Heirs of Waterdeep

Prodigal Chosen
Return to Waterdeep

It doesn’t seem like it to the four Chosen of Malgoth, but it has been well over a century since they last set foot in Waterdeep. They have been through much in what, for them, seems like a short period of time.

Malgoth has hardened her Chosen in the crucible of time and trial. Powerful beings now, moreso than most of Faerun, the Chosen still face a terrible challenge in Waterdeep. There are many questions unanswered.

Why was it not safe for them to return to Waterdeep until now?
Will the considerable strength of the four be enough?
How many faces does the enemy possess?

It seems certain that Julius is aware of the return of the Chosen as he licks his wounds from the defeat of his minions in Neverwinter. It seems very likely there are more forces within Waterdeep to challenge the Chosen of Malgoth.

After the strange attack by the shadowdancer and his shadows, it also seems clear now that the Pasha of Almraiven has regained notice of the Chosen. To him, it has been many years since their disappearance but it seems unlikely a powerful archmage would give up so easily.

What also of the Chosen should they succeed? It is obvious that they cannot defeat Julius himself but should they thwart his plans, then what? Do they turn on each other?

Surely it is not natural for good and evil to co-exist forever…


Our young Waterdavians, summon by no less than the archmage Khelben Blackstaff, find themselves at a large estate in the Castle District. They are told a great destiny has been foreseen for them but they must prove themselves first.

Each of the three present, and later, fourth, accepted the potential destiny as something far beyond what they could have hoped to achieve in life. Yes, each had proven themselves as exception but now there is the possibility that potential becomes reality.

Facing first fire, then water, then earth, the new companions endured using only their natural abilities.

The first three were immediately set to some mundane challenges, helping reduce crime in Waterdeep by a small degree, obtaining housing and the employment.

What happened next was unexpected. How had they run afoul of the law? They fought back to some extent but eventually cooler heads prevailed and they were taken into custody, now with the added charge of the murder of a city guardsman.

Lords of Waterdeep

Four young beings with great potential work in various sections of Waterdeep. Already they have shown much greater potential then the typical shopkeepers, scribes, beggars, and other denizens of Waterdeep. Some people have taken notice at their talents, whether their arcane magic, their great strength, their agility or their faith.

Among those who have taken notice are apparently the Lords of Waterdeep. The Lords are now fractured with the departure of the Blackstaff, but a messenger from one or more them appears to each of the four young ones in turn. A small wooden box is delivered by these armored figures, guards of the Lords of Waterdeep. No words are exchanged.

Each of the 4 experiences something similar. Opening the box, there is a pendant on a golden chain. The pendant itself is a small 2" staff replica made of black obsidian—an of tremendous monetary value. Upon touching the pendant each of the 4 immediately knows what they must do—they are drawn to a villa on the Western, mountainous edge of Waterdeep…

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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