you know it, your PC
group was randomly selected as the fourth group after they registered at 20gp per fighter (or maybe
they were the only group who registered, or another faction/NPC pulled some strings to rig the
lottery).
[In my campaign the Wizard is interested in joining an academy and received a letter of
recommendation from Volo to Blackstaff Tower. Vajra will explain that her chosen team set for the
games is experiencing some delays with their mission, thus asking the players if they can fill in for
the Grey Hands at the tournament].
Once the party joins, either via an invite (like Vajra) or through registration, their names are
published together with the other faction groups. They have a couple of days to prepare. During this
time, and as it becomes known who the participants will be, there is an opportunity for the party to
be approached by a faction with a side-mission because the party will be in the presence of
important people. For example: The Harpers have heard whispers that the Cassalanters are up to
something, and Mirt asks a PC to keep a lookout for any letters being delivered to them whilst at the
tournament, or a Zhent PC asked to steal something from a noble or intimidate a certain person with
a message etc. giving a bit more intrigue to the tournament.
Rules:
On the day of the tournament, the players are greeted by the conductor who explains the rules in
more detail (consider providing the players with a free healing potion or two if they had insufficient
funds to buy themselves):
Variant: Have the rounds spaced over a couple of days, for sabotage/information gathering
opportunities.
Reception:
They are then taken to the reception area where most of the main players in the Grand Game are
present;
Cassalanters, as philanthropists, are here as sponsors for the event (on hearing that the PC’s
acquired Trollskull they can set up a meeting with the party to discuss funding),
Bregan D’aerthe are in the crowd handing out flyers for the Sea Maiden’s fair happening
later during the tournament, but of course Jarlaxle as Captain Zord bribed his way into the
reception to mingle with the uppercrust and silently discuss his fabulous nimblewrights at
excellent prices.
Gralhunds are present possibly talking to Captain Zord or other nobles - wanting to be seen
in the company of those above them.
Mirt, Vajra, other faction heads, Volo, Renear, the Open Lord and various other nobles are
present to meet the PC’s (with the exception of the Zhetarim & Xanathar guilds - they’ve
had enough screen time in Chapter 1).
This is also a good space to introduce a nimblewright owned by one of the nobles.
City Guards also present to ensure everything remain amicable, possible inclusion of
personal guards.
Gossip, intrigue and plans can be overheard if you are listening carefully – good time to drop some
hints that something is brewing with the Grand Game even if the details are a bit shoddy.
The Tournament:
Each faction, lottery style (roll 1d4 and assign names), will have a chance to go to the pit and fight a
creature. Once their fight is complete another faction will go etc. giving the PC’s a chance to
‘recover’ with a short rest between fights. It will be good to have some obstacles (broken pillars etc)
in the arena to make the fight more interesting.
[I am not a fan of describing a fight my PC’s are not involved in, so the other groups success/failure
will be determined by avg of three d100 rolls. DC to be determined by the DM (ex: above 40 for
first fight, above 60 for second, above 80 for third).]
Allegedly found wandering the ranges of Faerun terrorizing the area, several creatures were
acquired, caged by other adventurers/factions, kept secret under guard until revealed as challenges
for fighting groups competing in the tournament. Stick to stuff that makes sense but also a great
opportunity for the DM to have a bit of fun, really want to run that obscure creature but the scenario
never makes sense? Tada!
Pick creatures with increasing CR difficulty ratings for each fight. Make four/three groupings
(depending on how many groups you have). My 5 players are level 4 because lvl 1 is boring as hell
to start a campaign on.
The conductor will announce the start of the tournament, thank the Open Lord and welcome the
crowd. "Now ladies and gentlemen, we will start the first Round with the fiersome Grey Hands!"
The Grey Hands (Group 1) will come into the arena and decide their placement. "Handlers, release
the creature!". All four doors on the corners of the area open up at the same time, you see out of the
South door a creature emerge, an Otyugh, and it is charging right at you. Roll for initiative. After
the battle, the party return to a staging area. "Congratulations to the Grey Hands, next in line, the
Emerald Enclave", they fight the Giant Crocodile after which the Lords Alliance fight the
Bannderhobb.. "That is the end of Round 1, let's welcome back the Grey Hands", they fight the
Winter Wolves... etc etc
Round 1: Otyugh
Round 2: Winter Wolves x2
Round 3: Hill Giant
Round 1: Banderhobb
Round 2: Minotaurs
Round 3: Ice Troll
End of Tournament:
Whether the party win or lose, they get a bit of gold as well as recognition, making it easier for
factions to approach them. They are now also known and know the main players so that if you’d
like a meeting to happen between them it becomes possible – especially if they drop that Trollskull
is now theirs. Also, PC’s like fights!
A lot of inspiration (translate as blatantly stealing) taken from the Critical Role season 2 ep 17
Harvest Close – check the wiki for further ideas on NPC’s etc: