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.

1 comment:

  1. Frizzt Fo'Yrden from house House Faen Tlabbar. He was called Frizzt because a little farm boy that befriended him along with the family as he surfaced. They heard of stories of Drizzt and the boy kept referring to him as Frizzt so it stuck - also threw off the scent of others Drow who might be looking for him as his real name, "Alakagh Torval Faen Tlabbar of house Faen Tlabber.

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