Wednesday, September 26, 2018

Dragon Heist - Episode 3: A Session Full of Lively Spirit

See here for episode 1 and here for episode 2

Once more I find myself writing a recap of my last session. This one was not very interesting in terms of combat, but we roleplayed for essentially the entire session.

Sadly we were missing a couple players this week so for the standard party we only had:
Banjo, a Ghostwise Halfling Druid who was raised by Stout Halfling Folk and is always concerned about his appearance given his strange ghostwise nature.
Frritz Fo Yurden, a Dark Elven Fighter who idolized a specific hero (/villain) of Drow culture and strived to be like him by making his way to the surface.
Tsunami, a Water Genasi Bard eager to be as famous as she could possibly be.
And then there was King, a High Elven Wizard who worships Oghma the god of knowledge.

The four had just been promised the deed to an (as Volo described it) illustrious manor. However, the heroes were less than certain whether or not this manor would prove to be as beautiful as Volo described it. After all, Volo is known to be quite the exaggerator. Nevertheless, the heroes agreed, feeling that they did not really have anything to lose by taking him up on the offer. However, as the night was still young and Volo could not reach the magistrate until the following morning the heroes had some time to kill. Renaer thanked the heroes for everything that they had done and promised to spread the word of their good deeds, and should they ever need it, his own assistance. Volo headed home, vowing to return to The Yawning Portal tavern tomorrow to escort the heroes to their new property. Lastly, Floon Blaggmar decided to thank the characters the best way he knew how, a tour around all of the bars of the city. Along the way, the heroes were introduced to several sights, information about the city, and much much more! Nevertheless, as the tour came to a close, Floon returned them to the Yawning Portal and bid them adieu, heading off elsewhere to sink even more funds into a gambling debt in some seedy establishment.

The sun setting over the City of Splendors is truly a sight to behold!

As the morning came the heroes headed down to be greeted by Volo. As breakfast was eaten, and drinks were drunk Volo dashed off through the city. Winding through alleyways and main streets alike northward in the direction of the Castle Ward. The group then recalled from their tour that the Castle Ward is essentially the middle-class district. Often called "The Heart and Soul of Waterdeep," it holds many legal offices, some barracks, government offices, and even the astounding sight of Castle Waterdeep. Eventually, though, the heroes arrived at the legal offices of magistrate Kylynne Silmerhelve. The office of magistrate is special because, as Floon described on their journey, the magistrates could serve as both judge and jury (and sometimes even executioner). Therefore, the heroes strove to be on their best behavior under such circumstances (and actually sorta succeeded). In addition, as they were signing over the deed, the magistrate noted that while they would have to pay an estate transfer fee of twenty-five gold, it had been kindly paid for in advance by Renaer! In proper adventuring fashion, they then put Goose the illiterate's name down as owner of the manor and declared that all was well. Volo cheerily agreed and then decided to accompany them to the place in question.

Just a few of the coins of Waterdeep, magnificently crafted indeed

Volo led the heroes then northwards into the... well... North Ward (clever name, eh?). A bit more upper class than the Castle Ward, those who call this place home might even be able to afford a couple servants or two to look after the children or take care of domestic duties while the true residents manage their businesses, investments, and civic services. Along the way, Volo told them several other caveats that came with the terms and service agreement they had just signed. He informs them that at their new manor they must stock, sell, and promote all of his books. They must also provide free room and board (of the finest quality) upon his request. In addition, under no circumstances is a Shou trader named "Fai-Chen" allowed to enter the premises. Apparently there's some misunderstanding in the markets of Amn that led to a falling out between the cataloguer and magic item salesman, but nevertheless, the end result still stands. With those conditions in mind, Volo continued farther and farther northward until eventually, the heroes found themselves in the frighteningly named "Trollskull Alley." It was a rather quaint little community tucked in the middle of the North Ward, businesses catering to the upper-class residents of the alley populated the sides of the way, tucked in between the much larger and more beautiful spectacles that were the houses of those who dwelt in the alley, and just on the corner, the group saw... something frightening.

Now doesn't that just give you the chills

A boarded-up building, four stories tall with a gunner tower at the top, towered over the characters like the lean old figure of death itself. With an imposing manner, the manor stood, dilapidated from years of disuse and abandonment. As the heroes took it all in, Volo gave a quick pat on the back, a cheerful smile and a cry of "Good luck!" before vanishing off into the crowd of the Castle Ward. With the characters left to sort out the mess of the place, they ventured inside, seeing what to make of this manor they now owned. The first level seemed to be that of a tavern, there was a bar, a pantry, and even a kitchen. However, it clearly had not seen much use in recent days as tables and chairs were scattered and broken across the floor. Strangely though, the upper levels seemed in much better condition, providing ample housing for the party to rest and recuperate after any Waterdhavian escapades. There was even a cellar which housed still drinkable ale and wine, which seemed to still be in quite commendable condition. However, as a dinner plate suddenly flew through the air towards Banjo, barely missing him and breaking against a wall, the group realized that not all was as it seems (and cursed Volo under thier breaths).

When a creature's spirit has some goal that it never could finish it becomes a specter, should it be confused and unable to recall its death, it becomes a poltergeist...

Soon hijinks began to ensue as the group desperately struggled to understand what was going on? Was the manor enchanted? Was their a magically disguised assailant? Judging by the picture above, I'm sure that you understand what is going on, but the group did not. As they struggled to come to grips with what was going on, it seemed that the entire manor had risen up against them. Broken table legs flew through the air, floors collapsed suddenly, bottles were drunk, and so much more. The group actually managed to discover that for whatever reason, whenever they poured any alcohol it seemed to vanish immediately. Then they discovered a study of some kind, which, in addition to having a book with "Get Out" written over and over again, also found several journals written in Elvish discussing the life of a half-elven brewer from the High Forest North-East of Waterdeep named Lif. It seemed that Lif wanted more than anything to test out his inventions, mixes of human alcohol, elvish wine, and dwarvish ale. However, the elves with whom he lived could not stand the idea of corrupting their fine elven brews, and as a result, he was forced to synthesize his cocktails elsewhere, leading to him opening up a tavern in Trollskull Alley. However, after describing the success of his mixtures and the rapid success of the tavern, the journals suddenly got cut-off. It was then when they heard a knock at the door.

Ammalia Cassalanter's generosity, both to children and burgeoning adventurer entrepreneurs

As they looked outside the cracks of their boarded-up windows, the adventurers saw an illustrious carriage with rubies that added texture to the golden fittings which covered all of its facets. Stepping out was a stunningly beautiful woman. She slowly walked up each of the rickety steps as the adventurers opened the door for her, which had been knocked on by one of several footmen. The woman seemed rather pleasantly surprised to see the heroes, and kindly introduced herself as Ammalia Cassalanter. Instantly that name clicked for several of the party members, who recalled that the Cassalanters were the most powerful bankers in all of Waterdeep, and recently their luck (and wealth) seemed only to have grown, with every investment tripling or even quadrupling their down payment. Awed by the presence of such a noblewoman the heroes were shocked to find that Ammalia wanted nothing more than to discuss their new ownership of this location. It seemed that she and her husband, Victoro, as she referred to him, were planning on buying this place for themselves as an orphanage or something similar. However, with the news that the ownership had been transferred (Ammalia is well connected with several magistrates who inform her of the many goings-on in Waterdeep), she decided to check it out for herself. Asking what the group was planning to do with it, the heroes decided that they would seek to rebuild the tavern, and almost immediately they felt a weight lift off of their shoulders. Ammalia seemed enthusiastic about that idea but wondered whether or not it would be "child-friendly" as she had two young children that, if the heroes could ensure high-quality dining, they might bring to the tavern as a family outing. The party decided they would think on it, but Ammalia seemed both glad and satisfied with the heroes' responses, so she departed wishing them luck, as she and a flock of crows overhead traveled westward.

The youngest Blackstaff EVER, truly she is extraordinarily powerful

Tsunami awoke just as the bells struck twelve. The heroes had hosted a house-warming party of sorts, and although they had no furniture to speak of, it seemed that the hostile spirit had been quelled at the idea of revitalizing Trollskull Manor to be a tavern, and the spirit even began pouring for the guests at the new "standing bar." Nevertheless, Tsunami awoke to a tapping of the glass. A paper bird was pecking against the glass, as she bade it entry it slipped under the window and unfolded before her eyes releasing several tickets and an invitation to The Fall of Tiamat, a play being put on in the Sea Ward in the evening. The invitation also instructed the heroes, who it seemed had been recommended to the writer of this letter by Renaer, to meet with a man named Mirt during intermission and that formal attire was required. Meanwhile, Frritz had a dream in which he was asked specifically by Vajra Safahr, the Blackstaff, to travel to Blackstaff Tower with his fellow heroes. Once they woke up they discovered several things, firstly, they had a bar cat. Secondly, the upkeep of a tavern in Waterdeep requires the registration with many guilds. They met with Broxley Fairkettle, member of the Fellowship of Innkeepers, Hammond Kraddoc, representative of the Vintners', Distillers', and Brewers' Guild, and Justyn Rassk, the local member of the Guild of Butchers. Once the meetings had been concluded, the heroes decided to go their separate ways, Tsunami and King stayed to work on the bar, Banjo played with the newfound cat, and Frritz ventured to Blackstaff Tower alone, with most of his companions ignoring the summons of the Blackstaff (which, admittedly, is not the smartest of decisions).

Mirt the Moneylender, famed hero and Harper extraordinaire

As Banjo was playing with the bar cat, a rather strange thing happened: The cat began to talk! Informing him to meet at Phaulkonmere in the Southern Ward should he wish to join a group called the Emerald Enclave, Banjo was immediately taken aback but decided to take the cat up on its offer. Meanwhile, Frritz found himself back in the Castle Ward and as he entered Blackstaff Tower, he felt a strange presence watching over him. Nevertheless, he ventured further as he discovered that the powerful arcane sanctum seemed to actually be a school of magic! As magical runes triggered beneath his feet, it was then when Frritz found himself teleported and speaking to a practically holographic image of Vajra Safahr the Blackstaff. She introduced herself to Frritz and informed him that his efforts in saving Renaer had impressed her. Thus, she decided to offer him a place amongst the Gray Hands, a private security force concerned with the protection of Waterdeep under her command. A member of the Gray Hands would not yet by a member of Force Gray, a group of adventurers concerned with the protection of Waterdeep, but they're still a step towards becoming a member. Frritz then swore an oath to protect the city and was given his first mission.

Meanwhile, back at the tavern, Tsunami noticed that there was a carpenter's shop in Trollskull Alley called "The Bent Nail." Realizing that all of their tables and chairs were broken she decided to head in to place a new order for furniture. However, upon informing the owner Tally Fellbranch that she wanted to purchase some. The half-elven carpenter sadly informed that he was out of stock, he had just sold all of his newest furniture to the newly bought manor across the way... Confused Tsunami departed. Banjo headed through the Southern Ward and recalled his tour with Floon, at which point Floon was quick to point out that it's the Southern Ward, not the South Ward, as there is a massive difference (obviously). In addition, it seems that the Southern Ward is mainly for itinerant merchants, housing laborers who cater specifically for merchants just passing through town. It also has the finest halfling food in all of Waterdeep! Eventually, Banjo discovered Phaulkonmere, a massive overgrown estate in the shadow of two enormous towers. As he slowly traveled onto the grounds, he found a half-elf named Melannor, who seemed glad for Banjo's arrival and that "the lady was eager to meet him." Intrigued, Banjo entered the Phaulkon family manor and discovered it mostly abandoned. While it was still in exquisite shape, it seemed like nobody had lived in the manor for some time. However, suddenly Banjo heard a voice. The head of the house, Jeryth Phaulkon was a chosen of Mielikki. Banjo immediately decided to join the Emerald Enclave, a group concerned with maintaining a balance between the natural and unnatural world, when asked and thus Jeryth delivered a Boon of Restoration onto him, and his first mission.

The Rise of Tiamat, and the Fall of (Hu)Man(oid)kind

As Tsunami returned confused with the order of events, she arrived to find that several porters were carrying in exquisitely made furniture into Trollskull Manor, and that several representatives from the Carpenters', Roofers', and Plasterers' Guild were fixing up the walls and ceilings. It seemed that a mysterious benefactor, with but the initials of V. & A. C. had paid for the refurbishing of the entire tavern! With this new look, and Renaer and Floon's descriptions of the adventurers' heroics, the tavern's popularity began to grow. The heroes even met a fellow barkeep named Emmek Frewn, who ran the pub Frewn's Brews south of Trollskull Manor. The spirit also seemed busy, helping the heroes and their employees during service, cleaning, and more. However, as the afternoon turned to evening, the heroes began to don their newly bought fancy clothes and head off to watch the Fall of Tiamat. The story of how Tiamat and her disastrous cult were put down by heroes was thrilling, both for the players and their characters, and by the time intermission came around, the heroes hardly realized their original intention for coming to the theater. Luckily for them, Tsunami sought out Mirt who had informed the heroes that Renaer spoke highly of them, and offered them membership in the Harpers, an organization focused on protecting individual freedoms. Tsunami eagerly accepted, and thus she was given her mission.

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Meanwhile, while the others were enjoying the play, King decided he just wanted to work in the tavern, and thus, the tavern Lively Spirit was opened and running.

Thursday, September 20, 2018

Dragon Heist - Episode 2: Goblins, Duergar, Aberrations, Oh My!

See here for Episode 1

So, last Friday night I had my second session of Dragon Heist. It was honestly a blast, not everybody who came last time made it again, but it was still incredibly enjoyable. And the absence of one player was made up for by the presence of Renear Neveremember, the son of Dagult Neveremember, ex-open lord of Waterdeep. Anyway, once again here's the cast of characters!

Banjo, a Ghostwise Halfling Druid who was raised by Stout Halfling Folk and is always concerned about his appearance given his strange ghostwise nature.
Frritz Fo Yurden, a Dark Elven Fighter who idolized a specific hero (/villain) of Drow culture and strived to be like him by making his way to the surface. 
Tsunami, a Water Genasi Bard eager to be as famous as she could possibly be. 
Appotus, a Half-Elven Monk who lives outside of the law. 
Goose, a Lightfoot Halfling Bard who is illiterate and abysmal at lying. 
And then there was King, a High Elven Wizard who worships Oghma the god of knowledge.


Sewers... uck

Since they had discovered the apparent location of the crime syndicate called "The Xanathar Guild" Renaer recommended they try and be as quiet as possible. However, due to the large presence of characters who couldn't see in the darkness (Renaer himself included), that plan was eventually dropped in favor of hoping that if there ever was an ambush there would be safety in numbers. The permeating stench of the sewers overpowered their olfactory senses and the group agreed that they should spend as little time in this place as possible.


Goblins are sneaky little buggers to the players, but a great low CR skirmisher monster for the DM!

Just as they were discussing the possibility of an ambush, they found themselves at a crossroads, and before they could debate which route to take, arrows shot out of slits in the wall straight towards Frritz! Unable to fully protect himself from the surprise attack, he became a walking pincushion and was only just barely still standing. As the group finally gathered their wits about them they fought off the goblins, who ran off hiding behind walls only to re-emerge from their unseen positions with an arrow shot! Banjo found that his Poison Spray was especially useful as he could get right up close to an arrow slit and shoot a burst of poisonous gas. Whereas most other attacks were blocked by the cover of the arrow slits. Renaer also made a use out of himself as he hurled daggers with great effectiveness, and the group discovered that Renaer's 66 HP was an incredibly useful tool!


Renaer the tank!

The heroes, after disposing of the goblins, further investigated the area. Realizing that these sewers are most likely now the location of a hideout of some kind, they searched every nook and cranny, hoping to turn up some lost secret. And that they did, deeper in the sewers they discovered a strange passageway that seemed to be sized for smaller creatures. As the halflings slipped through the tiny hole, they found themselves in what seemed to be a basement of some kind. Boxes and crates littered the floor of the chamber within. However, as Banjo and Goose investigated further they were surprised by the emergence of ravenous rat-like humanoids!


Not all fights can only be won through violence, and with the wererat's immunity to non-silvered weapons, violence is oftentimes not the best choice!

Springing into action, Goose decided to cast charm person on one of them. It's incredibly hard to affect a hostile monster with that spell, but I rolled two 7s on my saves! Thus the wererat immediately called off the attack, confused why he was attacking his best friend. He introduced himself as Roscoe, and his friend A-Aron, who was even more confused why his boss was calling off a fight with these halflings who had clearly intruded on their territory. While Roscoe shifted back into his normal form, A-Aron remained watchful, carefully checking to see if there were any signs of betrayal and why Roscoe suddenly became very good friends with this random other halfling. Nevertheless, Roscoe, now in his halfling form, introduced himself as a member of a gang called the "Shard Shunners" who shared this part of the Sewers with the Xanathar Guild. Noting, however, that it seemed the Shard Shunners had much less space then the Xanathar Guild in terms of sewer control, Goose eloquently managed to persuade Roscoe to simply let them continue searching the sewers, as if they removed the Xanathar Guild, then they might have a chance at expanding their area of control. Roscoe consents to this idea and though A-Aron is still suspicious, he agrees with his boss. And thus, the adventurers are able to escape unharmed.


The Duergar, well known for their ability to turn invisible and grow to a great size!

As the adventurers headed back into the Xanathar Guild's hideout they managed to hear some talking from up ahead. As they put out their light and snuck forward they perceived what sounded like an argument of some kind. Leaping into action Appotus charged forward into the room, surprising everyone, including his own party! Barreling forwards he saw a duergar and the same "lazy-eye" that they beat up in the Yawning Portal Tavern. Several other thugs also stood nearby, keeping an eye out while lazy-eye and the duergar blocked one of the doors exiting this room. He charged the guards and while the rest of his own party gained their bearings, the duergar drew a gleaming fiery lance and charged the group. Meanwhile, lazy-eye grumbled about "Zemk" being a "show-off" as he drew his own weapons - dual maces. "Zemk," laughing at lazy-eye's remark grew to nearly twice his size in all directions, and with his now massive lance easily smacked down several party members. However, due to the quick castings of several Healing Words from Tsunami and Goose, nobody was slain, and although Zemk fought to the death, lazy-eye vowed vengeance (again) and set off deeper into the dungeon.


The terrifying mind flayer is one of the most alien creatures D&D has to offer

Due to their injuries, the party decided not to follow Krentz (lazy-eye) just yet, and instead eat several magic berries which Banjo had produced the day before. With some of their strength regained, the party set off once more, hoping to find Floon, and with Renaer surely leading the way (even though he only had around 40 HP at this point, that was much better than anyone else) they delved into its darkness. However, what they discovered was truly horrific to behold. As they entered the next room, they found Floon, who was being crushed by a half-orc dressed in mage robes, but that was not the most pressing matter. Standing and watching over the entire scene was a strange... creature. Its skin was purple and slimy, and instead of where its mouth should be, there were grasping tentacles. And at once a psionic force probed the characters' minds. As the characters' mental defenses were shattered like glass, a voice spoke to them. It informed them that they stood no chance at all, but checkmate this early in the game simply wouldn't be fun. Therefore, he'd play his own pawn, and see how it fared. Instead of fighting the creature simply set something it had been holding - a human-sized brain with massive legs, and left through double doors leading out of this chamber. The party was terrified and nobody made a move to stop it (including Renaer, who was frightened out of his wits).


The Intellect Devourer is a fearsome monster that poses a threat to heroes of all levels!

Nevertheless, after the creature departed the party finally set about saving Floon. However, there were several other threats before them. The Half-Orc greeted them, apparently his name was Grum'Shar, and as he spoke his form shifted, becoming blurry and transparent. Leaping into action, the party sought to defeat Grum'Shar, but with every attack, they only seemed to hit where he just was, and just when they thought they had hit, he conjured up a shield to protect himself from being hit and possibly lose concentration on his spell. However, Grum'Shar wasn't the only threat in the room. The strange walking brain also leaped into action and began battling the characters in a contest of wills. It probed their minds, and with its alien intellect tried to devour their intellect. However, the characters' managed to get incredibly lucky and save against its terrible abilities. Nevertheless, it still ripped into the characters, its sharp muscular claws hurting many a PC. As the combat raged on, the PCs luck seemed to be failing. They had not been able to remove the spell on Grum'Shar and thus he shot scorching rays and sent fire from his burning hands. Just when it couldn't seem to get any worse, emerging from the room the aberration had strolled into, were a batch of the strange orb-like creatures that the heroes had fought earlier at the end of the last session. It looked like there time was up...

However, with some incredibly quick thinking Banjo conjured a cloud of fog, realizing that the creatures most likely depended on sight to activate their abilities, and since enemies could neither see nor be seen, it would not affect any of the weapon users. As the Gazers, for that's what the strange orb creatures were, tried to find an end to the fog, the party managed to hit Grum'Shar, realizing that his blurry image had no effect when he could not be seen by the party, and although they soon realized that the brain that devoured one's intellect could still sense the characters' minds in the fog, a lucky hit from Renaer managed to slay the foul aberration. Meanwhile, Frritz was able to break through the wizard's magical defenses and kill Grum'Shar. With only the Gazers remaining, Banjo thought it a good idea to drop the fog cloud so the spellcasters could also join in on the beating, and the party easily disposed of the remaining monsters, saving Floon.


Grum'Shar, the Half-Orc wizard, and boss of this hideout

Floon quickly hugged the characters, rejoicing that he had been saved and recounting the terrible tragedy which had plagued him. He had been kidnapped by Renaer and dropped in a warehouse of some kind. He managed to wake up while Renaer was still out cold, but right as he tried to rouse him, a fight broke out in the warehouse, gang vs. gang. In all of the chaos, Floon tried to escape but he was captured by Grum'Shar, who brought him back to this horrendous place. Once here, he was interrogated, as his captors seemed to think that he was Renaer. However, because he wasn't, and knew nothing of this "Stone of Golorr" which they kept asking about, the half-orc who had captured him was punished by "Nihiloor," for that was the horrifying alien's name, and forced to wait here, guarding Floon until someone came for him, and for him to then make prisoners of those would-be rescuers. After all, Floon happened to mention he was friends with the great Volotharmp Geddarm, surely Volo would employ some heroes to go after his friend.


Volo was plenty eager to hear his friend safely returned!

After informing the heroes of his plight, Floon, Renaer, and the characters returned to the Yawning Portal Tavern and Volo, who eagerly hugged his friend and profusely thanked the characters. However, he did happen to mention that although he did promise them one-hundred dragons, also known as gold pieces, he did not necessarily have that amount of money on hand right now. However, he did have something else, which he informed them was ten times that, for he had the deed to a manor!

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Note to DMs: To any DMs who are reading this, you may note that some of the combats that I have written are not identical to the ones in the book. This is due to my scaling guide. Since I have 6 players and they were helped by Renaer, I increased the strength of the encounters by a decent amount.

Saturday, September 8, 2018

Dragon Heist - Episode 1: A Bar Fight and a Friend in Need

So... I've started up a new campaign, Dragon Heist! It's a very intriguing module that is rather open-ended and focuses more on roleplaying and thinking scenarios out as opposed to directly confronting them head-on. I'm also running it for adventurers league, the rules of which can be summarized here. While many have been vocally adamant against the changes, I for one actually am prepared and I think they can help draw the attention away from playing in X module because it has Y treasure and more focused on the story, because, in my mind, that's what's important. Anyway, here's my session recap. Note that there are spoilers here! You've been warned.


Who could these people be, and what role shall they play?

The heroes were simply sitting around a table, in the famous tavern of Waterdeep: The Yawning Portal. They had never met before, but nevertheless, they quickly introduced themselves with minor notes about who they were. There was... Banjo, a Ghostwise Halfling Druid who was raised by Stout Halfling Folk Frritz Fo Yurden, a Dark Elven Fighter who idolized a specific hero (/villain) of Drow culture and strived to be like him by making his way to the surface. Tsunami, a Water Genasi Bard eager to be as famous as she could possibly be Appotus, a Half-Elven Monk who lives outside of the law. Goose, a Lightfoot Halfling Bard who is illiterate and abysmal at lying. King, a High Elven Wizard who worships Oghma the god of knowledge and lastly, there was Errich, a Lightfoot Halfling Rogue who calls the streets of Waterdeep his home.



A rowdy bar fight is normal in the Yawning Portal Tavern

After a brief introduction, accompanied by a rather badly performing minstrel, the group noticed a crowd begin to gather around a tavern brawl. It seemed that a Half-Orc patron of the bar had jumped a strange bald man with several purple eyes tattoed on his head. The Half-Orc at first had the upper hand, but several other patrons leaped from their seats to come to the defense of the strange man. Now that she was outnumbered the tide seemed to turn against her, but Goose cried out an insult towards the tattoed man commenting that all of he was "so lazy because of all of his lazy eyes!" Instantly the "lazy-eyed" man and his associates turned from pounding on the Half-Orc towards assaulting the insulter. Noticing that their newfound acquaintance was about to get pounded to a pulp, a couple of the other adventurers joined in, grappling, kicking, punching, biting and more (others stayed out of the fight, not wanting to get too involved). As the minstrel changed tunes into an amped-up battle march the tide seemed to be turning in the other direction and the group eventually beat the strange men and knocked them unconscious.


The barkeep of the Yawning Portal tavern, Durnan

As Durnan swept the men off of his property, the Half-Orc who introduced herself as Yagra bought a round for the group as thanks for their aid in that battle. Although she did note that she "Coulda' done myself." They were "Strong" and she seemed to approve of that. The drinks were delivered by a nice young barmaid named Bonnie and subsequently drunk (except for Goose's which was taken by Yagra for his "Not-Strongness"). The minstrel returned to poor performances (which the bards began to pick up on the fact that he might be doing them on purpose), and the tavern patrons returned to their lively discussions of Waterdeephavian life in the dead of winter.



With its regenerative capabilities, a Troll can pose a problem towards many a party!

However, this was suddenly interrupted by a shout of rage from within the eponymous hole of the Yawning Portal, as emerging from its mysterious multi-layered depths was a massive Troll! Patrons screamed and shouted, as Durnan rolled his eyes and took a massive incredibly sharp greatsword from the mantle-place, leaped over the bar and everyone's heads by a good margin, and started cutting into the troll. While the adventurers struggled to regain their bearings they noticed that sticking to the troll, like brambles, were a myriad of strange bloodsucking mosquito-wolf-bats. Instantly smelling fresh blood they detached from the Troll and began to try and suck the blood from the patrons. Yagra leaped into the fray and several other adventuring types did as well, including but not limited to:

A priest summoning a cloud of ancient tribal warriors dressed in rich golden attire to defend her and several patrons from the storm A red-haired knight with a massive golden dwarven axe, chopping through the enemies left and right A Cormyrian hero with an almost regal looking attire who would haphazardly cut at any bugs who flew in his direction. A pained look painted permanently on his face, like every enemy he slew was hurting him just as much. Even the minstrel joined in, taunting and mocking some of the "shrew-nosed cotton-balls."

As the adventurers supported the effort to take down the beasts, even aiding Durnan by providing a lighting a torch so he could slay the troll, the tavern eventually returned to normal and the remaining little beasties retreated down into the undermountain from whence they came. As the heroes who helped fight off the evil monstrosities were treated to several rounds on the house, Durnan returned to sweeping up the bodies and blood (again, although luckily nobody was killed [nobody was killed the previous time either]). Meanwhile, the heroes, able to finally gain some peace and quiet, began to truly introduce themselves, since after all, they had just fought arm and arm so it would only make sense that maybe they should help each other.



Volothamp Geddarm, chronicler, wizard, and celebrity, at your service!

As backstories were shared and drinks were drunk, a short man with an elegant plume in his large grandiose hat sat down at the table with the adventurers, daring to go closer to the odor of the troll unlike most of the other patrons. He quickly lathered praise onto the heroes for their daring efforts of bravery and strength, which they eagerly lapped up (especially the bards), and subsequently introduced himself as the Volo, yes the Volo. Explaining to the adventurers that one of his friends had gone missing he requested their aid, assuring them that though he did not have too much money now he was working on a new book deal called "Volo's Guide to Spirits and Specters" and hopefully that would put some cash in his pocket that he could give to them (albeit he did admit he knew more about spirits of the alcoholic variety at this point than the undead ones). Nevertheless, eager to help out someone in need the heroes agreed and Volo described Floon as a relatively handsome human male in his late twenties-early thirties with wavy red-blonde hair. He was dressed in a princely garb when two nights ago, at The Skewered Dragon down in the Dock Ward, he vanished.



You'll always want to keep one hand on your coin pouch in the cramped alleyways of the Dock Ward

The heroes quickly set off, only to come upon a bloody crime scene of gang violence. The city watch was cleaning up a large scuffle between two separate gangs, and the remaining few who survived were being questioned, delivering cold daggers towards anyone who looked their way. Nevertheless, the adventurers continued in the direction of The Skewered Dragon only to discover a rather curious oddity. Against a deep purple facade, a shop containing a stuffed Beholder in its display jutted out from the rest of the ramshackle tenement housing of the Dock Ward. Heading inside, the characters discovered that this was "Old Xoblob Shop" run by a strange old gnome who assured them that there was "No relation to the eye tyrant hanging in the window!" The gnome, who seemed a tiny bit off his rocker began selling a wide variety of strange curios to the heroes. Goose picked up a mummified goblin hand, Appotus found a massive egg-shell cup, Tsunami discovered a bone mask that when held would show a singular bone in her body like an X-Ray. Upon further questioning this "Xoblob" the heroes also learned that there had been a scuffle outside of his shop recently with two people who looked very similar, both seemed to fit the description of Floon... and with that, the heroes continued their search towards The Skewered Dragon.



"No relation to the eye tyrant hanging in the window!" Well, at least it's stuffed...

Finally, behind "Old Xoblob Shop" the adventurers discovered The Skewered Dragon, a rather dilapidated-looking inn with its windows shattered and a ship's anchor lodged through the roof. As the heroes headed into the seedy establishment they learned (after a bit of bribing towards the bartender) that Floon was here, as was the "Chip off the old block" of the previous (and disgraced) Open Lord of Waterdeep: Renaer Neveremember. "Just another spoiled rich noble who loves to rub our noses in it."



Every blade a black blade, yet all blades are red when they have done their work.

Apparently, the two drank and reveled, before leaving around midnight. Five men followed them out, and while no patrons knew what happened after that point, one did pipe up noting that the men who followed them out are "known to frequent a warehouse on Candle Lane. Look for the snake symbol on the door!"



The Kenku is only able to mimic sounds it has heard before, unable to synthesize its own statements.

Seeing that this was their only lead, the heroes took it and found the warehouse in question. It seemed abandoned, but when Frritz looked inside he noticed several strange dark avian creatures moving boxes and crates very quietly. As he then knocked on the door to the strange locale there was no response, so Errich quickly pulled out his thieves' tools and jiggled with the lock so that eventually it opened and they found their way inside. However, when they looked in it appeared empty. There were no bird-men to be seen, nevertheless, they saw possible enemies earlier so they drew their weapons and prepared for battle, and that was when leaping out from their hidden positions the creatures surprised them!


It was a tough battle and full of the bird-people saying incredibly strange things in even stranger voices that didn't seem to fit their sizes. One said in a deep orcish voice "Xanathar sends his regards." Another noted in a thin nasally voice to "Tie up the pretty boy in the back room and follow the yellow signs in the sewers." While yet one more cried in a scratchy voice that there was "No time to loot the place. Just get him to the boss." Eventually, they managed to slay many of the strange creatures (albeit leaving one unconscious to be questioned later), but a couple did make a getaway and disappeared into the sprawling streets of Waterdeep.



This sign, what does it mean?

After they'd defeated the others they searched the room in full and discovered what seemed to be yet another gang war. One of the groups was all in black and had tattoos of winged snakes somewhere on their neck or forearm. Meanwhile, the other victims were more varied, all human and dressed in a tanned lighter leather than the other gang Appotus noticed that one member had a black tattoo on the palm of his right hand that looked like a circle with ten spokes radiating out from its circumference.



Who needs texting when a paper bird will do?

The bottom floor of the warehouse did not contain too much, mostly just unorganized boxes full of weapons, rations, boots, black uniforms, and other forms of gang gear. However, as the heroes searched upstairs on the balcony they found more junk: moth-eaten bolts of cloth, bottles of spoiled olive oil, and hundreds of pairs of wooden-soled sandals that were all the rage last summer but are now "like so five seasons ago." They also uncovered several offices, and though the rooms hadn't seen much use, King discovered their first magical item: A Paper Bird! However, there was no sign of Floon or this Renaer person, at least until Appotus opened one of the cabinet doors and Floon came spilling out, at least that's who it seemed to be at first.



Dagult Neveremember, Ex-Open Lord of Waterdeep and father of Renear

It turns out that the unarmed man who had been marred by grime and the lingering stench of rancid pickled herring was not Floon, but instead Renaer, who informed the characters rather articulately that he had hidden here, having slipped free of his rope bonds. He also told them that he had offered to escort Floon home, only to be jumped by several assassins who he assumed were meant for him. Plagued by the guilt that he might have been responsible for the kidnapping of his friend he nobly offered to aid the characters search for Floon. He also informed them that the apparent reason for his capture might have something to do with his father, who embezzled a large amount of gold when he was open Lord of Waterdeep, only to then hide it somewhere in the city. He thinks that the key to finding it is a powerful artifact called the Stone of Golorr, which was allegedly in the hands of the Xanathar Guild until recently, as it had been stolen by someone. Renaer then notes that the Zhents might have thought he would know something about his father's great hoard, but he doesn't having been estranged from Dagult for many years.



It's a good thing the heroes saved Renear, else they might have been charged with a crime against a Citizen!

Just as Renear finished up his explanation, however, a contingent of the City Watch charged into the warehouse and began to interrogate, search, and question the characters. Led by Captain Hyustus Staget, the members of this patrol seemed rather competent, and Staget himself is a pretty stand-up officer. He doesn't believe in rumors or gossip, he doesn't drink, and he doesn't let anger get the better of him. Though he is a bit of an uptight man, he's only that way due to his honor and most have a respect for him. Renear actually recognized Staget, and Staget seemed to be acting even more careful than normal around the young lord, overlooking any crimes that they committed by saving him due to "semi-diplomatic immunity." He did, however, warn them that other members of the watch may not be so kind as he is and encouraged them to take careful consideration of the Code Legal. Staget did also, however, make it clear that he cannot send a force into the sewers in search of Floon, as it's possible Floon is a Zhent or Xanathar Guild spy. He didn't, however, prohibit anyone from furthering their own involvement in the Xanathar-Zhent conflict. Letting them go with a bit of advice: "Best not to meddle in criminal matters too deeply. Leave the dirtiest business to the City Watch, and try to keep all blood off the streets, okay?" That last bit seemed to be him hinting that as long as the adventures keep the fighting in the sewers they should be ok.



Even the tiny Gazer can pack a punch!

Encouraged by a captain of the watch, the adventurers followed the clues of the Kenku, following the yellow signs, until they made it into the sewers. After a myriad of twists and turns, with Renear being strangely quiet about such a grimy situation considering his upbringing, the heroes finally discovered a strange ladder, which was guarded by a tiny spherical creature with eyestalks! They defeated it, but not before succumbing to several of its terrible eye rays and headed up the ladder into... the Xanathar Guild Hideout.


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Rise of the Blog: Episode 1 - A Relatively Old Hope

So... I've started a blog. This'll probably be a fruitless endeavor, but nevertheless, I've decided to do it anyway. I figure this blog will most likely be about the games that I run, along with maybe a couple other gaming-based discussions. Either way, I hope you all enjoy!