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Waterdeep: Dungeon Heist

Upcoming Holidays

  • 7-Kythorn: Lliira's Night
  • 12-Kythorn: Renovations possibly complete.
  • 16-Kythorn: Earliest possible opening day of tavern.
  • 20-Kythorn: Summer Solstice
  • 1-Flamerule: Founder's Day
  • 11-Flamerule: ???
  • 1-Eleasis: Ahghairon's Day
  • 21-Eleint: Brightswords

2019-04-07

  • 17_Kythorn, 1492 DR
    • The party reunited, they decide to seek out the bard known as Grohl Bonham, who can perform “Your Beardy Face”. They visit New Olamn's and find out that he will be performing later that evening.
    • They purchase tickets near the front row and then perform some errands about the city.
    • Theo meets with Esvele Rosznar, and finds that she is the one who contracted for him to obtain the book of Shar. Apparently, she is high up in the Shadow Thieves, although it is unknown just how high up. She wants to use her share of the money to help establish the guild and drive out the Xanathar.
    • Later that evening, they take their seats and are enthralled with the performance of the entertainer. A giant illusory image of “Rocktopus,” Grohl's familiar playing the drums, opens the show. He performs multiple songs and charms quite a few.
    • After the show, the group tries to meet with him but are stopped by bouncers. Through some diversionary tactics, they eventually get backstage and give chase, as Grohl - polymorphed into a gnome - tries to escape.
    • They eventually get him to pause long enough to listen to reason, and ask for his help.
    • Half the party stays the night at the Blackstaff Tower with Grohl, while the remainder stays at the Old Tower with Esvele.
  • 18_Kythorn, 1492 DR
    • The party join up at the old tower, where Esvele leads them past the teleportation circle through a hidden door. They present the bugbear ears and eyestalk of the beholder, while Grohl performs his music.
    • The door opens, but Grohl - who is not the adventuring type waits outside. He casts Bear's Endurance on them before they go in.
    • Inside, the party finds ten sets of doors, one of which they are able to open. On the other side, they are greeted with a fresco which enchants Theo. He doesn't want to leave it's side. Luckily, Fen is able to cast a restoration spell to free him of the effect.
    • Up the stairs, they battle a black pudding creature, and find a small cache of treasure.
    • The also find three bridges, each crumbling in its own respect. They attempt to cross one and nearly fall multiple times. Esvele stays on one side and laughs at their antics.
    • Inside the room on the opposite side is a statue, and a trapdoor in the floor. Upon attempting to lift the trap door, magical beams shoot from the statues eyes dealing damage (to Tully?)
    • The session ends here - they'll cross the other bridges when they come to them. ;)

2019-03-27

  • 17_Kythorn, 1492 DR
    • Fen finds the party later. If asked, he tells the party, “I traded a truth for a truth. I am looking for the Stone of Golorr. I believe it holds the key to a vault and this is it's location.”
    • She in turn found out about the wizard who owned this tower and that he was a friend of Neverember's. She thought it might hold a key to his treasure and bought it to secure the building before someone else came along. But she does not have the keys.
    • As they were at an impasse, she offered to help the party for a share of the gold should they find the keys first. Otherwise, she will have the city guard arrest then for trespassing on her property.
    • Fen later investigates the Rosznar family. They were kicked out of Waterdeep some 100 years ago for slave trading. She has returned to Waterdeep in an attempt to unsully her name.

2019-03-25

  • 16_Kythorn, 1492 DR
    • The party destroys the intellect devourers with no problem and then makes their way out of the dungeon. They kill some shadows in the hall of mirrors along the way. They also try putting statue heads back on their bodies to no avail.
    • Back at home, Broxley introduces the group to their new tavern staff: Kelso Fiddlewick, Dasher Snobeedle, Danika Fiddlewick, and Brynn Hilltopple, all halflings.
    • They do some cleaning, cooking, etc. in preparation for opening night.
    • The Snobeedle's farmstead sends the ale commissioned from Buhak and made from the apples on their farm.
    • The guests start to arrive, and the party socializes with a number of them:
      • Lady Cassalanter - The party knows she's looking for the Stone of Golorr. They don't know what she may or may not know about them…
      • Vincent Trench - A detective in their alley. First time meeting him!
      • Renaer Neverember - The guy who started this whole adventure.
      • Clairis - A priest of Kelemvor they met in the past.
      • Floon Blaagmaar - Renaer's look-alike who also led to this adventure.
      • Blossom Snobeedle - Owns the apple orchard outside of Waterdeep. A noble family.
      • Rinn Stillwater - Part of an adventuring group with Jewel, Eight and Makaria.
      • Jewel - A Tabaxi who hung out with Makaria at the bar.
      • Bonnie - Durnan's “daughter” who works as a barmaid at the Yawning Portal.
      • Vajra - The Blackstaff.
      • Melanor - The groundskeeper at Phaulkonmere, for the Emerald Enclave.
      • Jannaxil - The owner of the bookstore which Theo frequents.
      • Esvele Rosznar - A noble whom the party has not met until this evening.
      • Volothamp Geddarm - Volo. No intro necessary.
      • Makaria - Another priestess of Kelemvor who apparently likes to drink.
      • Eight - A huge construct made of metal. No one has ever seen anything like him.
      • Savra Belabantra - From the Order of the Gauntlet. Technically also a noble.
      • Casandra Thann - A noble who has not been met before.
      • Tally Fellbranch - Owner of the Bent Nail in their alley.
      • Fala Leflaiir - Owner of Corellon's Crown in their alley.
    • They talk with each about food, drink, games, etc. and make introductions to those who don't know each other. It is a grand social event and all feel welcome, nobles, adventurers, and commoners alike.
    • During the evening, Blossom is surprised to see Dasher, her missing son! He has been gone for a month or more now. They talk through the evening, and it is later determined that Dasher and the other halfings are actually a wererat gang, hired by Emmek Frewn to start destroying the tavern's business.
    • Fen tells them he can help cure them with Jeryth Phaulkon's help, and they promise to stay on as workers, pretending to work towards Frewn's ends, but failing.
    • Fen ends the night with fireworks from his wand of pyrotechnics, insuring the city remembers this night.
  • 17_Kythorn, 1492 DR
    • The party heads to Phaulkonmere, where Jeryth does indeed cure them of their wererattedness. She also charges up Fen's amulet.
    • They then decide to check out the Old Tower before obtaining a performance of “Your Beardy face”. They head to the Sea Ward.
    • At the tower, they sneakily check it out from outside, before eventually having Theo open the door using his mage hand. It is closed by a woman soon after.
    • They approach and knock. A woman answers, and the group make small talk. Apparently, they are under the employ of Esvele Rosznar, the new owner of the building. They are doing inspections and seeing what must be done to bring it up to code.
    • Esvele comes up to talk, while Fen goes spider form and sneaks in. At the bottom of the tower he finds a locked door, with a teleportation circle inside.
    • The rest of the party leaves, and when Fen is coming out of the room, Esvele is coming down the stairs. She pulls out her hand crossbow, and with perfect accuracy, shoots the spider. Fen reverts to his human form.
    • Uh oh. Held at gunpoint, they talk. He tries to bluff his way out of it, but she's having none of that.
    • And that's where we end. :)
    • DM Notes:
      • Where did party go?
      • What will Caleb roll up as a new character? :P

2019-03-18

  • 15_Kythorn, 1492 DR
    • The party discusses their next steps and decide to go after bugbear ears. Their only clues to date are either “in the sewers” or “in Undermountain”.
    • They talk with Threestrings at the Yawning Portal and learn of a dwarven bard named Grohl Bonham who is well known in these parts, and has many “groupies.” Apparently, a bard's songs are unique and not normally shared to be sang while still alive. A copywright per se. Also, Grohl likes to tailor his songs to the group he sings to, thus the words often change a lot.
    • They are told they might find Grohl at New Olamn's Academy of Music and Other Arts. Alternatively, he also plays quite often at the House of Song. For now they decide to focus on the bugbear ears.
    • They spend some time searching the sewers, but find it to be a maze of dark and twisty paths with no obvious leads to any Xanathar hideouts.
    • The party returns to the surface and decides to reach out to their contacts. Theo's friends in the Shadow Thieves are not privvy to the location of any Bugbears, nor are Wulskan's friends at the Order of the Gauntlet. Wulskan is asked while there, however to investigate the return of a notorious crime thief known as “the Black Viper” who is believed to be a noble in Waterdeep. He should question a lead at Waterdeep Wazoo.
    • Yaro tries a sending to the Blackstaff but receive no reply. Apparently she's busy.
    • Fen speaks with Jeryth at Phaulkonmere. She tells them that she believes she has in fact located the lair of the Xanathar himself. She has been sending awakened rats throughout the sewers in search, and found an entrance in the Castle Ward which could lead to his lair. She cautions strongly against them just rushing in however, as fighting a beholder is no small task, and not the focus of their efforts. The party decides that Undermountain it is then!
  • 16_Kythorn, 1492 DR
    • They speak with a halfing at the Yawning Portal who goes by the name of Pillsery. He recently went down alone and was quickly chased out. But while down there, he saw a small battle going on with bugbears, goblins and vampires! Somehow, a bugbear snuck up behind him, but he managed to escape back to to the well entrance and get pulled back up in time. He draws them a sparse map of the first two rooms.
    • The party descends. They visit the well entrance, and the room from which Pillsery witnessed a battle. On the floor is a skeleton of a kensu practically laid out and pointing towards a bas-relief of a nalfeshnee. There are bas-reliefs of multiple demons along the walls, but Yarro investigates the one pointed at and finds a secret door. They follow it down to a pool of water smelling of sewage.
    • The other end of the room has a statue of a sahaguin, so they investigate. They find it has a removable head, and once held a candle inside, such that it lights up like a jack-o-lantern. During their time in the room though, they take many psychic blasts to the head. And eventually, the water itself starts to attack them with giant pseudopods rising in the air. They decide to leave it there for the next fools who venture into Undermountain to find.
    • They hear the sound of footfalls running away to the south, and Fen transforms into a bear in order to follow the scent. They traverse hallways both man-made, and natural leading to a room with a statue of a nude woman with no head. They do find the head in the rubble eventually of a cobra with large fangs.
    • Delving further they come across a tiefling skeleton shackled to the wall, with the words “talk to me” in infernal, written in blood. Shauk attempts to do so, and Yarro shares some blood in which they write, “hello” alongside it. Their attempts yield no new information.
    • The next room has two large pillars with an arch overhead. As Fen wanders around the room, he passes underneath, and is hit with a blast of force knocking him out of bear form. Shauk looks over the arch and deems it to be a malfunctioning arcane gate of some sort.
    • Fen transforms once more and continues to follow the scent. The group eventually reaches a grouping of three rooms where they are ambushed by some 15 goblins, and 2 bugbears. Theo is able to save the day by expending three sleep spells, taking out most of the horde.
    • Upon killing the each of the two bugbears, an intellect devourer emerges from each and attacks the party.
    • DM Notes:
      • Yes, I forgot about the intellect devourers.
      • I already told them about the split shield which when put together spells “Nimwraith”.
      • I haven't told them of any treasure in these rooms.

2019-03-10

  • 15_Kythorn, 1492 DR
    • The party awakens in Blackstaff Tower and makes plans for the day.
    • First they head back to their tavern to pick up Wulskan. They tell him he gets to kill stuff and he gets all giddy.
    • Theo, Yarro, Tully, and Shauk head to Ye Olde Xoblob Shop with intent to get a beholder's eyestalk. Fen and Wulskan head to the Yawning Portal to determine where they could obtain Bugbear ears.
    • The first group makes it to Xoblob's, wearing disguises of sorts. While Theo distracts Xoblob, Tully chops off an eyestalk. Almost getting caught, Theo casts sleep on Xoblob who goes out cold.
    • Tully pretends to run out of the shop and then turns invisible. He comes back in and reverts to his normal Firbolg form. The group come out and pretend that someone knocked out Xoblob before running away. A couple of thugs come from across the street and give chase to what they believe is a now invisible human.
    • The group heads back towards the Yawning Portal, but determine they're being followed along the way.
    • The second group asks Durnan about Bugbear ears. He tells them maybe down the portal into Undermountain, maybe in the sewers or outside the city. While they're discussing, a trio of cultists come in searching for someone or something.
    • Theo and Wulskan attempt to hide, but the cultists are honing in on them. Bonnie helps them go out through the kitchen. But they keep following. They run around and head back inside, finding it safer in the company of other adventurer's rather than a dark back alley.
    • The original group show up, still being followed by a couple of thugs.
    • Getting the the punch, the group eventually takes it outside where they're fighting a couple of thugs and three cultists, while trying not to draw attention from the citizens or city guard.
    • In the end, they do kill one cultist and throw him in their portable hole to hide the evidence. They manage to knock out one cultist and one thug who are later taken by the city guard to the magistrar's. Half the party follow so they may question them, but they have to wait 3-4 hours as they're out cold and no one will heal them.
    • Through intimidation, the party learn that the Xanathar Guild was tracking them for taking the eyestalk, and that they're also looking for Wulskan. The cultists team was sent by the Cassalanters and were using a Locate Object spell to find the Stone of Golorr.
    • DM Notes:
      • It's probably mid-afternoon by now, with the party all at the Yawning Portal.
      • Their tavern opens tomorrow.
      • They now know two (or more?) factions are hunting them.

2019-02-23

  • 14_Kythorn, 1492 DR
    • The party meet back up at their tavern. They make plans to head to the Dock Ward and inquire about Esloon Bezant, the Red Wizard, while using the nimblewright detector along the way.
    • Before heading out, Shauk casts “Knock” on the Gralhund's book. It opens and three specters fly out to attack him. The party are surprised at this, and being attacked in their own tavern, but manage to dispatch the specters quite easily. The book tells the family history of the Gralhunds and how their family are devil worshippers. Including the fact that many are now tielflings.
    • They head out, and halfway to their destination, they pick up a signal from the nimblewright detector. It eventually leads them to an alley just North of the City of the Dead. There, they find a nimblewright in a trash heap. It has obviously been in a fight recently and looks pretty broken up. Shauk takes the head as proof to show Valetta later.
    • On the nimblewright is a map. An X marks the spot in the City of the Dead, with the name “Cassalanter” written on it.
    • They head to the marked mausoleum, and Theo picks a lock for the first time in his life.
    • Deep in the bowels, the group find two dead cultists, and one who is simply unconscious (“mostly” dead). They heal her up a bit and she gives them some information. They were to retrieve the Stone of Golorr from the nimblewright. Two of her party attacked the remaining three, and left them for dead (no witnesses!). She vows revenge and offers to lead them to their hideout.
    • They are led to an old converted windmill which now houses many homeless people. Arn and Seffia, two cultists, have taken residence in one of the upstairs rooms.
    • Shauk uses his familiar to spy in the room, and overhears conversation that someone is coming to pick up the stone. He and Yaro stand outside the window which is 25 feet up. The rest of the party head upstairs, and pretend to be coming for said stone.
    • Arn and Seffia know this is a lie, given that they are expecting some spined devils, who coincidentally show up outside the window about that same time.
    • There is a battle in which two of the spined devils as well as Arn, Seffia and random cultist who led them here are all killed. (Yes, she has a name. But she's dead, so it doesn't matter.) Shauk manages to get the stone, and go invisible, shocking the DM. (See what I did there?)
    • They plan to take the stone back to the Blackstaff. Along the way, Shauk is charmed by the stone's influence who tells him to get away and take it to the Cassalanters. Somehow the party manages to keep this from happening. During this, however, the third spined devil swoops down and grabs the stone.
    • In an episode of “this is their story, let's see what they do” the benevolent DM gives them a chance and they manage to kill said spined devil before it escapes. Once again they have the stone.
    • They call for help from their newly acquired Force Grey amulets, and two mages arrive to escort them.
    • The party makes it back to Blackstaff Tower and Vajdra welcomes them in. They discuss the matter of the Cassalanters, but Vajdra is more interested in returning the money. They have no real proof of wrongdoing by the Cassalanters at this time.
    • Tully tries to attune to the stone, and is charmed as well. The Blackstaff stuns him with a word of power before he can escape.
    • Fen then gives it a go, and succeeds. He learns that the stone is an Aboleth trapped inside and knows a good many things. He asks it the location of the treasure, if anyone else knows the stones location, and I can't remember the third question! But later, I volunteer it also gave them the three keys necessary to enter the vault.
    • They will need: An eyestalk from a beholder, a pair of bugbear ears, and a performance of the song, “Your Beardy Face”.
    • They stay the night at Blackstaff Tower for safety reasons.
    • DM Notes:
      • What will the Cassalanters do?
      • What will the party do?
      • What will Vajdra do?
      • That serial killer is still on the loose.
      • Where will the party get the three items they need?
      • Who is this Esloon Bezant guy? And why is he a “Red” Wizard instead of “Green”?

2019-02-17

  • 11_Kythorn, 1492 DR
    • To finish the night, Theo purchases a religious text on Selune for nefarious deeds described later.
    • Also, he attempted to open the stolen Gralhund book, but fails miserably.
  • 12_Kythorn, 1492 DR
    • This adventure consists of Theo, Fenbrix, Tully, and Shauk. The others decided to stay home and watch Buhak play chess against Lif.
    • The first task of the day was to seek out Maxeene the talking horse. Being as Fen can now speak with animals quite easily, they found Maxeene with no issue. She tells them of delivering a half-orc and sun-elf to the Yawning Portal, and they were speaking of recruiting for the Zhentarim. They guess correctly at the identity of Yagra.
    • Shauk spent some time learning spells from Buhak's spellbook before joining up with the party.
    • The party head down to the Dock Ward in search of Harko Swornhold. They first enter Selene's Smile, a local tavern. When asking about Kenku, they learn of a popular hangout called Crammer's Warehouse in the Reach.
    • Tully disguises himself as a human, and Shauk as a Kenku. They head for Crammer's hoping to recruit for their own.
    • They learn a dice game called “Ettin's Head”. Each player puts in a gold and rolls four dice. When a pair comes up, they all yell “Bugbears!” and toss in another coin. If two pair come up, they all yell “Ettin's Head!” and the person who rolls wins the pot. Tully loses 7 gold, but makes friends with the winner.
    • The new Kenku ally decides to switch from working for Harko to Tully, and leads him to the Muleskull Tavern (no relation to Trollskull) where they find Harko.
    • A fight breaks out, but the party easily dispatch Harko and his compatriot. Unfortunately, Jabo the Kenku is killed as well. A barmaid calls for the guard, who come running in.
    • Fortunately, the group say the right things, and kill the right persons. The guards right them up a note to take back to Jalester as proof of their deed.
  • 13_Kythorn, 1492 DR
    • Theo awakens and seeks out Jannaxil at Serpentil's Books and Folios. He mentions the Stone of Golorr and Jannaxil seems very interested. Theo also lays out a plan to scam money the next day and asks Jannaxil to pass the word that a priest of Selune will be excepting donations in the market the next day.
    • The party head for the Yawning Portal and spot a sun-elf but no Yagra. They sit beside Mr. Sunshine and play up asking about Yagra, but he's cool as a cucumber and doesn't show any expression.
    • Speaking with Jalester, the party is given another quest. The Zhentarim are trying to recruit a Red Wizard of Thay and his thugs into the faction. The wizard has committed no crimes, and thus can't simply be “taken out” like Harko. They'll have to find another way to prevent the coming together.
    • The party stops by Mirt's house on the way to visit the Blackstaff. Mirt is not home, but Fen leaves a message with the butler detailing what Maxeene learned.
    • At Blackstaff Tower, the party asks Vadra about the Stone of Golorr. Upon hearing the story, she agrees it must be retrieved so that the money it hides can be returned to Waterdeep.
    • She also appreciates stopping the Gralhund's nefarious deeds, and initiates the group into Force Grey. Everyone receives an amulet showing their affiliation. (DM Note: Anything special here?)
  • 14_Kythorn, 1492 DR
    • Theo heads to the market where he pretends to be an old, blind priest of Selune. He manages to accept a number of donations from passers by until a noble calls him out. With the assistance of the city watch, he his booted from the market place.
    • Fen purchases a Cloak of Protection at Aurora's Realms.
    • The party head for the House of Inspired Hands, a temple to Gond. There, they are attacked when a nimblewright throws a small, metallic sparrow from a window up high. Fortunately, Tully dodges aside and the sparrow crashes to the ground, breaking into many pieces.
    • Heading inside, they meet Valetta, a priestess of Gond. She takes them upstairs to meet Nim, a nimblewright gifted by a Lantanese wizard. Nim won't open the door without some cajoling, but eventually lets them in.
    • Without spoken word, but using hand gestures, he “speaks” with Valetta who becomes quite angered. Nim has apparently been building things. A construct building other constructs is not allowed, an Valetta removes all items from his room.
    • The party learns he built another nimblewright that escaped some time ago. So Nim built a nimblewright detector to find him. Valetta gives the detector to the party and promises them 500gp if they destroy the other nimblewright.
    • DM Notes:
      • They have the detector.
      • The Gralhund book remains closed.
      • They have a quest to deter the Red Wizard of Thay.
      • What else?

2019-02-10

  • 10_Kythorn, 1492 DR
    • The arcane gate closes, but not before some creatures escape back through with guests in tow. One of the guests tells that he has located the origin of the arcane gate, located somewhere below the hospital. Another mentions the walled up entrance leading downstairs as they hurry the remaining guests to safety.
    • Wulskan breaks through the entrance leading to a set of stairs.
    • Traversing the basement, the party learn that it was once a sanitarium, and that there was a great battle here between clerics of Tharizdun and a powerful warlock.
    • They eventually meet said warlock in a large cave deep within the basement area, accompanied by a Neogi and a Nothic. The director of the hospital as well as 10 other guests are chained to the walls.
    • Battle ensues, with Wulskan being charmed at one point, and Yaro being knocked out before Tully uses his one remaining spell to heal him.
    • They eventually prevail over the warlock and his minions, saving the guests as well as the director.
    • She rewards them with 20% of the donations they raised, as well as the treasures they found along the way. They obtain a magical amulet from the warlock.
    • With the guests safe, and being late in the evening, Hilrad the wizard teleports the party (and Lady Cassalanter) back to Waterdeep. She invites them to the Summer Solstice party she is having on the 20th of Kythorn. They sleep for the night before meeting up at the tavern in the morning.
  • 11_Kythorn, 1492 DR
    • The next morning, the party meets up, discusses happenings of the previous days. There was some shopping involved, and Theo buys a puppy named Daisy.
    • Outside the tavern, an explosion is heard! Shauk recognizes it as a fireball going off. The party rushes outside.
    • Fen examines the dead bodies looking for survivors. Yaro talks with a young boy who saw the explosion and gives him a necklace which fell from above into the water barrel he hides behind. The rest of the party search the area for the assailant.
    • Shauk sends his familiar flying up to scope the area. He sees a mechanical man running across the rooftops and follow, eventually leading to a large villa east of Trollskull.
    • The group follow and through some investigation learn that the house is owned by Ormond and Yalah Gralhund. They try to enter the estate while Fen transforms into a spider to scope out the place. The 12 foot wall hinders their progress though, except for Yaro who somehow makes it over.
    • They are spotted by neighbors and people walking the street who report to the city guard. Fen sees a thug enter the premise looking quite crispy from being burned and start an eventual battle between the house guard and what we soon learn is the Zhentarim.
    • The party, with the help of the guard, and Theo's flashing the “Force Grey” badge of honor, makes their way inside, only to find many dead bodies.
    • While half of the party searches the house, the other half heads up the stairs to find more battle ensuing.
    • Theo meets up with Lady Gralhund and keeps her at bay as the watch fights off the thugs. They also eventually apprehend Urstul, the leader of the band, as he tries to break through the bathroom door to get to Lord Gralhund.
    • Lord Gralhund, in his cowering state, admits to everything. They have been hosting the Zhentarim in hopes of obtaining the Stone of Golorr. They were behind the kidnapping of Renaer Neverember, as well as the explosion in Trollskull Alley. They sent their Nimblewright to follow Urstul, who was following Dalakhar, a gnome believed to have had the Stone of Golorr.
    • Two detectives arrive, taking over the case, and taking away the Gralhunds and Urstul. They let the party go, having broken no laws and after it is explained how they came to be here in the first place.
    • Later that day, Renaer stops by as well as the detectives. The party learn that the Stone of Golorr contains the knowledge of the location of 500,000gp stolen by Lord Neverember, hence why everyone seeks it.
    • DM Notes:
      • Shauk had an area of the tower of Trollskull Manor increased in size for 200gp.
      • Tully stole a book from the Gralhunds that he has not yet examined.
      • Theo claims they were on business from the Blackstaff. She doesn't know this. :)
      • Mirt from the Harpers is wondering why he hasn't heard from anyone yet.
      • Harko Swornhold is somewhere in the city waiting to be killed.
      • The party might go to the House of Gond to learn about Nimblewrights. (Where is the Stone of Golorr?)
      • The Zhentarim are being rounded up. How will this affect the state of the city? (Theo ousted Yagra!)
      • What else? My head hurts.

2019-02-03

  • 9_Kythorn, 1492 DR
    • Theo, Fen, Yaro, Tully and Shauk head to Trollskull Alley where they meet up with Buhak and Wulskan. They are introduced all around, told tales of how the tavern came to be theirs, and some of their past adventures
    • Wulskan takes Yaro and Tully out to deliver the horses to the Cassalanters and meet up with Laeral Silverhand, the Open Lord of Waterdeep.
    • They first head to the Cassalanter's, where they are greeted by the butler, Willifort Crowelle, and introduced to Lady Ammalia Cassalanter. She offers up the guest house as a temporary place to stay, and rewards them for bringing the horses, which are meant as birthday gifts for her children.
    • They are also introduced to Hilrad the Patient, a wizard from Elventree, and Director Erica Salinop. They are inviting nobility to a gala held in order to raise money for a new children's hospital located near the Moonsea. They invite the three adventurer's along as a means of garnishing more money from the nobles, as they spin their wild tales.
    • The party settles into the guest house, and then seeks out Lady Silverhand at Peirgeiron's Palace. They turn over the commendations from the Lord's Alliance and are invited to join. They should seek out Jalester Silvermane in the Yawning Portal when ready.
    • The party then goes shopping. Wulskan purchases a +1 greataxe, Yaro obtains a Pole of Angling and Collapsing ready the next day, and Tully uses a wolf skin as the materials in a Cloak of Protection, ready in two days time.
    • They head to the Yawning Portal and find Jalester, who asks them to seek out Harko Swornhold in the Dock Ward and put him to the sword. Wulskan is giddy at the chance to kill with purpose.
    • The three return to Cassalanter Villa, where they drink freely, play billiards and converse with the Director who is also staying at the guest house along with Hilrad.
  • 10_Kythorn, 1492 DR
    • The next day, they prepare and then Hilrad teleports them and some other nobles to Elventree. From there, they make their way to the hospital courtyard.
    • They speak with many of the guests, and procure donations from the following:
      • 700gp Seranolla the Whisperer
      • 500gp Dark Linsa (the donation card is unintelligible and filled out illegibly).
      • 100gp Edea Valkrana
      • 200gp Finnan Jampot
      • 300gp Rijjak Kerrhylon
      • 400gp Schmon Schmith
      • 900gp Felica Del Eathalena
    • Suddenly, an arcane gate opens, and creatures begin swarming out. A gibbering mouther, a neogi, and 6 neogi hatchlings attack the party and the guests.
    • The party manages to take the beasts down, and we end the session here - wondering what's on the other side of the arcane gate. (DM Note: Two guests died! Was one or both of them one of those who donated…? Roll for it.)

2019-01-16

  • 7_Kythorn, 1492 DR
    • DM Note: I originally told the party it was Flamerule 7, not Kythorn 7. So, in retrospect, the Lliira's Night celebration has not yet happened. Good thing, since they would have missed it anyway. ;)
    • Theo and Fen awake the next morning to find people outside going about their business. An owl flies up to Theo and announces Lady Phaulkon requests his presence.
    • The two head over to Phaulkonmere and are greeted by Melannor Fellbranch, the groundskeeper. Melannor leads them inside, where Jeryth Phaulkon tells of trouble in the hamlet of Amphail. Someone there has prayed for help from Meilikki and she is sending Fenbrix to help.
    • She teleports them to the southern outskirts of town once they are ready, and they head in. They first come across the house of Lord Dauner Ilzimmer where the serving maid who answers points them towards the north end of town to find Sawyer Tarm, a local farmer.
    • They find Sawyer, who explains that something has been killing his and other farmers horses, and he has prayed to Meilikki for help. They begin their investigation.
    • Meanwhile, at the Horse Pond Tavern, a new group has banded together to help with a job and make some gold. Lord Ilzimmer has contracted with Tully, a Firbolg cleric; Shauk, a Triton wizard; and Yaro, a half-elf monk to escort a couple of ponies to Waterdeep. They will be birthday gifts for the twin children of the noble Cassalanter family. They are told to seek out Sawyer Tarm for the ponies.
    • Fen has been searching the tracks near some dead horses, and finds wolf tracks leading into the Westwood forest. Both parties meet for the first time and make their introductions. They decide to help each other with their respective quests.
    • The group track the prints into the forest, with Sawyer close behind, although as time progresses he falls back more and more.
    • Soon, the party is attacked by six dire wolves. The pack takes down two of the party during the fight, but they are helped out by Sawyer Tarm in the form of a large werebear!
    • Eventually defeating the pack, Sawyer thanks them graciously. Fen, using his charm of restoration, removes the curse bestowed upon Sawyer, who falls to his knees crying in happiness. Praise Meilikki!
    • Back at the farm, a guard sees the party dragging some of the dead dire wolves back for their pelts, and offers them a letter of commendation to the Lord's Alliance, specifically Laeral Silverhand in Waterdeep.
    • The party decides to rest for the night at the Stone Stallion Inn.
  • 8_Kythorn, 1492 DR
    • The next morning, the party gathers the ponies and heads out, after learning of a hill giant somewhere near the roads. They keep a look out along the way, in order to protect their charges.
    • That night they arrive in Rasalanter, and stop at the Sleeping Dragon Inn, run by Yondral Horn. They speak with the guard there from the Lord's Alliance, and hear word that the giant may be at the ruins of Rasalanter Keep. They rest up for the night in preparation.
  • 8_Kythorn, 1492 DR
    • The party travel a couple of hours towards the ruined keep. Using Shauk's osprey familiar, they find the giant inside eating a horse. So, naturally, the prepare and set a trap.
    • Fen places a spike growth spell outside the keep as Theo shoots to draw it out.
    • Without going into too much detail, the giant never gets a hit in, the DM is embarrassed at how easy this was, and the party find 90gp. Poor giant.
    • Heading back to the Sleeping Dragon Inn, they speak with Sergeant Bartholomew Gromlet, whose name I have to remember, since Yaro wrote it down. He pays the group for their efforts, and also writes another letter of recommendation to the Lord's Alliance, care of Laeral.
    • The party, having another day to travel, decide to head out mid-afternoon, and push through the night to arrive late the next morning.
  • 9_Kythorn, 1492 DR
    • Welcome to Waterdeep! Yaro, Tully, and Shauk plan to seek out the Cassalanters. Theo and Fen provide an address to their home, and we end the night there.
    • DM Note: I didn't even realize this at the time I made up this story. I learned about it trying to find Melannor's name again. But in the history of the Forgotten Realms, apparently prior to her disappearance, Jeryth Phaulkon was betrothed to a son of the Tarm noble family of Waterdeep, Arum Tarm. Could there be a relation between Arum and Sawyer? Is that why she wanted to help answer his prayer? Hmmm…

2019-01-10

  • 5_Kythorn, 1492 DR
    • The party, having unicorn in hand, and feeling they can come back anytime, decide to exit the Blue Alley. Before doing so, they easily dispatch the magmin at the bottom of the pit, in order to collect the slag of melted coins at the bottom.
    • Bella takes the unicorn statue and leaves, thanking the group. The party then head back home to discuss next steps.
    • Theo and Fenbrix decide to investigate Berendarr's World of Words that night. So, they each rest up in order to heal and gain spells.
    • Late that night, they stealthily make their way to Berendarr's and break in. Somehow, they easily make it past the maze like bookshelves to the back of the store. (DM Note: Should've been harder!) The book switched out by Buhak is not where he left it however!
    • They enter a room in the back, where they are attacked by a skeletal minotaur. They whittle it down pretty well, but it does manage to get a couple of big hits in on Fenbrix before it dies.
    • The back room is storage with incoming, outgoing, reserved, and other forms of books. They find an office off to the side with ledgers, orders, etc.
    • Past the office is a room labeled “Special Supply”. Inside they find the book Theo seeks, with the symbol of Shar. They also find another magical book using detect magic, but they do not take it.
    • On the way out, Fenbrix with his detect magic notices the rug and a book on the shelf - the same book Buhak had switched. He grabs it and it sticks to his hand, before biting him! It is a mimic!
    • As they try to attack it and figure out how to undo the grapple it has on Fen, it hits him with a pseudopod, knocking him out. Theo disengages to the other side of the carpet.
    • The mimic, being really stupid, crosses the carpet only to be smothered as it rolls itself up to capture the being on top of it. Theo quickly heals Fen and they exit the premises.
  • 6_Kythorn, 1492 DR
    • Back at home, they try to sleep, but find themselves wide awake due to the near death experience and the adrenaline. Theo casts sleep upon Fen, but cannot fall asleep himself.
    • The next morning, they head out once again to get coffee, and try to spy on the dwarf and gnome who sent them on this mission in the first place. Disguised quite well, Theo manages to listen in on some conversation, and decides to follow the pair.
    • The duo head to Buhak's Backyard, surprising everyone. “They know where we live!” The two watch the manor for a bit to see if Theo comes out. Getting impatient, they then head towards Berendarr's.
    • On the way, Theo lures them into a dead end alley, and attempts to play some mind tricks on them. When those don't work, they eventually talk and he attempts to haggle the price of the book.
    • The pair instead take him to Jannaxil's bookstore, where they are able to negotiate a price for the book much higher than originally planned. Being careful, Theo offers to trade it with them that night at the entrance to the Blue Alley.
    • Fen and Theo then go out to multiple stores, determining prices for the items they have found, of which they decide to keep most (now that Buhak has identified them).
    • Theo takes a nap to prepare for the meeting with Jannaxil that night.
    • Vajra Blackstaff comes to their home and speaks with those awake about a serial killer in Waterdeep. She provides them the three notes they have left with details of the murders at each location. She asks for their help in stopping this madman.
    • That night at the Blue Alley, Theo and Fen prepare a means of escape through the portal in case things go awry. However, true to his word, Jannaxil trades the coin for the book. He also tells Theo, “You have passed. Welcome to the Shadow Thieves.”
    • The party heads back home to sleep the night.

2019-01-06

  • 5_Kythorn, 1492 DR
    • Using some magic, Theo and Fenbrix manage to disguise their lack of clothing while they make their way back to the Blue Alley. They meet up with Wulskan and Bella about the same time that Wulskan is under attack.
    • Wulskan jumps back to the hallway, and the group takes a few pot shots at the smoke mephits. However, the mephits eventually dissipate back into the smoke and do not follow them out of the room.
    • The group checks the room with the golden path and the words which read “GET THROUGH”. They easily “get through” the room and make it to the other side.
    • In the next room, stands the sought after Unicorn! The walls, ceiling and floor are covered with mirrors. Any attempt they make to remove said unicorn (actually a 3-ft tall statue) from the room, teleports it and all their possessions back to the center of the room, leaving them naked again.
    • Wulskan, curiosity overcoming him, steps off the yellow path. The symbols of Mystra in the mural on the wall flare, and he suddenly has a fear come over him like no other. He runs from the room.
    • The group try a number of ways to exit while still maintaining their possessions. They even go to a couple of other rooms, finding magmin in the bottom of the 40-ft pit. While naked, Theo has a rope tied about him, and is almost dropped into the pit while trying to reach some treasure at the bottom. He uses his mage hand to collect a gem, however. The room with the alchemicals, they find a doubly-dosed potion of healing.
    • They try breaking the mirrors, using mage hand to extricate their items, etc. Finally, the DM mentions the open door. They look behind it and find the words, “Everything you see is mine!” Closing their eyes, they carry the unicorn and their items out of the room.
    • Needing a short rest, they plop down in the middle of the hallway for an hour. At the end of that time, six Boggles arrive and attempt to steal their items. The party deals with the Boggles accordingly.
    • Using some ingenuity, and some rope, the party makes their way across the smoke filled room with platforms, where at the end, Theo takes a magical sword. Fenbrix turns into a spider and makes his way through the barred window, and then 50ft down the hall. There he finds the hidden door mentioned earlier. He continues down the hall where he eventually finds his way back to the silver/gold junction of hallways. He runs back to the party.
    • All together at the secret door, the party finds a small, locked, golden door with what they determine to be a coin slot. Theo drops in his commemorative coin and the door unlocks. Inside is a magical lantern.
    • Knowing that their are at least three more doors on this western side of the dungeon they have not yet been through, but also knowing they hold the unicorn and at least four magical possessions, they stop here to contemplate their next move. Perhaps exit to return another day, with Buhak? Keep searching the alley? Leave and never return? We shall see!

2019-01-02

  • 5-Kythorn, 1492 DR
    • The party decides to sleep for the night and contemplate how to obtain the book from Berendarr's.
    • The next morning, a knock at the door reveals Bella Rosleigh a halfing rogue/cleric. She has been commissioned to obtain a Unicorn from The Blue Alley, and was sent to the group by Durnan, after she sought out adventurers to help her.
    • Buhak stays behind to argue with Broxley about some details of the tavern's work.
    • At the Blue Alley, located in the Sea Ward, the group finds a portal of sorts they cannot pass until they have individually signed their name in a ledger book near the entrance.
    • Inside, they find a mural of mutilation showing depictions of their actual group being mutilated by grisly traps. Wulskan spots a small sentence hidden in the mural: “Fifty feet south of the barred window is a secret door.”
    • The head to the east, following what is known as the “silver” path at first. Down a hall, they see an embossed skeleton in the wall, beside two doors heading east. One appears to have a spike trap, while the other has lightning arcing between rods some 20 feet up.
    • Wulskan heads down the latter hall, steps on a pressure plate and immediately starts levitating, getting zapped by the lightning. Theo disarms the trap and Wulskan falls to the ground, a bit charred.
    • At the end of the hallway, they find a trapped doorway which dumps out many silvered spheres of various sizes as Theo uses his newly found mage hand to open the door.
    • Inside the room, Fenbrix using detect magic, spots invisible items scattered amongst bones and refuse covering the floor. They are later determined to be invisible bear traps after one of the silver spheres is tossed into the room.
    • Upon hearing the snap of a bear trap, six skeletons emerge from a hidden door on the far size of the room, and a fight entails.
    • The party defeats them easily, and upon searching the room, find a magical doll and a wand, amongst other mundane items.
    • To the north is a long hallway filled with spinning blades. Bella takes the majority of the damage to get to the end, and Theo follows her. At the end is a domed room with a pillow, atop which lays a single copper coin. Upon picking it up, a voice says sarcastically, “Congratulations.” The coin is marked, “Minted in 1364 DR, golden anniversary of the reign of Lor Piergeiron the Paladinson.”
    • Finding no other exits, the party heads back the way they came. Unfortunately, Bella takes serious damage from the blades once again, falling twice. She expends her own curing spells to revive herself, and Fen also has to revive her a final time. She currently sits at 4 hit points, and has become deathly afraid.
    • Past the lightning rod hall, back towards the embossed skeleton, they find a hidden door, which Wulskan smashes down.
    • They come upon a reception room, with a door to the east and north. To the east, they hear the words, “Entertain me!”
    • Opening the door, they see a solid bronze statue of a wizard. On the wall is a phrase, scrawled in common: “Utter madness. PURE RUBBISH!”
    • The statue seems to respond to questioning with haughty rhymes, quips and puns. It asks, “Well, do you have a riddle for me?” Fenbrix suggests a riddle which the DM in all his wisdom knew the answer to.
    • They leave the room and head further north where they find a long hallway filled with doors. The first door they come across leads to a room filled with coins. Above the doorway, a phrase reads, “Take only what you can truly afford.” Upon further investigation, they notice that the piles of coins are laid out to spell, “ALL FAKE”. They decide for the moment to not mess with the coin.
    • To the south of the coin room, is another room with black iron gates set into the southern wall. A voice intones, “Beyond these gates lies paradise. Enter them as you entered life, and you may yet find it; grasp the jewel and grasp the iron, then be whisked away to the truest of rewards.”
    • Wulskan holds a jewel and grasps the bars, but nothing happens.
    • Fenbrix, taking the words to heart, strips bare and grasps the bars. He immediately falls over laughing in a fit of hysteria, and then disappears! Theo, hoping to help his friend does the same.
    • Wulskan is left alone with Bella. He gathers Fen and Theo's items, and proceeds to check out other rooms.
    • He peers into three rooms before venturing into a fourth.
      • The first room contains a path laid into the floor. Inscribed on the west wall are the words, “Get through”. He decides not to try just yet.
      • The next room he peers into is hot, humid and smells of ash. There is a circular pit at the end of the room which he does not investigate as of yet.
      • The third room has rows of workbenches, as well as beakers, vials, and buckets of unidentifiable arcane goo. He does not step foot inside.
    • The final room off this hall is large at 40×80 ft. The floor appears to be at least 20 feet below, but is hidden by a blanket of smoke. Seven circular metal platforms, each 6ft in diameter, hang from great iron chains attached to the ceiling. Wulskan spots a barred window in the far southwest corner as the only exit.
    • Remembering mention of a secret door 50ft south of a barred window, he jumps onto the first platform, almost falling in doing so. From the smoky depths, five smoke mephits arise.
    • We end the night here. Theo and Fen have been told what has happened to them. Wulskan must decide to fight or flee, and Bella watches from the hallway following Wulskan's lead.

2018-12-12

  • 4-Kythorn, 1492 DR
    • The party starts back off in what is now known to some as Buhak's Backyard, meeting up with Buhak.
    • Buhak has been copying and learning spells. Also during his time alone, he found a magical coin embedded in the floorboards, seemingly dropped at some point in the past. (DM Note: Cheater's Coin - 80% chance of coming up as the flipper wishes.)
    • Stories are conveyed, and they decide to rest and set out the next morning for the Undercliff on behalf of the Emerald Enclave.
  • 5-Kythorn, 1492 DR
    • The morning begins with hammering and nailing as the crew continues work on the building.
    • On the way to the Undercliff, Buhak stops and purchases some material components for his spells.
    • The party eventually makes their way to the Snobeedle Orchard and Meadery where they meet a halfing druid named Blossom Snobeedle. She is also a member of the Enclave.
    • She tells them of the scarecrows killing the livestock and tearing down the crop.
    • The party hunts down the scarecrows, with the help of Buhak's familiar, Koz.
    • Fenbrix is knocked unconscious, but they manage to survive the onslaught.
    • Upon returning to the Snobeedle's, Buhak makes a deal to sell a unique blend of mead at the tavern, and makes off with a bushel of apples.
    • Fenbrix returns to Melannor at the Enclave and is paid for his service. On the way home, he swings by Xoblob's shop, and sees Xoblob returned to the window. He peeks in and definitely feels he is being watched by those on the street as well as Xoblob himself.
    • Wulskan and Theo head to visit Savra at the Order of the Enclave. She is perplexed and bewildered with Wulskan, who brings her a pumpkin head. She pays him a bit for his deed, but explains how things work in the Order before having him followed home. She will keep an eye on this one. Theo is aware they were followed.
    • As they are deciding their next steps, a paper bird flies in with a message from Mirt the Moneylender to meet him at the Opera that evening.
    • Feeling this is an opportunity for advertisement, Fen and Wulskan head off to have cards announcing their tavern made, while Theo and Buhak purchase appropriate attire for the opera.
    • Before heading to the opera, Buhak and Theo visit Berendarr's World of Words.
    • Using Detect magic, Buhak sees a magical carpet and book upon the shelf at the front of the store which he picks up and carries about.
    • They inquire about magical books, and attempt to find their way through the maze of shelves to the back of the store.
    • Failing miserably, they ask for help from Berendarr. He leads them to the back where they haggle over some books. Eventually, Buhak makes a trade of Grum'shar's spellbook plus 25gp for another book containing the Earth Tremor 1, Magic Missile 1, Continual Flame 2, Darkness 2, and Sending 3.
    • Theo and Buhak attempt to purchase the magical book found at the front of the store, but Berendarr claims it was a family heirloom, improperly shelved and is not for sell at any price. Buhak can tell there is an illusory spell upon it.
    • Buhak attempts the old switch-er-roo using sleight of hand to “hide” the book where he can find it later, and they leave.
    • That night at the opera, they hand out the cards, and during intermission meet with Mirt.
    • Mirt explains the Harpers to them, and offers them a test of sorts. They are to seek out Maxeene, a talking horse pulling a dray, and find out what she has learned.
    • The party finishes watching the extremely well performed opera and heads back to the tavern.
    • It is near midnight, and the party is contemplating a possible heist at the book store.
    • Welcome to level 3!

2018-12-03

  • 4-Kythorn, 1492 DR
    • The party awakens to banging at the door, as Broxley has brought a crew to renovate the building.
    • Buhak decides to stay in to study for the day, oversee the work crew, and do personal items.
    • Theo goes out for coffee and overhears a job being spoken of, to steal a book from Berendarr's World of Words.
      • It has what he recognizes as the symbol of Shar on the front.
      • He is given the job by a short female dwarf and her compatriot rock gnome, as yet unnamed. Both know thieves' cant.
      • Told they can be found at the coffee shop, or bring the book to Serpentil's Books and Folios.
    • The three adventurers then seek out thugs to conquer for the Order of the Gauntlet.
      • They head to the Field Ward and make their way to the Endshift Tavern.
      • The guards and barkeep suggest trying the Burnt Inn where they meet the proprietor Maxine.
      • Maxine gives Wulskan a run for his money, but eventually points him towards Fizban - a recipient of the thugs beatings.
      • He tells them of Boltspring Alley, where the party eventually meets, greets, and defeats three thugs.
      • They find a note for evidence that the Zhentarim have paid thugs to harass Xanathar Guild members.
      • Returning said note to Savra Belabranta at the temple of Tyr, she pays Wulskan 50 gold.
      • She tells them of a thief to keep an eye out for - The Black Viper.
    • Here, the party decides to split to pursue a few goals individually.
    • Theo
      • Makes a visit to Berendarr's World of Words. He cases the joint, and finds it to be a maze of bookshelves.
      • He never quite reaches the backside of the store and questions how big it is.
      • He eventually purchases Volo's Waterdeep Enchiridion.
    • Fenbrix
      • Visits Phaulkonmere and the Emerald Enclave.
      • He is greeted by Melannor Fellbranch and invited into the Enclave by Jeryth Phaulkon, whose voice he hears, but never sees.
      • She asks him to investigate some scarecrows come to life in the Undercliff.
    • Wulskan. Oh Wulskan.
      • He goes to visit the Olde Xoblob Shop.
      • Where he steals Xoblob.
      • Running out on the street, he heads towards the Skewered Dragon to hide.
      • He is met by a thug and an apprentice wizard. Lining up, he breathes his lightning breath which kills the wizard.
      • He battles it out with the thug, but not before he can call for backup.
      • Ten more thugs exit the premises, and give chase. Only two can keep up.
      • Wulskan eventually evades them, only to be spotted and chased by more.
      • His long Barbarian stride, stealthy ways, and acrobatic moves throughout the crowd keep him from being caught.
      • However, he meets up with three other thugs who seemingly appear to be awaiting him as he runs down the street. As if they were expecting him.
      • He dodges left down another alleyway, and they lose track. He also takes his trident and pokes holes into the stuffed beholder, questioning his sanity.
      • Finally feeling as though he's getting away, he comes face to face with another apprentice wizard, who also seems to be awaiting him.
      • Xoblob pulls away from him, but Wulskan maintains the grapple upon him.
      • Finally, feeling this may not be such a good idea after all, he throws the plush toy at the apprentice, missing entirely, but managing enough of a distraction to escape.
      • He heads back to Trollskull Manor.
    • While awaiting Fen and Wulskan, Theo answers the door to a mage who is delivering the 250gp promised by Vajra for information about the Illithid in the sewers.
    • Everyone arrives and Wulskan tells his story.
    • Theo peeks outside and sees two men who have appeared to traveled by their tavern multiple times in short order.
    • We end the night with the DM realizing once again, that you can't plan for everything. It's about 4pm in the day.

2018-11-28

  • 3-Kythorn, 1492 DR
    • Party settles on a name - “Buhak and the Blue Tarps”.
    • Sign deed for Trollskull Manor.
    • Fen and Wulskan retrieve 750gp of silver bars from Zhentarim hideout.
      • 250 towards guild fees and membership.
      • 500 to start fixing roof and windows.
    • Theo visits the Holyhands House and meets Clairis, a cleric of Kelemvor.
      • They return to tavern, where Clairis helps communicate and come to peace with Lif.
    • Buhak studies, copies spells, calls forth a familiar.
    • Before returning to tavern, Fen is visited by a cat and invited to visit the Emerald Enclave at Phaulkonmere.
    • The group is contacted by Vajra Safahr, the Blackstaff.
    • They visit her at Blackstaff Tower and are invited to join the Gray Hands.
    • She is informed of an Illithid seen in the sewers. She sends a mage to investigate.
      • The mage follows Buhak's owl to the entrance.
      • The group is promised 250gp if this information pans out.
    • They are commissioned to seek out Hlam and gather information from him.
    • Along the way, they fight with a Harpy and three winged Kolbolds.
    • Hlam tells them, “Evil's twin hides its face for now. Expect that to change before summer's end.”
    • The group returns with the information to Vajra, where she rewards them with 100gp.
    • When asked for more missions, she suggests they visit Savra Belabranta with the Order of the Gauntlet.
    • Savra inducts Wulskan into the Order and sets upon him a task.
      • Zhents are paying gangs in the Field Ward to attack suspected Xanathar guild members. Stop a fight before it happpens, to send a message to these thugs that further altercations won't be tolerated.
    • The party heads back to the tavern for a night of rest.

2018-11-19

  • 2-Kythorn, 1492 DR
    • The party awakens, eats breakfast and goes looking for the sewers.
    • Following the signs, they come across a Gazer and defeat it.
    • Continuing on, they make a lot of noise, alerting two goblin guard sentries.
    • In the end, they defeat the goblins, Krensk, Zemk, and Grum'Shar as well as an intellect devourer.
    • An illithid escapes through a portal.
    • Floon is rescued and returned to Volo and Renaer!
    • Volo offers them the deed to Trollskull Manor. They arrange to meet in the morning after a night's rest.
  • 3-Kythorn, 1492 DR
    • The party meets up in Trollskull Alley, visiting Corellon's Crown and Steam and Steel along the way.
    • Volo, Renaer, and a magistrate greet them at the Manor, where they also meet Lif, the previous owner.
    • They check out the place, and Broxley Fairkettle comes along as a representative of the innkeepers guild.
    • 1000 gp to get up to code, 250 for guild fees. 60 gp upkeep every tenday.
    • The party is ready to take ownership must decide to sign individually or as a group, with name.

2018-11-14

  • 1-Kythorn, 1492 DR
    • Volo introduces party to Buhak - a tortle sorceror.
    • They head off to Candle Lane to investigate the Zhentarim warehouse.
    • Fight four Kenku who tell them:
      • “Xanathar sends its regards.”
      • “Tie up the pretty boy in the back room!”
      • “Follow the yellow signs in the sewers.”
      • “No time to loot the place. Just get him to the boss.”
    • Rescue Renaer Neverember, who tells them:
      • “The Zhentarim thinks that my father embezzled a large amount of gold while he was Open Lord, and that he hid the dragons somewhere in the city. They think they can find it by using an artifact called the Stone of Golorr, which was in the hands of the Xanathar Guild until recently. Apparently, someone stole it. The Zhents thought I knew something about all of this, but I don't. My father and I haven't spoken in years.”
    • They find a secret room containing four paintings of cities, and 15 silver trade bars.
    • The City Watch bursts in, and questions the group. Renaer backs up their story, and the city watch lets everyone go. (I forgot to hand out the Code Legal.)
    • Theo cuts the paintings from their frames and rolls them up to take out. The silver bars remain in the secret room of the warehouse.
    • The party heads back to the Yawning Portal, speak with Volo, Yagra and Threestrings before eating dinner and heading off to sleep.

2018-11-07

  • 1-Kythorn, 1492 DR
    • Players
      • Theo Garrett - Human rogue, hailing from Neverwinter.
      • Wulskan Lumihazar - Bronze dragonborn barbarian, from Tymanther.
      • Fenbrix - Human druid, from Kheldell.
    • Started in Yawning Portal in Waterdeep. Watched Yagra, a female half-orc get into a fight with bald male human with many tattooed eyes on this head. Helped fight a troll and stirges which came up from the well in the tavern.
    • Volokamp Geddarm, asked the adventurers to help find his friend Floon Blaagmar who has been missing for days. Offered to pay them each 10g now and each 100g later if they bring him back safely. Theo manages to also get a copy of his book Volo's Guide to Monsters. Tells them to start at the Skewered Dragon, the last place he saw Floon.
    • The party heads to the Skewered Dragon, and along the way finds a cordoned off street where a fight has taken place. They later learn it is between the Zhentarim and the Xanathar Guild.
    • At the Skewered Dragon, the barkeep Bartholomew explains that Volo and Floon were in late one night drinking. Volo left, and Renaer Neverember, the son of Lord Dagult Neverember came in and joined Floon. They look very similar in appearance, with reddish-blond hair, and dressed fancily. They eventually both left, but may have been jumped outside by ruffians.
    • The party heads next door to the Old Xoblob Shop, where they meet Xoblob, a deep gnome. The store sells all kinds of trinkets, but everything is a deep purple color. Also, there is a stuffed beholder head in the window that when the party is not looking, seems to turn such as it can always keep an eye out on them. Wulskan tries to intimidate Xoblob into selling the stuffed beholder, but are kicked out of the store. Not before Theo manages to get a few trinkets and learning that indeed, Renaer and Floon were jumped just outside and dragged up the street towards Candle Lane.
    • The party talks with the city watch some and learns a bit about both the Zhentarim and Xanathar's Guild.
    • They head towards Candle Lane and spot a warehouse with the sign of the Zhentarim, a winged snake, imprinted on the door to the building. Before heading in, they decide to head back and check in with Volo for more information.
    • Volo, at the Yawning Portal, tells them that Xanathar is a beholder, and a bit more information on both factions. They question what involvement Floon and/or Renaer would have with such people, but he does not know. He tells them that if they are going in against the Zhentarim, they might need help - and he has a friend.
    • We end for the evening here. Next week, we introduce the friend!
waterdeep.txt · Last modified: 2019/04/10 13:12 by skouri