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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 creatures 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.
Nobodys 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. Im 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

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

I still dream about my first love

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

d6
1

Flaw
Im never satisfied with what I have

Im often very afraid, but try to hide it

I can be very critical of other people

Im pretty poor at following orders

I have a substance addiction

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 cant


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 its 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
hasnt 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:
Tanias address and fone number

Her workplace (Waterdeep Development


Corporation)

A recent pic and full description (you can


define her appearance)

Jamila doesnt know any of Tanias friends.


Tanias 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
Tanias 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. Whats 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 havent 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

Tanias 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.

Tanias Father
With a lot of difficult searching on the Net (DC
25 Intelligence (Investigation) check), the
PCs can track down Tanias 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.

Tanias Fone
Tanias 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
doesnt identify himself, saying, Just checking
that we are still on for the Jungle Inn
tonight. The message is a week old.

Tanias 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,
hell 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 Tanias 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

Jakubs 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 Jakubs 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 Jakubs 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 dont 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 councilors daughter is dead!
Play out the scene and see where it goes. Mr
Sin is not really on his way Jakub wouldnt
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.

Tanias Tale
A few months ago, Tania developed a taste for
gambling at the Jungle Inn, and its 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 mothers 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 werent 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, Andl, 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, Emlia,
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,
Tatna, Tereza, Vra, 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, Postmans 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,
Players Handbook, Monster Manual, Dungeon Masters 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.

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