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Trade Guilds of

Waterdeep

A Downtime Activity
Trade Guilds of Waterdeep
Written primarily for players looking to add Section 3: Character Options
some additional flavor to their characters, this ✸ Downtime activity. This includes a new
document provides rules for joining trade downtime activity, dumpcart diving.
guilds and downtime activities for guild work.
These rules are designed to be a low-mainte- Sources
nance activity, require little DM oversight, and In addition to the Player’s Handbook, Dungeon
provide a clear difference to factions. This Master’s Guide, Xanathar’s Guide to Every-
document is divided into three sections: thing, and Waterdeep – Dragonheist, the
following books were used as source material:
Section 1: General Information
✸ Calendar. This includes clarification of the ✸ Schend, David and others. Campaign Guide
treatment of weeks, workweeks, and to the City of Splendors, 1994.
tendays. Credits
✸ Downtime Sources. This includes ways
characters obtain downtime. By: Firbolg Factory
✸ Downtime Guild Work Income. This
includes some clarifications on guild work v 1.6
rules.

Section 2: The Guilds


Guilds are broken down into four main cate-
gories, which includes:
✸ Guild Characteristics. This section provides
some general details about guilds in Water-
deep and how to join them.
✸ Artisan Guilds. These guilds cover tradi-
tional crafting and artistic jobs such as
armorers, carpenters, musicians, etc.
✸ Labor Guilds. These guilds focus on more
mundane labor-oriented tasks such as
dungsweeping and laundering.
✸ Owners Guilds. These guilds are for the
owners of industries and properties such as
innkeepers, mariners, etc.
✸ Broker Guilds. These guilds focus on buying
from suppliers outside the city and selling to
businesses inside the city at wholesale
prices.
✸ Other Guilds. These are other guilds that
don’t easily fit into other categories.

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General Information
This section clarifies a few details specific to Downtime Sources
using trade guilds as a source for downtime There are two main sources for a character to
activity. acquire downtime.
Player declaration. A player declares its
Calendar character is taking some downtime between
To reconcile the treatment of work days campaigns. This can be either a stated amount
between Waterdeep – Dragonheist (and most of time (tendays, months, or years), or it can be
the other Forgotten Realms source books) that the real-world time that passes between play
uses a ten day calendar and Xanathar’s Guide sessions for that character. If a player switches
to Everything use of a seven day calendar (with characters, it can just state the shelved char-
5 days being a workweek), for this publication: acter is taking up guild work and the player just
✸ Workweek. A workweek is 5 days. uses the time that passed since the character
✸ Tenday. A tenday is 2 workweeks (10 was last played as downtime.
consecutive days). DM reward. A DM can incorporate down-
✸ Month. A month is 3 tenday (all months have time as a reward in addition to gold, experi-
30 days each). ence, or levels. The season 10 Adventure
✸ Year. A year is 12 months, with 5 additional League reward structure is suggested:
holidays between some months (total of 365 ✸ Character levels 1-4: 10 days of downtime (2
days). workweeks) per level.
✸ Character levels 5-20: 20 days of downtime
(4 workweeks) per level.
Example Month:
Downtime Requirements for Guild
Progression
As you will see later in this document, the
time requirements for achieving journeyman
and master are intentionally very high and can
not typically be achieved through just down-
time rewards. If a character wants to progress
in most guilds, it must take time off from
Days Off adventuring and dedicate it to the guild. If a
The ‘week’ referenced in Xanathar’s Guide to character just wants a steady source of
Everything is not being used for this docu- income to use its downtime days on, this addi-
ment. It considers two days off out of every tional dedication isn’t needed.
seven-day week, which the Forgotten Realms
setting does not consider. Depending on the
region, employer, and religion, a day off per
workweek or tenday might be granted (but Downtime Guild Work Income
probably not for most commoners). The five Xanathar’s Guide to Everything provides addi-
annual holidays between months are generally tional rules around work income as a downtime
observed by most citizens of the Realms. activity; however, guild work typically includes
structured direction and supervision. For these
reasons, guild work provides a set wage with
no risk of complication.

3
Trade Guilds of Waterdeep
The Guilds
Trade guilds have been a mainstay in Water- often called ‘The Open City’ when trade and
guilds are discussed, because its guilds are not
deep for centuries and they have always had a
all powerful, and cannot restrict trade to their
major influence on the city at large. Their
members alone; the Lords and Magisters are
management and their skilled control of
strict and vigilant about this.
commerce brought Waterdeep to its great
prominence as a center of trade for the Sword Applying For a Guild
Coast. The guilds have proven their worth to Working at a guild-related profession without
the city time and again, as they have proven being a member of that guild isn't illegal, but if
their worthlessness in turn when attempting to you practice a trade or operate a business
rule the city. For good or ill, competent or not, without becoming a member of the appropriate
the guilds are a controlling force in the city, one guild, word spreads, and you'll find that your
constantly at odds with but held in check by the coin isn't good as you thought it was. Materials
Lords of Waterdeep. for your craft are more expensive, and your
The Guilds are not one whole power group, sales will suffer.
but are distinct and different groups of people, To join, a character needs a skill desired by a
each dedicated to upholding the craft and guild. This could be a proficiency, skill, or back-
service (and related political agendas) of their ground. Whether it takes downtime to learn a
own choosing. Each guild’s trade determines skill, or the character started off with one that
its importance and influence upon the city, fits the guild the character would like to be a
some often deceiving in their perceived power. member of, joining is as simple as applying
Guilds must be recognized by the Lords. with the guild. Most applications for qualified
Applications for guild formation are seldom player characters are accepted unless the DM
recognized. Applications that would create disagrees with the guild’s acceptance of the
rivals in the same field(s) of trade as an existing character for whatever reason.
guild are always denied.
Roster of Guilds
Guild Characteristics The majority of Waterdavians, living in a city of
contracts, negotiations, and commerce, are
All guilds within Waterdeep have certain required to interact with trade guilds; although
similar characteristics few guilds control their field of interest abso-
Guild Halls lutely. Most guilds merely use their strength of
numbers to do better than independent
Each of the guilds of the city has a headquar-
merchants.
ters of sorts, the guild hall. The guild hall acts
Guild type. This document breaks guilds
as a showcase of the guild’s trade or products,
down into four categories: artisan guilds, labor
a meeting place for guild members, the central
guilds, owners guilds, broker guilds, and other
clearinghouse for guild business, and the
guilds. Each type has a slightly different struc-
offices of the officers of the guild. For some
ture and advancement criteria.
guilds, halls are often places of business run by
Membership requirements. Most guilds
the guild.
typically are only open to characters with
Guild Law specific skill sets, either with proficiency in a
Guild Law, the rules under which specific certain piece of equipment, skill, or having
trades are conducted, are distinct from city law specific background experience. The most
but can never conflict or override city law or the common requirements (subject to Dungeon
known intent of such laws. Guilds pay careful Master discretion) are noted in the guilds’
attention to all that is said by any Lord, and descriptions under the guild name; however,
govern their affairs accordingly. Waterdeep is this is not an all-inclusive list. If a character

4
Trade Guilds of Waterdeep
meets any requirement, the guild is likely ✸ An apprentice license to begin working for a
willing to accept them as a member. guild, which pays 9 gp per workweek of
downtime spent working (net of guild fees).
Artisan Guilds ✸ Access to guild tools and equipment.
✸ 10 percent discount on supplies typically
These category represents the majority of used by the guild.
guilds in Waterdeep and includes crafting and ✸ A set of guild livery clothing.
artistic-oriented guilds. ✸ Provide training in a language or tool typi-
cally takes ten workweeks, this time is
Guild Artisan/Merchant Background reduced by a number of workweeks equal to
The official guild artisan background the character’s Intelligence modifier (a
requires a 5 gp per month guild fee, which penalty doesn’t increase the time needed).
requires players to continually track time for Training costs 15 gp per workweek.
their characters. This approach removes that
burden and just pays a lower net salary when Journeyman
doing guild work. A journeyman is an experienced professional
A letter of introduction included in a char- who can work on their own under the general
acter’s starting equipment may also include guidance of a master. He or she may also do
how long a character served as an apprentice. service work and troubleshoots problems.
Becoming a journeyman. To become a jour-
Artisan Guild Ranks neyman in Waterdeep, a character needs to be
at least level 5 and have worked for two years
Most artisan guilds have three ranks: appren- (144 workweeks) as an apprentice under the
tice, journeyman, and master. These ranks general supervision of a master. If a character
represents a combination of training, skill, and has the guild artisan or clan crafter back-
seniority. In some cases (such as for actors and ground, up to one year of experience can be
musicians), it purely represents seniority, applied to the two year work requirement.
where the senior members get the best jobs. Benefits. Upon becoming a journeyman, the
Each rank comes with additional benefits, to character has:
include the benefits of prior ranks.
✸ A journeyman license, allowing the character
Apprentice to do guild work for 14 gp per workweek of
An apprentice is a trainee who is becoming downtime spent working (net of guild fees).
formally trained and qualified in a particular ✸ Expertise in a primary tool or skill of the
type of trade. trade for which the character already has
Becoming an apprentice. To become an proficiency in (a character can only receive
apprentice in Waterdeep, a character must this benefit once in its life).
complete a four workweek training program,
this does not have to be completed in consecu-
Master
tive workweeks. This program provides instruc- A master develops projects; lays out designs;
tions and training on both the various city gets permits for construction, installations, or
codes, regulations, and various permitting performances; and oversees the work of jour-
requirements. This training costs 25 gp per neymen and apprentices.
workweek and is required for all characters, Becoming a master. A journeyman character
regardless of background or experience. For needs to have worked for an additional two
some trades, such as actors, this training years (144 additional workweeks) of trade
program is largely just a formality to get in the experience with a guild in Waterdeep to qualify
door, but is nonetheless required. as a master. Work experience obtained from a
Benefits. Upon completion of the training character’s guild artisan background can not be
program, the character has: applied towards this work requirement.
Benefits. Upon becoming a master, the char-
acter has:

5
Trade Guilds of Waterdeep
✸ A master license, allowing the character to enchanting weapons seek to find. Members of
open his/her own business in Waterdeep. this guild also fashion signet rings and stamps
✸ Eligibility to apply for a leadership position in for the guilds, noble families, and the Palace.
the guild.
Bakers’ Guild
Artisan Guilds of Waterdeep Proficiencies: Cook’s utensils
Backgrounds: Guild artisan/merchant, clan crafter
The following is a list of currently registered Headquarters: The Master Bakers’ Hall,
artisan guilds in Waterdeep. While some guilds The Street of the Sword, Castle Ward
find themselves unable to leverage their collec- Livery: White cloaks and hats with a light blue
tive power and fade away, but most of the listed chevron on the left shoulder or brim of each
guilds have stood the test of time.
The Bakers’ Guild is very wealthy. Its wares are
Apothecaries & Physicians known to be of good quality, and many citizens
Guild of Waterdeep live largely on breads and
Proficiencies: Alchemist’s supplies, herbalism kit, pastries.
poisoner’s kit, medicine
Backgrounds: Guild artisan/merchant, clan crafter,
Basketmakers &
sage Wickerworkers League
Headquarters: The House of Healing, The Proficiencies: Weaver’s tools
High Road, North Ward Backgrounds: Guild artisan/merchant, clan crafter
Livery: Cloaks and tunics (never caps) of black, Headquarters: The League Office, Wall
gray, and white bands, with a large white dia- Way, Trades Ward
mond, bordered in gray with the long points Livery: Cloaks of gold, with red and purple
vertical, on chest and back diagonal lines forming a cross-hatch pattern
on breast and back
This is one of the richest guilds in Waterdeep
and the guild provides services of high quality. This quiet guild has many members all around
It maintains a ‘Formulary’ in its headquarters the city (as basketmaking can be carried on
(open to members only) that records agreed- with ease in private dwellings, above the
upon formulae for many drugs and other shops).
medicinal remedies. It also keeps in stock
some of the rarest ingredients needed to make
Bowers and Fletchers
these medicines, dealing with far-faring sea Fellowship
captains, traveling merchants, and caravan Proficiencies: Woodcarver’s tools
leaders to gain these from the far reaches of Backgrounds: Guild artisan/merchant, clan crafter
the Realms. Headquarters: The Citadel of the Arrow,
Burnt Wagon Way, Trades Ward
Armorers, Locksmiths, and Livery: White jackets or cloaks with red diago-
Finesmiths, the Splendid nal stripes
Order of There’s enough demand for the guild’s wares
Proficiencies: jeweler’s tools, smith’s tools, tinker’s
tools, thieves tools
to keep all members busy, and the guild has a
Backgrounds: Guild artisan/merchant, clan crafter respected inspection program (to ensure shafts
are straight, fletches secure, and heads of
Headquarters: The Metal House of Wonders,
sharp, symmetrical construction, resulting in
Belnimbra’s Street and Gut Alley, Dock Ward
flights true to aim) that, in turn, guarantees that
Livery: Gray cloaks with a single blue star on
nonguild bowyers and fletchers will never
the left shoulder
command a substantial share of business.
This guild represents the most skilled smiths:
those able to craft weapons, shields, and armor
superbly matched to the wielder and of lasting
quality; the ‘finest quality’ that mages

6
Trade Guilds of Waterdeep
Butchers Guild Chandlers & Lamplighters
Proficiencies: Cook’s utensils Guild
Backgrounds: Guild artisan/merchant, clan crafter Proficiencies: Tinkerer’s tools
Headquarters: The Butchers’ Guildhall, Backgrounds: Guild artisan/merchant, clan crafter
The Way of the Dragon, Dock Ward Headquarters: The House of Light, Scroll
Livery: Crimson cloaks with purple lining Street, Trades Ward
This guild represents those who slaughter and Livery: Black caps with a gold flame device on
cut up for sale, all manner of livestock, from both sides of the head (and, for ceremonies
ankheg to yeti (although cattle and hogs are only, black tunics with a gold flame inside a
more common. Guild law ensures that meat is gold circle on the breast)
properly bled, hung, and smoked or seasoned By day, guild members make candles (mostly of
in certain ways, so that it is as clean and in as tallow) at the House of Light, and repair lamps.
good condition as possible, and without excep- By night, they run about the city with glow pots,
tion, the butchers who are in business in tongs, and reach-poles, lighting lamps for the
Waterdeep are guild members. Many premium city and for private individuals, usually nobles.
restaurants buy only from this guild as they Guild members also sell candles, and, for a fee,
typically provide the highest quality ages and will guide the way through the city by night.
cuts of meats.
Cobblers & Corvisers Order
Carpenters’, Roofers’, Proficiencies: Cobbler’s tools
Plaisterers’, and Painters’ Backgrounds: Guild artisan/merchant, clan crafter
Guild Headquarters: Cobblers’ & Corvisers’
Proficiencies: Carpenter’s tools, painter’s supplies House, Soothsayers’ Way, Trades Ward
Backgrounds: Guild artisan/merchant, clan crafter Livery: Gray cloaks or caps, with a brown
Headquarters: The Stone House, Telsham- human footprint (right foot, bare), toes upper-
bra’s Street, Southern Ward most, on the right shoulder or cap-front
Livery: Red caps, pierced in the brow with a This guild is a quiet and busy lot, who make
row of three brass nails and repair shoes, boots, and all forms of
This guild is extremely busy, with many footwear, including thick-soled wooden clogs
members; even casual labor hired by its for use in rain and snow.
members must be enrolled in the guild. Coopers’ Guild
Cellarers’ and Plumbers' Guild Proficiencies: Carpenter’s tools, smith’s tools,
woodcarver’s tools
Proficiencies: Mason’s tools, smith’s tools,
tinkerer’s tools
Backgrounds: Guild artisan/merchant, clan crafter
Backgrounds: Guild artisan/merchant, clan crafter Headquarters: Coopers’ Rest, Pressbow
Headquarters: The Old Guildhall, Gaus- Lane, Dock Ward
tus Street, Trades Ward Livery: Brown caps and cloaks, with blue and
Livery: Deep orange caps and cloaks, with a green trim lines at the hems
red line trim border around all hems and The Coopers’ Guild is always busy. Many
cuffs things that go aboard ships in Waterdeep’s
This guild is small and highly trained. The guild busy port, notably pickled fish from the Fish-
is strictly concerned with digging building foun- mongers’ Fellowship and the wares of the Vint-
dations, and keeping the sewers of the city ners’, Distillers’, and Brewers’ Guild, require its
functional and safe. barrels. Members of this guild cut, steam, and
shape the wood, and form and weld the metal
bands of barrels themselves (from foot-long
hand-keg, with rope handle, to 20-foot-long
cellar cask).

7
Trade Guilds of Waterdeep
Fine Carvers Guild Livery: Deep purple robes with a triangular,
Proficiencies: Mason’s tools, tinkerer’s tools,
crown-cut white gem, point downward, on the
woodcarver’s tools breast, purple hats with white plumes
Backgrounds: Guild artisan/merchant, clan crafter
Members of this small, tightly-knit and secre-
Headquarters: House of the Fine tive guild have the potential to wallow in
Carvers, The High Road, Castle Ward money. Often having bodyguards and taking
Livery: Royal blue cloaks with red and brown elaborate security precautions, they also hire
lines as borders mercenary groups and adventurers privately, to
This guild procures shipments of fine carving bring them precious cargoes of uncut gems
wood from far Chult and from the South via from afar.
Tharsult. Aside from fine-quality small carv- Musicians, Instrument-
ings, the guild also completes large jobs (such
as all the benches for congregations in a new
Makers, and Choristers
temple, or the paneling and relief-carving of an Council
entire mansion or castle). Proficiencies: jeweler’s tools, tinkerer’s tools,
woodcarver’s tools, musical instrument,
Glassblowers, Glaziers, and performance
Backgrounds: Guild artisan/merchant, clan crafter,
Spectacle-makers Guild entertainer
Proficiencies: Glassblower’s tools, potter’s tools
Backgrounds: Guild artisan/merchant, clan crafter
Headquarters: The House of Song, Rivon
Street, Trades Ward
Headquarters: The House of Crystal, Livery: Scarlet jackets, with slashed sleeves of
Copper Street, North Ward white and purple, and deep green long cloaks
Livery: Pink cloaks or robes with a large white and matching hats, with white and purple
circle on the breast plumes
This guild is a small, highly professional organi- While accepting a wide variety of crafters, this
zation whose members take care to give fast, guild admits only skilled, accomplished arti-
efficient, polite service. The guild procures the sans focused on the performing arts as full
finest sand (from certain beaches in the members, and its members enjoy a good repu-
Tashalar and in Tethyr) for the use of its tation for both quality performances and quality
members in making glass, and provides emer- instruments.
gency equipment and glass stocks for their use.
Pewterers and Trusted
Jesters' Guild Casters Guild
Proficiencies: Acrobatics, carpenter’s tools, disguise kit,
musical instrument, performance, weaver’s tools Proficiencies: Potter’s tools, smith’s tools
Backgrounds: Entertainer, gladiator, guild Backgrounds: Guild artisan/merchant, clan crafter
artisan/merchant, clan crafter Headquarters: Pewterers’ and Casters’
Headquarters: Jester’s Clubhouse, Shrimp Guild Hall, The High Road, Castle Ward
Alley, Dock Ward Livery: White sleeveless surcoats and aprons
Livery: None with the green silhouette of a tankard, handle
to the viewer’s right, beneath a bell
This guild accepts a wide variety of actors,
makeup artists, set designers and costume The guild livery depicts their two most popular
designers. Well beyond a stereotypical jesters’ products: a tankard and a bell. Bowls and
troupe, its members enjoy a good reputation for hooks are probably the next most produced
quality performances. items. The guild buys the raw materials, and
mixes a basic white metal mixture which it
Jewelers' Guild sells to its members cheaply as the basis for
Proficiencies: Jeweler’s tools such castings, but members like to add their
Backgrounds: Guild artisan/merchant, clan crafter own ‘secret ingredients’ to make their products
Headquarters: The House of Gems, Gem superior. Precious metals are rarely handled by
Street, Castle Ward this guild.

8
Trade Guilds of Waterdeep
Saddlers’ & Harness Makers’ Shipwrights Order
Guild Proficiencies: Carpenter’s tools, woodcarver’s tools
Proficiencies: Leatherworker’s tools Backgrounds: Guild artisan/merchant, clan crafter,
shipwright
Backgrounds: Guild artisan/merchant, clan crafter
Headquarters: Saddlers’ & Harness-Makers’ Headquarters: Shipwrights’ House, Dock
Hall, Tulmaster’s Street, Southern Ward Street and Asteril’s Way, Dock Ward
Livery: None Livery: Cloaks and robes of blue, dun, and red,
in three broad vertical stripes
This guild is responsible for making much of
the tack in Waterdeep and is the sole supplier Although small in membership, this guild
of griffon riding equipment for the City Watch. collectively owns the construction sheds and
dry-docks of Waterdeep where ships are built.
Sail-makers and Cordwainers
League Skinners & Tanners League
Proficiencies: Leatherworker’s tools
Proficiencies: Weaver’s tools Backgrounds: Guild artisan/merchant, clan crafter
Backgrounds: Guild artisan/merchant, clan crafter
Headquarters: League Hall, Tower Trail,
Headquarters: Full Sails (the League-run
Dock Ward
tavern and guild hall), Dock Street, Dock
Livery: Leather armbands (almost a foot long,
Ward
worn on upper left arm) of gleaming brown,
Livery: White cloaks and caps, and sky-blue
with a red diamond representing a hide cut
robes; on the breast of the robes, two darker
into it, a black skinning knife raised up in the
blue wavy horizontal lines (waves), and three
center of this diamond
silver stars above them
This guild represents those who skin each
There are never enough skilled merchants in
animal slaughtered by a butcher, producing
this guild to keep up with the demand for new
leather, suede, vellum, and similar byproducts,
rope and sails; apprentices typically work on
which they sell to other guilds for the making of
repairing sails and rigging for all manner of
clothing, footwear, aprons, pouches, war
ships in the dock.
harness (leather armor), and the like. Tradition-
Scriveners’, Scribes’, & Clerks’ ally, this guild has made belts, scabbards,
Guild baldrics, straps, and suspenders itself.
Proficiencies: Calligrapher’s supplies, painter’s Smiths & Metalforgers, the
supplies, forgery kit
Backgrounds: Guild artisan/merchant, clan crafter Most Careful Order of
Proficiencies: Smith’s tools
Headquarters: The Zoarstar, Quill Alley, Backgrounds: Guild artisan/merchant, clan crafter
Trades Ward
Livery: Royal blue berets with silver quills on Headquarters: Metalmasters’ Hall, the
them High Road, Southern Ward
Livery: Gray caps with black plumes, red tunics
This guild is a highly educated, professional with a black vertical hammer, head upper-
group of men and women who letter signs, most, on the breast
draw pictures (sometimes in front of a party
audience, upon a noble’s hiring), compose and This guild represents the everyday blacksmiths
write letters, take dictation, design ornamental who fashion such items as lamps, torch- and
scripts, draw up legal tallies, and set down sign-brackets, gratings and barred window
records, contracts, and accounts. frames, fire-shields and other hearthware, and
chains. They also make the simpler weapons,
such as maces, hammers, and flails. The
everyday pieces of metalwork, from needles
and spikes to bootjacks, kitchen hooks, latches
and hinges, to candlesticks, are the ‘bread-and-
butter’ work of this guild.

9
Trade Guilds of Waterdeep
Stationers’ Guild Surveyors’, Map, &
Proficiencies: Calligrapher’s supplies, Chartmakers’ Guild
cartographer’s tools, painter’s supplies
Proficiencies: Cartographer’s tools, navigator’s
Backgrounds: Guild artisan/merchant, clan crafter, tools
cloistered scholar
Backgrounds: Guild artisan/merchant, clan crafter,
Headquarters: Stationers’ Hall, the High Road cloistered scholar
and the Way of the Dragon, Trades Ward Headquarters: The Map House, Waterdeep
Livery: White robes, with a black quill pen on Way, Castle Ward
the breast Livery: Green robes with a crossed chalk and
This guild consists of those artisans who make dividers on the breast, green hats with white
both parchment and paper. The guild also plumes
produces its own ink, blotters, colored waxes Members of this guild design buildings and
for seals, gilt ink for use in illuminating docu- draw the required blueprints for all new build-
ments, metal pen nibs, and the like. ings in Waterdeep, and all renovations which
Stonecutters, Masons, Potters, change the height of a building or add to its
outside extent. This guild also does all the
& Tile-makers Guild necessary surveying in the city, except for
Proficiencies: Mason’s tools, potter’s tools private building sites and road construction and
Backgrounds: Guild artisan/merchant, clan crafter
repair sites, The guild maintains, at the Map
Headquarters: Builders’ Hall, Coach House, a large and evergrowing collection of
Street, Southern Ward maps and nautical charts, which they will
Livery: Gray cloaks and caps with an orange purchase from any who offer good specimens
pickaxe, handle vertical and blade at the top to them.
This respected, busy guild has some of whom Tailors, Glovers, and Mercers
quarry stone, some of whom cut, dress, and lay Order
stone, and some of whom make clay or earthen-
Proficiencies: Leatherworker’s tools, weaver’s
ware vessels or tiles, and lay tiles. tools, disguise kit
Backgrounds: Guild artisan/merchant, clan crafter
Street Laborers Loyal Order
Proficiencies: Mason’s tools Headquarters: Costumers’ Hall, the High
Backgrounds: Guild artisan/merchant, clan crafter Road and Spendthrift Alley, Trades Ward
Headquarters: The Streets Office of the Livery: White glove, arm, and half-cloak (one
Loyal Order, Dretch Lane, Dock Ward piece garment), decorated with blue and
Livery: Red caps, gray cloaks and tunics with green sequins in a repeating pattern of inter-
red pickaxe on right breast (point high, han- woven thread, leading to a threaded needle
dle down), red trim lines at hems and cuffs picked out in sequins along the wearer’s fore-
arm; this is worn on the left arm, hand, and
Members of this order are among the busiest shoulder, and is removed to do work of any
workers in the city, with full members cutting, sort
dressing, and laying stones for streets (whether
smooth-paved or cobblestone) and apprentices This busy guild imports cloth and other
handling traffic detours, mortar mixing, the supplies (such as thread), and use much of
hauling of stones, and the leveling of streets what other Waterdavian guilds make (such as
during repairs or construction. leather, textiles, carved and cast buttons, and
needles) to make literally tons of clothing, of all
sizes and fashions, from high-society ladies’
party masks to the leather breeches of a smith.
Every guild member has a personal specialty
(such as gloves or gowns), and prices, speed of
work, and durability vary widely.

10
Trade Guilds of Waterdeep
Vintners’, Distillers’, & Weavers and Dyers, the Most
Brewers’ Guild Excellent Order of
Proficiencies: Alchemist’s supplies, brewer’s Proficiencies: Painter’s supplies, weaver’s tools
supplies Backgrounds: Guild artisan/merchant, clan crafter
Backgrounds: Guild artisan/merchant, clan crafter
Headquarters: The House of Textiles,
Headquarters: The House of Good Spirits, the Nethpranter’s Street, Trades Ward
Rising Ride, Southern Ward Livery: Rainbow-hue dyed overcloaks and over-
Livery: Purple robes with an upright drinking gowns
jack in white silhouette on the breast
This guild is busy and offends few. Its wares
A small guild that produces a prodigious are reasonably priced and its dyes good – they
amount of drink for Waterdavians and for bleed and stain little, and fade only slowly.
export. Guild members annually turn out thou- Guild members will gladly dye garments to
sands upon thousands of barrels of wine, beer, order, although patterns and devices must not
and various liquors, including the distinctive mock, closely resemble, or duplicate the
‘zzar’: a Waterdavian fortified wine that is fiery, heraldic devices of the city, Lords, or nobles – a
orange, slightly almond flavored, and equiva- Lords’ Edict on this point is strictly obeyed by
lent to sherry. the guild.
Wheelwrights’ Guild
Proficiencies: Carpenter’s tools, woodcarver’s
tools
Backgrounds: Guild artisan/merchant, clan crafter
Headquarters: Wheel Hall, River Street,
Trades Ward
Livery: Orange robes with a black, spoked
wheel on the breast
This guild makes coach, cart, and carriage
wheels, of specific woods steamed and bent,
and wrapped with iron bands.

Wagonmakers’ and Coach


Builders’ Guild
Proficiencies: Carpenter’s tools, woodcarver’s
tools, vehicles (land)
Backgrounds: Guild artisan/merchant, clan crafter
Headquarters: The Coach & Wagon Hall, the
High Road, Southern Ward
Livery: Brown cloaks with four white wheels
on each front shoulder
This guild builds and repairs coaches, wagons,
and other conveyances for overland trade and
travel (including, for extra fees, conveyances
with an amazing variety of secret hiding places
for use in smuggling and outwitting bandits).
The skill involved in making durable, beautiful
wagons is considerable.

11
Trade Guilds of Waterdeep
Labor Guilds Labor Guilds of Waterdeep
Several job functions in Waterdeep have been The following is a list of currently registered
collectively organized by guilds, with the goal of labor guilds in Waterdeep.
gaining general respect by the city’s residence, Dungsweepers’ Guild
gaining collective bargaining power, or control- Backgrounds: Urchin
ling the labor market for those jobs.
Headquarters: Muleskull Tavern,
Labor Guild Ranks Ship Street, Dock Ward
Livery: Cap with red and orange feathers
As most labor guilds have only one guild
master (which is typically not available to This is consists of those who clean the streets
player characters), there are generally two (and, for a fee, the stables of others). Despite its
achievable ranks, based on seniority. Each rank work, this guild can be quite influential.
comes with additional benefits, to include the Journeyman benefit. The Dungsweepers
benefits of prior ranks. have a traditional right to ‘glean the sweepings,’
keeping anything discarded for their own use. A
Apprentice journeyman typically earns an additional 5 gp
An apprentice is a trainee who is joins the guild per workweek of downtime by reselling items
on a trial basis and can be kicked out at any found in the trash in the North Ward to market
time. stall and shop owners in the other wards.
Benefits. Upon being accepted into the guild Fishmongers’ Fellowship
as an apprentice, the character has:
Background: Fisher
✸ An apprentice license to begin working for a
Headquarters: Seaswealth Hall,
guild, which pays 9 gp per workweek of
Seaswealth Hall Wharf, Dock Ward
downtime spent working (net of guild fees).
Livery: Silver caps, with blue eyes upon
✸ A set of guild livery clothing.
either side, or sashes of silver with a single
✸ Free room and board at either a guild house,
blue eye, worn hanging straight down from
or a local inn that is closely related to the
the left shoulder
guild.
This friendly, informal Fellowship sorts, ices,
Journeyman and sends their catches (eels, crabs, and fish of
A journeyman has been with the guild for at all sorts) to the stalls of various guild members
least two years (144 workweeks) as an appren- by means of fish carts pushed by runners, all
tice under the general supervision of a jour- over the City.
neyman or master. Journeyman benefit. All the high quality
Benefits. Upon becoming a journeyman, the seafood products the character can eat, and
character has: business contacts in all the major restaurants
✸ A journeyman license, allowing the character and food vendor stalls in Waterdeep, along with
to do guild work for 14 gp per workweek of a 10 percent discount at most restaurants.
downtime spent working (net of guild fees).
✸ A perk specific to that guild, noted in the
guild description.

12
Trade Guilds of Waterdeep
Launderers’ Guild Salters, Packers, and Joiners
Any applicant Fellowship
Headquarters: The House of Cleanliness, Any applicant
Slipstone Street, Trades Ward Headquarters: Shippers’ Hall, Oar Alley,
Livery: White caps and cloaks with an Dock Ward
open human hand, fingers uppermost and Livery: Yellow cloaks and high-peaked caps
spread, in silver on the breast of the cloak with a black-spoked carriage wheel on the
and center peak of the cap breast and center brim, with a black sail
Members of this guild are an overworked lot, curved around it
who labor around the clock (most are family This guild employs many young folk as
businesses, with the family members working runners, to keep its constantly-moving
in shifts) to wash the dirty garments of Water- members in contact with each other and with
davians in open-topped tubs full of boiling the Master at Shippers’ Hall. Salters, packers,
water and scented soap, and usually stirred and joiners are the professionals at preparing
with long poles. Everyone buys his or her own goods for shipping long distances.
scent: some use cider, some use wine, some Journeyman benefit. Business contacts with
use straight perfume, and some use strong all the major importers and exporters in Water-
herbs, but the guild provides various soaps for deep, and a 10 percent discount on most major
its members at cheap rates. imports.
Journeyman benefit. Free scented laundry
services, providing advantage on certain Waterworkers Guild
Charisma checks in social situations. Backgrounds: Pirate, sailor
Headquarters: Watermens’ Hall, Dock
Street, Dock Ward
Livery: Blue shoulder-raincloaks, white
shapeless hats
This guild is one of the busiest and most impor-
tant in the City of Splendors. Its members keep
the harbor clear of all litter (discarded crates,
discarded seaweed from fishing nets, discarded
bodies, etc.), run myriad small skiffs and ferries
about the harbor and up and down the
seashore of Waterdeep (for hire), and load and
unload almost all of the ships that dock in
Waterdeep’s busy harbor.
Journeyman benefit. Business contacts with
all the major ships frequenting Waterdeep and
the occasional free passage to and from a port
of choice.

13
Trade Guilds of Waterdeep
Owners Guilds Owners Guilds of Waterdeep
On some occasions, business owners have The following is a list of currently registered
chosen to form guilds to improve the competi- owners guilds in Waterdeep.
tive landscape or implement rules for the Carters & Coachworkers
collective benefit of their businesses.
Fellowship
Owners Guild Ranks Proficiencies: Vehicle (land)
Journeyman requirement: Ownership of a cart,
Ranks in owners guilds are titled more as a coach, wagon, or other land vehicle that is used in
a business
custom of guilds than an indication of actual
role within a guild and is determined by a Headquarters: The Road House, Carters’ Way,
combination of assets owned by the member, Southern Ward
and length of time in the guild. Each rank Livery: Dark blue cloaks and long-peaked caps,
comes with additional benefits, to include the with silver trim
benefits of prior ranks. This guild is an association for all Waterdavian
Apprentice who own carts, wagons, coaches, litters, and
winter sleighs and sledges, used in their busi-
An apprentice is a someone who has qualifica-
ness as a direct source of income. Most individ-
tions desired by the guild, but who may not own
uals who possess their own private vehicles are
any assets applicable to the guild (such as a
not guild members.
character with a background as a sailor that
Journeyman benefit. A journeyman is given
doesn’t actually own a boat may be an appren-
one carriage token per month, which can be
tice in the Mariner’s Guild).
used or given as a gift. The token is used in the
Benefits. Upon being accepted into the guild
place of currency and provides free carriage
as an apprentice, the character has:
transportation within Waterdeep for the token
✸ An apprentice license to begin working for a holder and one guest. Journeyman are also
guild, which pays 9 gp per workweek of given free storage for one vehicle if needed, but
downtime spent working (net of guild fees). are also expected to provide parking to another
✸ A set of guild livery clothing. member if the member has the space.
Journeyman Innkeepers Fellowship
A journeyman is someone who owns assets Any applicant
Journeyman requirement: Inn, tavern, or similar
applicable to the guild (such as a ship owner establishment ownership
may be a journeyman in the Mariner’s Guild).
Benefits. Upon becoming a journeyman, the Headquarters: Fellowship Hall, Waterdeep
character has: Way, Castle Ward
Livery: None
✸ A perk specific to that guild, noted in the
guild description. This organization is one of the oldest of all the
✸ Guild membership increases an owner’s busi- guilds of Waterdeep. Formed long ago as a
ness by an amount necessary to cover guild means of protection, the guild now functions
fees. primarily as a means of sharing information.
Journeyman benefit. Ten percent discount
Master for room and board at any inn in Waterdeep for
Masters are elected (largely a popularity vote) the member, or a member’s guest. Black lists
with at least four years of membership. and news of thieves, con-artists, brawlers,
Benefits. Upon becoming a master, the char- mages with urges to let off spells, and other
acter is allowed to vote on significant decisions ‘problem patrons’ who are making the rounds
of the guild, which normally require majority from inn to inn are shared among members.
vote. There is no limit on the amount of The guild also actively works to reduce rivalries
masters within an owners guild. between guild members.

14
Trade Guilds of Waterdeep
Mariners’ Guild
Background: Sailor
Broker Guilds
Journeyman requirement: Ship or other water Several times in Waterdeep’s history, attempts
vehicle ownership
have been made to control commodities
Headquarters: Mariners’ Hall, Cedar coming in and out of the city. For the most part,
Street, Dock Ward these attempts fizzle out within a few years;
Livery: Red hats with white plumes, red shoul- however, a few guilds have been able to gain
der cloaks significant control of a specific market and can
This guild consists of all ship captains and influence the movement and prices of those
merchant fleet owners who are based in, or goods throughout the city, although these
who often put into, Waterdeep. guilds are still not able to claim a monopoly.
Journeyman benefit. Free piloting training Broker guilds focus on buying from suppliers
into and around Waterdeep’s harbor; access to outside the city and selling to businesses inside
emergency warehouse space (and a ‘free’ dock the city at wholesale prices.
– that is, the guild pays all docking fees – with
room for one vessel to load or unload from the
Broker Guild Ranks
guild warehouses); and accommodations and a As most broker guilds have only one guild
private bar for visiting members at Mariners’ master (which is typically not available to
Hall. player characters), there are generally two
Stablemasters’ & Farriers’ achievable ranks, based on seniority. Each rank
comes with additional benefits, to include the
Guild benefits of prior ranks.
Proficiencies: Animal handling
Journeyman requirement: Horse or other steed- Apprentice
related business ownership
An apprentice is a trainee who is joins the guild
Headquarters: The Guild Paddock, Walltower on a trial basis and can be kicked out at any
Walk, Trades Ward time.
Livery: Deep blue hats with white plumes Benefits. Upon being accepted into the guild
This guild represents all who breed, train, as an apprentice, the character has:
capture, tame, house, and tend horses and ✸ An apprentice license to begin working for a
other riding animals, including aerial steeds guild, which pays 9 gp per workweek of
(but not aquatic creatures, lizards, or great downtime spent working (net of guild fees).
cats), and sets standards for such care. ✸ A set of guild livery clothing.
Journeyman benefit. Free veterinary aid, ✸ 10 percent discount on goods controlled by
free horse shoeing services, cheap rates on the guild.
feed by buying in bulk, and free mount boarding
of up to two mounts. Journeyman
A journeyman has been with the guild for at
least two years (144 workweeks) as an appren-
tice under the general supervision of a jour-
neyman or master.
Benefits. Upon becoming a journeyman, the
character has:
✸ A journeyman license, allowing the character
to do guild work for 14 gp per workweek of
downtime spent working (net of guild fees).
✸ A perk specific to that guild, noted in the
guild description.

15
Trade Guilds of Waterdeep
Broker Guilds of Waterdeep Furriers & Woolworkers, the
Solemn Order of
The following is a list of currently registered Background: Guild artisan/merchant, outlander
broker guilds in Waterdeep.
Headquarters: Guild Hall of the Order,
Farmer-Grocers Council Waterdeep Way, Castle Ward
Background: Guild artisan/merchant, outlander Livery: Gray woolen cloaks trimmed with fur
Headquarters: The Market Hall, Traders’ (winter), skullcaps of gray wool with a fur
Way, Castle Ward fringe (summer)
Livery: Cloaks or sashes of bright green; With a rigid inspection system, this guild
in early summer, fresh floral blossoms worn attempts to control most of the city’s trading in
at the left shoulder wool and furs, insuring quality and supply.
This guild is a consortium whose membership Membership typically includes ranchers, trap-
changes with the fortunes of harvest (but typi- pers, hunters, etc).
cally consists of farmers, gatherers, pilgrims, Journeyman benefit. First choice on most
etc). The Council determines prices for raw furs and wools entering the city; as well as a
grain and arranges milling and warehouse facil- free set of top-quality cold weather clothing.
ities in the city (both of which it controls); the
milling business provides the guild with its
bread-and-butter operating money. The guild
also receives regular funds from the Lords in
return for keeping the city’s granaries and
icehouses full of provisions, to feed the Castle
and the Palace, and have emergency food on
hand in case of siege or crop disaster. The
guild also arranges market stall space for its
members.
Journeyman benefit. First choice on most
products entering the city; as well as priority on
grain supply during any potential food short-
ages.

16
Trade Guilds of Waterdeep
Other Guilds Journeyman. Open only to spellcasters who
have been with the guild for at least one year,
benefits include:
This category is for guilds that are relatively
unique unto themselves. ✸ 10 percent discount on most spell compo-
nents.
Watchful Order of Magists & ✸ 10 percent discount on all spell scrolls of 2nd
Protectors level and below (limited to five per month).
Proficiencies: Arcana, calligrapher's supplies Anyone caught reselling discounted scrolls
Background: City watch/investigator, cloistered will have this benefit removed.
scholar, sage ✸ Tutelage under a master, allowing the
Other requirement: Spellcaster
member to add one spell of choice (2nd level
Headquarters: Tower of the Order, The Street or below) to his/her spellbook or ritualbook,
of Bells, Castle Ward with no cost or time requirement.
Livery: Dark purple cloaks, with a white human
hand, fingers together and uppermost, on the Master. Master rank is only available to casters
left shoulder of 5th and above, and the character must have
been a guild member for at least two years.
Probably the most uniquely guild in Waterdeep, Benefits include:
members of the Watchful Order form a more or
✸ 10 percent discount on all spell scrolls of 3rd
less sociable association in the city, working
level and above (limited to five per month).
together to keep an eye on any spellcasters who
Anyone caught reselling discounted scrolls
opt not to join their guild. This guild protects
will have this benefit removed.
the less-powerful wizards (and novices to the
✸ Free, secure storage of a backup spellbook or
Art) of Waterdeep, and attempts to influence
ritualbook.
the more powerful wizards outside the guild in
the city. Not all members need be spellcasters
and there are no testing or licensing require-
ments for the various guild ranks, other than
spellcasting ability and seniority.
Apprentice. Open to both spellcasters and
noncasters, benefits include:
✸ Working duty as either a city guard or fire-
fighter, which pays 9 gp per workweek of
downtime spent working (net of guild fees).
✸ Direct and immediate assistance through
Waterdeep’s legal system if the member
finds itself in trouble for whatever reason.

17
Trade Guilds of Waterdeep
Character Options
Waterdeep, along with several large cities Common Minor Items Table
throughout Faerûn, provide adventurers the d100 Common Minor Item
opportunity for big-city downtime activities. 1-2 Armor of gleaming (hide armor)
3-4 Bead of nourishment
Downtime Activity 5-6
7-8
Bead of refreshment
Boots of false tracks
9-10 Candle of the deep
This downtime activity is available to any char- 11-12 Cast-off armor (hide armor)
13-14 Charlatan’s die
acter in a large city with a significant popula- 15-16 Cloak of billowing
tion of noble houses. 17-18 Cloak of many fashions
19-20 Clockwork amulet
Dumpcart Diving 21-22 Clothes of mending
With the age-old saying “one’s trash is 23-24 Dark shard amulet
25 Dread helm
another’s treasure”, some bigcity dwellers have 26-27 Ear horn of hearing
learned that many residents in noble districts 28-29 Enduring spellbook (empty)
toss out perfectly valuable items into the dump- 30-31 Ersatz eye
carts in alleys behind their estates. This activity 32-33 Hat of vermin
34-35 Hat of wizardry
represents a character’s attempt at sifting 36-37 Heward’s handy spice pouch
through dumpcarts, looking for items with 38-39 Horn of silent alarm
resell value. 40-41 Instrument of illusions
42-43 Instrument of scribing
Resources. Performing a job requires one 44-45 Lock of trickery
day of effort. 46 Moon-touched sword (shortsword)
Resolution. To determine how much money 47-48 Mystery key
a character earns, the character makes an 49-50 Orb if direction
51-52 Orb of time
Intelligence (Investigation) ability check. 53-54 Perfume of bewitching
Consult the Earnings Table to see how much 55-56 Pipe of smoke monsters
money is generated according to the check. 57-58 Pole of angling
Complications. Each day of dumpcart diving 59-60 Pole of collapsing
61-62 Pot of awakening
produces an accumulating 20 percent chance 63-64 Potion of climbing
that the character will be discovered by the 65-66 Potion of healing
local dungsweeper’s guild, which lays claim to 67-68 Rope of Mending
all ‘sweepings’, including everything in dump- 69-70 Ruby of the war mage
71 Shield of expression
carts (day 2 would have a 40 percent chance of 72-73 Smoldering armor (hide armor)
discovery, etc), this chance resets every tenday. 74-75 Spell scroll (prestidigitation)
They surprise the character while its head is 76-77 Spell scroll (purify food and drink)
78-79 Staff of adornment
buried in a dumpcart, rough it up, and tell it to 80-81 Staff of birdcalls
get lost; leaving the character finding nothing of 82-83 Staff of flowers
value for the day. 84-85 Talking doll
86-87 Tankard of sobriety
Earnings Table 88 Unbreakable arrow
89-90 Veteran’s cane
d20 Earnings 91-92 Walloping ammunition (20 sling bullets)
1-5 Nothing of value was found 93-94 Wand of conducting
5-15 1 gp worth of items were found 95-96 Wand of pyrotechnics
16-24 3 gp worth of items were found 97-98 Wand of scowls
25+ A common minor magic item was found, 99-100 Wand of smiles
consult the Common Minor Items Table.

18
Trade Guilds of Waterdeep
Appendix A. Guild Qualifications

19
Trade Guilds of Waterdeep
20
Trade Guilds of Waterdeep
Appendix B. Other Waterdeep Publications
Forger’s Guide to Waterdeep House Phylund
Have you wanted assets to build a forgery Written for players, dungeon masters and game
scenario into your adventures, wanted more designers, this document is designed to provide
realistic wax seals for your missives, or wanted both historical and current details on House
your character to become a master forger? If Phylund. If you’re a player who chose the noble
so, this might be for you. Intended for both background for your character, a dungeon
Dungeon Masters and players, this document master looking for additional flavor for your
covers all the major organizations found in players, or a game designer wanting to add
Waterdeep: Dragon Heist, Waterdeep: House Phylund into your campaign, this is
Dungeon of the Mad Mage, and Curse of intended to be a resource for everyone. Serving
Strahd (with numerous other organizations as a compliment to both Waterdeep: Dragon
covered in legacy publications). This publica- Heist and Waterdeep: Dungeon of the Mad
tion includes: Mage, this document includes:
✸ A summary of the rules of forgery and forging ✸ Family history and notable historical
equipment members (all from canon)
✸ 180 unique digital wax seals listed below ✸ Full-size images of the family crest and family
with PNG files (plus a couple other failed seal
forgeries and a variant for RP purposes), ✸ State of the current House
which can be printed out on notes, titles, ✸ Faction relationships
deeds, orders, whatever ✸ Family rivals
✸ A Master Forger NPC ✸ Detailed maps of the estate house, ware-
✸ A hook to get a character down the path of house, watchspider breeding caves, and
becoming a Master Forger hunting lodge in the Ardeep Forest (29
images)
Seals include:
✸ Watchspider with details, statblock, and
✸ 23 Factions DDB link for ease of use
✸ 15 Temples ✸ And more!
✸ 78 Noble Houses
✸ 6 Dwarven Clans Welcome to your House.
✸ 44 Trade Guilds
✸ 2 Cities (Waterdeep & Skullport)
https://www.dmsguild.com/product/346889
✸ 5 Governing Bodies
✸ 7 seals from Barovia as a bonus

https://www.dmsguild.com/product/313071

21
Trade Guilds of Waterdeep
Deck of Decks

This section features another of the author’s products, the Deck of Decks,
which is an actual physical deck of 54 cards (standard poker-sized cards,
each with 3 images) that serves a total of five purposes:
✸ First and foremost, it is a standard 54-card deck of PLAYING CARDS
that can be used for any non-D&D card game requiring up to 54 cards.
✸ It is a deck of 5e compatible TAROKKA (TAROT) CARDS that can be
used in an TTRPG game. This is the center image on all 54 cards.
✸ It is a DECK OF MANY THINGS. This includes 22 cards (the two jokers
are shared with the deck of illusions) that can be pulled out into their
own deck for game play. Full deck vs. standard deck and cards with
enmity are also identified. These are cards noted with a red dragon in the
top left corner.
✸ It is a DECK OF ILLUSIONS. This includes 34 cards (including the two
jokers that are shared with the deck of many things) that can be pulled
into their own deck for game play. These are cards noted with an eye
image in the top left corner.
✸ It is a DECK OF COMMONS. This includes 52 cards consisting of a
variety of common magic items that can be used for a variety of purposes
including random loot generation. These are cards with a large bluish
banner in the bottom right corner.

22
Trade Guilds of Waterdeep

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