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  1. - Top - End - #61
    Barbarian in the Playground
     
    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: OOC: Rolling, rolling, rolling at the harbor
    Show
    The plan is for William to draw attention by starting an argument, then stomp off when the argument is lost. I don't see where stealth is involved for William until after that happens. On the other hand, it could be argued that both Bart and William have stealth issues when or after they enter the building in through the window. Perhaps they have advantage since nobody's looking for them.

    The plan involves a falsehood, so I'll roll Deception for William for that. If the disguise gives advantage, great.

    Deception roll 1: (1d20+7)[27]
    Deception roll 2: (1d20+7)[18]

    Not clear what the stealth situation is, but I'll roll twice for William on Stealth too, just in case.

    Stealth roll 1: (1d20+4)[8]
    Stealth roll 2: (1d20+4)[8]


    William and Bart agree on a plan, which boils down to:
    • Bart will make his way in through a back window.
    • William will make enough fuss at the entrance that with any luck Bart can enter safely, however noisy that is, without being heard.
    • (If the guards DO leave the argument to check out any sound of breaking glass, William will yell a prearranged codeword as part of the argument, and the plan will be aborted.)
    • William will eventually walk away from that argument.
    • When out of sight from the entrance, William will go to that window and be helped in by Bart.
    • Once in, they'll look around.
    • If caught, they'll bluster their way out. Who really wants to fight with a big guy in a Guard uniform?


    William assumes the approximate appearance of Earnest "Ernie" Halleck, a Zhentarim lieutenant not much larger than William, whose territory is a quarter mile away from William's usual haunts. If asked to identify himself, he'll be Frank, Earnest's fictional younger brother. He grabs an empty sack that was lying around, then strides up to the warehouse entrance.

    "Hello the warehouse! I need supplies, I need them ****ing now, and I'm not settling for the ****ing brush-off my colleagues have gotten. Duncan Boise has commitments to fulfill, and you don't want to be the ****ing person who threatens to make Duncan Boise's markers go bad.

    "We're throwing a party for our boys, and we need enough to give them a nice buzz. 3 gallons of rum should suffice, and an equal amount of wine for their ladies."

  2. - Top - End - #62
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Upon seeing "Earnest Halleck" emerges from the fog the guards stand at attention with their arms and spines becoming taut by relieved their spears from supporting their weight. They relax upon seeing who it is.

    The shorter man, a copper skinned gnome addresses you with a hint of annoyance in his voice.

    "Halleck we've told you before, this place is under seizure by the city as a blighted property. If your here for your friends you can go to local ward prison as you well know."
    The gnome completes his warning with a huff often accompanied by obligatory courtesies.

    The taller woman with a necklace of feathers with several poking through her chain mail shirt begins speaking intent on turning you away as well.
    "Halleck if you want drink the Skewered Dragon be around the corner. The whole ward saw Zhentarim brigands burst out of this warehouse screaming and with bloody swords in hands. Harbormaster Berryhill isn't in a forgiving mood. So if I were you I'd start hiding under the nearest refuse heap. But the Dragon works as well."

    The tone and posture of the conversation is unusual for one between a Zhentarim lieutenant and fresh guards. Typically one would expect stuttering and hesitance from these guards but now you find annoyance and quite but firm confidence.

    Looking at both you see signs of a scuffle the gnome has brush on his brow partially covered by his helmet while the woman's necklace of feathers are a light red despite attempts at cleaning them.

    The gnome attempts to conclude the conversation with a brusque warning and a deflective runaround.
    "If you so desire to plead your relevancy to the case you may do so at the magistrates office and so on. Be on your way now."

    Spoiler: Dockmaster Berryhill
    Show
    The city dockmaster responsible for maintenance and upkeep of one of the cities most valuable pieces of infrastructure. Berryhill is a wood elf who just announced their retirement to be at the end of the year. While sought by those with commerce relying on port he is seldom discussed in exciting stories due to their discretion and competency.


    Spoiler: Magistrates
    Show
    The legal counterpart to the guards responsible for arbitrating and facilitating legal cases and determining the criteria for the laws satisfactory enforcement. Key leadership positions are elected within each ward leading to reliable variance in each Wards Magistrate office.

    Spoiler: OOC
    Show
    The performance worked amazingly and the guards think you are Halleck giving you the same privilege's the guard would grant to him. These guards are annoyed but confident they could take a Zhentarim agent given recent events.I am assuming you are not deviating from the plan.
    Last edited by Plaids; 2021-11-22 at 01:48 AM.

  3. - Top - End - #63
    Barbarian in the Playground
     
    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Oops. Thought I posted this yesterday. Sorry!

    Spoiler: OOC
    Show
    I had been assuming the guards were Zhentarim, not law enforcement. That makes the plan even better, actually, in that the downside of getting caught inside is lessened. So yes, the plan continues, except that William is more likely to drop disguise if the guards notice what is going on inside and confront Bart and him.

    (And if there was any thought of him and Bart splitting up, that goes by the wayside now too.)


    Surprised to be confronting law enforcement types, William considers asking some probing questions, but demurs, out of concern that his lack of knowledge would cause him to quickly give the game away. The slight sound of breaking glass leads him to hope that Bart has cleared the access path to the warehouse as per plan. Feigning frustration, William screams a drewn-out "Arrgggh!!" and stomps off in a direction Halleck would naturally go. As soon as reasonable, he makes a turn to get out of the guards' possible sight, and loops back to the window he and Bart had selected for entry.

    Climbing a rope is hardly his forte, but with Bart's help he should be able to make it in rather straightforwardly. Once they're together, they check in with each other in whispered conversation, make the minimum amount of light reasonable, and look around to see if they can discern what all the fuss is about, or plan their movements if nothing is obvious from where they crouch.

    (And they move a few feet away from windows, doors, walls etc. as makes sense, as a matter of course.)

  4. - Top - End - #64
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: Glass avoidance rolls
    Show
    (1d20+1)[2]For Bartholomew(1d20+2)[7]For William


    Your performance as a surly and unpleasant Halleck leaves the guards satisfied with your absence with both glad the confrontation hadn't proceeded any further.

    Bartholomew's ascent through the windows came naturally given his continued regimen of whipping guard cadets into shape.
    During his ascent his once honed agility evades him, resulting in a shallow but distributed cut to his sizeable forearms. The glass pressing and prodding through his mail armor and quietly breaking as the small rings catch and hold the glass.
    Though painful the experience can only elicit a muted grunt from Bartholomew having faced worse before.

    As William ascends the rope he avoids the glass given his sure vertical footing against the warehouse before providing Bartholomew the sight of Halleck entering the building alongside him.

    The warehouse is a sizeable single room with a large pillar extending to the ceiling surrounded by piles of toppled crates and broken palates. Through the dim light several dark stains can be seen amongst the broken containers,
    While rummaging for fire starter both William and Bartholomew smell a rusty metallic odor wafting from around them.

    As a mundane light source is lit a dry heat surrounds it's wielder details and colors emerge into view. Puddles of dried blood dot the room and splintered wooden walls from errant weapon strikes come into view. The central pillar is covered with bloody smears and gruesome finger-paints. These details describe a violent assault with absence of identifiable bodies or incriminating weapons hinting at an investigation from the guard.

    The mundane floor plans provided by Oscar fail to portray the violent scene before your eyes.
    Spoiler: Map provided by Oscar
    Show


    |-------------------------------------|
    | _ _ |
    | Descent ->|_ _| |
    | |
    | |
    | |
    |
    |----- -----| |
    | |
    Loading | |
    Yard | |
    | |
    | |
    |----------- ----------|



    OOC: Both William and Bartholomew are inside the warehouse but Bartholomew suffers -1hp from grazing some glass.Also William is still disguised.
    Spoiler: OOC
    Show
    Roll investigation or perception to gleam more from the scene
    Last edited by Plaids; 2021-11-23 at 04:46 AM.

  5. - Top - End - #65
    Barbarian in the Playground
     
    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: About the map
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    Is this a map of the second floor, with the "descent" being a staircase or something?


    William helps Bart bind his wound.


    Spoiler: OOC
    Show
    That isn't meant to be game mechanics HP gain event. It's just something they'd do.


    They quickly and quietly agree on a plan, which includes:
    • They investigate now.
    • If confronted, they'll portray this as an unofficial Guard investigation, and probably mention Volo as having set it off.
    • Depending on what they find, they may deliberately exit through the front door when the next shift of guards is in place.
    • They'll try to conceal that William is the same guy who presented himself as Halleck.
    • Even so, William is keeping his disguise up at the moment, on the theory that he'll be able to drop it in time if need be.


    Then, relying on his decades of experience, Bartholomew tries to piece together what's going on.


    Spoiler: Weird stats note
    Show
    William is proficient in Perception and Investigation. Bartholomew isn't. Yet Bartholomew his higher scores in both of those (+3 and +1 respectively). So Bart takes the lead, with William Helping, which I hope gives advantage on the roll(s).



    Spoiler: Rolls
    Show
    Not sure how you'll adjudicate this, I'll offer all plausibly relevant rolls.

    [roll0]
    [roll1]

    [roll2]
    [roll3]

    Edit: Well, these went badly awry. Repeating them in the OOC thread.




    Spoiler: One more thing
    Show
    If they can successfully stay hidden until the next shift of guards is in place, they should get the benefits of a short rest. William, disguise gone, would get his spell slot back, and Bart could get his HP back to full.
    Last edited by Corey; 2021-11-24 at 02:50 AM.

  6. - Top - End - #66
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    After the quick application of a tourniquet and simple bandages William ensures that Bartholomew won't be contributing to the deposits of blood on the floor. Soon an informal investigation commences within the warehouse. Recalling his time assisting investigations and secure crime scenes Bartholomew begins his work with William providing the necessary illumination.

    A cursory glance reveals that most of the evidence has been displaced. Bartholomew concluding that they must have been seized by official investigators. While the absence of bodies, weapons, or possible contraband obfuscates what truly happened at the bloody scene it does little to advance your investigation. Whatever is left are details that couldn't be seized as contraband or small debris too minor to pay attention to.

    With Williams assistance Bartholomew is able to begin his business and gleam several additional details. First being the concentration of blood being the least in the corners of the room while the greatest exists around the pillar and front entrance.
    Given the lack of glass outside in the alley or the lack of any blunt or chopping strikes at the doors Bartholomew can conclude that no one attempted to break out of the building by force. Conversely the presence of glass shards inside suggest a breaking and entering from the windows. The condition of the wooden walls and pillar suggest an arm struggle occurred with wild swings having left chips in the wall and a large vertical open seam within the pillar. Etched on it is a small symbol of a mask with a long beaked nose.

    Finally within the center of the room partially obscured by crusty blood is a large black crow feather. Given Williams knowledge of shifting groups and allegiances on the streets this isn't signature or calling card any particular he knows of but the size makes it exotic given the size of the crows within Waterdeep.

    Having paced about the entire room the part time scoundrel and former guard rest on top of several scavenged planks of unstained wood to mull over the subtle details gleamed from the makeshift investigation.
    The contemplation allowing Bartholomew's vigor to return and a wind of magic to return to William.

    While sitting and pondering a muffled and peaceful voice can be heard through the front door with the dim light traveling through the crack beneath the door dimming before once again returning.
    It seems that the next group of guards has arrived to relieve the current duo of their shift.

    Spoiler: OOC
    Show
    Both William and Bartholomew have taken a short rest. The investigation has yielded new details but nothing really damning of anyone in particular was found.
    A new shift of guards has arrived and neither shift knows that someone is snooping around the crime scene. The guards can be interacted with but either persuasion, intimidation, or a sweet bribe could be used. Other skills possible could be perception or even religion.


    Scrutinizing the ominous marks upon the pillar yields a new discovery. A cool breeze tickles Bartholomew's beard during the warm humid night. The source being found to be a small crack within the column. After finagling with the dishonest wooden support a deep shaft is revealed leading into the earth with William's light illuminating motes of dust flittering about the shaft and a polished stone floor.

    Spoiler: Should you decide to enter the hole
    Show

    Characters who entered need to roll for insight.
    Last edited by Plaids; 2021-11-27 at 02:02 AM.

  7. - Top - End - #67
    Barbarian in the Playground
     
    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Bart and William look at each with raised eyebrows, mutually nod, loosen their weapons in their scabbards, and head down to the floor below. Neither of the two having yet fully realized that magic has made William the better fighter, Bart leads the way while William follows right behind with a torch.

    Besides, Bart is the more observant of the two, and that configuration gives the best support to his eyes.

  8. - Top - End - #68
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Waiting for William at the bottom of the shaft the arrival of the light source and its bearer only affirms what both of their noses had inferred.

    The basement makes the main floor look clean by comparison.
    Bodies are piled together off to the sides of the room while blood coats the once immaculate tile floor. A gamey smell permeates the room emanating from the bodies not having fully succumbed to decomposition. In front of both Willam and Bort are overturned cabinets and desks are surrounded by blankets of loose documents. While behind them are suspended cages padded and concealing any contents they may have.

    Amidst the silent room both hear a desperate voice calling to them from the shadows behind a pile of waist high cabinets.
    "No... someone please help." Then another "It can't end like this...".

    The voices are enough to give both investigators pause.
    A cage behind the two begins to rock back and forth. Any cries from within are too muffled to hear but the joint connect the cage to a metal squeak from the motion.

    Suddenly a talon wielding a dagger to flies into view and a large crow's head pops come into view coarsely cawing. Another crow creature joins the first in front of the vigilantes while a third emerges from behind.
    Given his time on the streets William recognizes the crow call. A frequent precursor to a swarming murder of crows accosting a target.

    Spoiler: Roll initiative
    Show
    The creatures' ability to mimic voices has given these creatures the advantage as a result they get an initiative bonus. Roll initiative.
    For combat this time around I'm going to use individual initiative due to having fewer players but telegraph enemy actions to reduce the back and forth needed for combat.
    [roll0] Creature 1 Plans to stab William
    [roll1] Creature 2 Plans to shiv William
    [roll2] Creature 3 Plans to gut Bartholomew


    Spoiler: Map
    Show
    1 and 2 are in range of William while 3 is in 30 feet of Bartholomew. Both PCs are shoulder to shoulder
    -------------------------------
    |.......1..........................|
    |...........................2......|
    |...................................|
    |..................W..............|
    |.................BX..............|
    |...................................|
    |...................................|
    |.................3................|
    |...........C....C.....C.........|
    |____________________|
    X: The ladder leading to the first floor
    W: William
    B: Batholomew
    1,2,3: Enemies
    C: Cages
    I just realized the forum does not always post what the text display for a poster does.
    Last edited by Plaids; 2021-12-02 at 06:44 PM.

  9. - Top - End - #69
    Barbarian in the Playground
     
    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: OOC
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    1. Thanks for the clearer map!

    2. If I'm reading everything correctly, the crows will all attack first, one of Williams's attackers at disadvantage.

    3. I'm assuming that both William and Bartholomew have agile necks, and can see each others' attackers.

    4. How tough/fragile do the crows look? (I truly don't know my MM well enough to know what HP they're apt to have.)

    5. Unless you rule otherwise, I'll assume that through whatever combination of darkvision, light coming down the ladder, and/or well-made torches, William can drop his torch and draw his sword without risk of being visually disadvantaged in combat.

    6. If Bart or William yelled for the guards at the entrance to the building, would they be heard? If so, approximately how many rounds of combat would elapse before they could possibly join in?

    7. Depending on how the crow attacks go, there are two main things William could try:

    a. Hexblade's Curse + Dissonant Whispers. That could give him a good shot at a 6-point heal, if he's badly hurt.

    b. Green Flame Blade, to try to hit two enemies at once, again paired with Hexblade's Curse, unless he sees a reason to Misty Step away instead.

    8. Bartholomew will surely whack a crow with his warhammer. Probably, the only one within reach will be the one targeting him.



    "Oh, ****."

    William crouches and turns, offering his shield as possible active defense, especially against the crow to his left. He drops the torch and reaches for his sword.

  10. - Top - End - #70
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: Answers to questions
    Show



    If I'm reading everything correctly, the crows will all attack first, one of Williams's attackers at disadvantage.
    The crows are attacking first while the first attacker will be attacking with disadvantage.


    I'm assuming that both William and Bartholomew have agile necks, and can see each others' attackers.
    Both of them can see every attacker incoming.

    How tough/fragile do the crows look? (I truly don't know my MM well enough to know what HP they're apt to have.)
    The crows look tougher than your average commoner due to being armored and armed but are weaker than a seasoned guard given their thin frames and nonmetallic armor which is used for stealth intsead of warfare.

    Unless you rule otherwise, I'll assume that through whatever combination of darkvision, light coming down the ladder, and/or well-made torches, William can drop his torch and draw his sword without risk of being visually disadvantaged in combat.
    William can drop the torch for free to grab their weapon or shield. The torch will stay lit and light the room given the floor is dry stone.

    If Bart or William yelled for the guards at the entrance to the building, would they be heard? If so, approximately how many rounds of combat would elapse before they could possibly join in?
    The room is underground but the shaft is open and the night is quiet. Given a shout at full volume or the splintering of wood or the sound of blunt metal hitting metal they will hear something. But a dagger slipping through armor won't be heard. The guards could join the fray but would have to remove their small barricade, cross the room, and descend down the shaft to get to you. The party could run but would risk opportunity attacks.
    Last edited by Plaids; 2021-12-03 at 08:32 PM.

  11. - Top - End - #71
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Crow 1 attacking William to hit (1d20+5)[14] (1d20+5)[19] to damage (1d6+3)[7]
    Crow 2 attacking William to hit (1d20+5)[23] to damage (1d6+3)[5]
    Crow 3 attacking Bartholomew to hit (1d20+5)[21] to damage (1d6+3)[5]

    The gang rushes forward towards William and Bartholomew not focused on being stealthy anymore. From their mouths emit the scraping sound of metal often accompanying the task of sharpening a blade.

    The closest attacker rushes William intending to snuff out the younger and likely inexperienced one before ganging up on the older one. Drawing a dagger, he lunges but is met with a denying shield from the half orc diverting his attack.
    The second is luckier making successful attack on William and drawing blood.

    Having just reflected an attack from William, Bartholomew is greeted by a sharp sting from the third attack having managed to pierce his arm.
    Last edited by Plaids; 2021-12-03 at 08:55 PM.

  12. - Top - End - #72
    Barbarian in the Playground
     
    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: OOC
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    5 points damage each to William and Bartholomew. Very non-trivial, at this point in their careers.

    William will cast Hexblade's Curse, then Green Flame Blade, with the initial attack at the crow who hit him.

    If it doesn't land -- and perhaps even if it does -- his adventuring career will probably end soon thereafter, due in part to his recklessness in forgoing a short rest.

    Bartholomew will yell for help. Upon hearing that, William will drop his disguise (next round, I think, mechanically, but even so long before they arrive).


    Wondering whether he'll survive the next minute, William enters battle. Having schooled himself not to show pain, William turns it into ferocity, and screams "May your feathers turn to dust!!". As a darkness attaches itself to the crow, green fire grows on William's sword. Relying as always on magic to guide his blade, William chops at the creature's neck.

    Spoiler: Rolls
    Show
    Longsword to hit
    (1d20+7)[14]

    Longsword 1-handed damage
    (1d8+5)[8]

    Bart's warhammer to hit
    (1d20+5)[16]

    Bart's warhammer damage
    (1d8+3)[9]


  13. - Top - End - #73
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Result:
    The first crow shrieks and recoils as its feathers start to coldly smolder. As it steps backwards William's swing lands and leaves a large gash on its chest.

    Bartholomew's strikes also find purchase with a hammer strike hitting the third crow in the arm and almost lifting it off its feet. It remains standing until a green flame erupts from William's sword and leaps onto it. The third assailant falls to the floor.

    Bartholomew's shouts are heard as bootsteps can be heard from the shaft and increasing volume.
    (1d20)[18]

    Creature 1 (1d20+5)[7] (1d20+5)[9] To hit (1d6+3)[4] to damage
    Creature 2(1d20+5)[12] To hit (1d6+3)[4] to damage
    The creatures seeing their ally collapse lunge forwards hoping to replicate their initial success with additional fury. This time William and Bartholomew are ready. The singed one is sidestepped by William sending its taloned hand straight towards Bartholomew's waiting shield. A dull klunk can be heard the back of the taloned hand clumsily meeting the shield as the shock of impact sends the singed one's blade flying into the darkness.

    Seeing Bartholomew's shield away from his center of mass the second creature swings at Bartholomew neck but it parried. Seeing the incoming attack Bartholomew chokes up on his hammer and blocks the blade with the flat of his war hammer. Seeing the second creature pull back Bartholomew gives a wide toothy grin as his confidence rises.

    Seeing their assailants weather their initial assault both creatures re-evaluate their standing. Both nod in agreement and the singed one lets loose the sound of tumbling glass breaking upon the ground. Both bound forward before attempting to leapfrog off of Bartholomew and ascend up the shaft. Both are confident their light frames will allow them to ascend beyond their opponents grasp.

    As the unbloodies crow plants a foot on Bartholomew's back it releases shrill cry of a young women in distress. "Please someone. Anyone please help, murderers!"

    Spoiler: Assumptions
    Show
    Since the target for green flame wasn't specified. So I placed it where someone would attempt to place it if they wanted to quickly reduce enemy combatants. I also assumed Bartholomew would want to protect William since intentions for Bartholomew protecting William were not states. So I had him protect even though in the end it wasn't needed in the end. So as an overkill reward Bartholomew is getting a little bonus. I'm still getting used to the lack of back and forth in forum games.


    Spoiler: Mechanics
    Show
    The third creature is down. creature beside Bartholomew and William weather the second round of attacks and the first creature is disarmed and lost its dagger. The two remaining attempt to make a getaway by running up the only way out. William may use a reaction to make an opportunity attack.
    Last edited by Plaids; 2021-12-04 at 03:39 AM.

  14. - Top - End - #74
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    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: AOO
    Show
    Rolls in the OOC thread:

    15 to hit, which I presume lands
    6 damage


    With the battle suddenly going favorably, William grins ferally and lashes out at the fleeing crow. His blow lands, with a satisfying "thunk".


    Spoiler: What comes next
    Show
    If the crows are taking their turn(s) to flee, then actually it is William's turn again after his AOO. Correct?

    If so, please clarify the 3D geometry as appropriate. :) Possibilities include that William can swing his sword at a crow from where he is, that he can fire a ranged spell from where he is, or that he can do those things only after clambering back up the ladder.

    I guess there's also the option of Misty Stepping to cut off enemy retreat, but he might be a little reluctant to do that ...

    ... which reminds me, it matters WHICH crow dies, because the one he Cursed gives him 6 HP when it croaks. (No pun intended; crows don't really croak anyway.) Please help out with clarification on that.

    Come to think of it, Misty Step requires him to see the destination, which probably wouldn't be useful on this turn.

    The two free actions William wants to take on this turn are dropping his disguise (definitely, and before going up the ladder) and yelling a warning to the guards (maybe, depending in part on whether they're still far enough away to need to be told about evil mimic crows, or whether they can see everything with their own eyes).

    And by the way -- I'm sorry that you're writing so much more RP than I am. But we're in "theater of the mind", you're the set designer, and you're also portraying most of the characters. So I wind up leaving almost every detail to you. Is there anything along those lines you'd really like me to do better?

  15. - Top - End - #75
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    The unbloodied crow hops off William's back rapidly ascending the shaft and firmly grabbing the railing.

    The second is less lucky as it turns its back to William and catches a blow from William's sword. The crow collapses to the ground, falling of Bartholomew's shoulder. As it hits the ground its feathers stop smoldering and the faint light tinging its feathers finds its way back to William restoring some vitality. (1d20)[3] Crow 1.

    Reaching the top of the shaft the final crow is at boot level with three guards. The two graduates jump backwards while the captain eyes it carefully as it cries out with the voice of Bartholomew.
    "Help we're surrounded and need backup!" The same words Bartholomew cried out with earlier. (1d20)[2] Crow 2 roll voice mimicking.

    The graduates are bewildered but expect at least one more person to emerge from the basement and ready themselves for anything a

    After seeing rolls:
    The captain recognizes the voice. A perfect replica coming from a body most unlike the one from the mentor he knew. Angered by the attempt to trick him he personally seizes the crow into a vice grip intending to arrest it.
    Just as grabs the black neck he hears William's warning and sees Bartholomew standing next to some boy he has never seen.

    The debrief is brief but restrained. Not wanting to reprimand his former mentor Captain Hartford focuses his attention on William telling him how reckless it is to investigate crime scenes and how lucky he is to have been protected by Bartholomew.
    The two graduates suppress smiles seeing someone else getting an earful this time around.

    After gathering up one more living crow and one deceased the guards can't find anything else incriminating, assuming it must have been smuggled out earlier. After the guards opening a rocking cage a man stumbles out with his arms obscuring his face.
    His auburn hair is unkempt and he begins speaking in a pleading tone saying "We're not safe", "They're in the sewers", "All my fault".

    Peeking through his hands and seeing friendly faces he introduces himself as Renaer Neverember.

    Spoiler: Question answered
    Show

    Nothing game breaking is wrong with your posts. The biggest issue I have is there is some ambiguity on what is being attacked and such.
    The crow is pretty thin so William can see the top of the shaft so he could grab a ledge, but he cannot see the last three feet of ladder. If unimpeded William or Bort can ascent the ladder in one movement.
    Last edited by Plaids; 2021-12-04 at 09:52 PM.

  16. - Top - End - #76
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    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: The relevant roll
    Show
    William rolled 17 for Intimidation in the OOC thread.


    William nods while the captain gets his feelings off his chest. Then he offers a thin smile and responds.

    "We are here, Captain, because your organization is screwing up. There were enemies and a prisoner in the very building you were guarding, and YOU DIDN'T EVEN BOTHER TO FIND THAT OUT. Maybe you just were lazy or sloppy. Maybe, although I hope and trust this isn't the explanation, you're corrupt. Maybe you actually did nothing wrong at all, having been explicitly ordered to be uncurious. But no matter how personally blameless you and your ... charges ... are in reality, when the chamberpot spills into the stew, you're the likely one to take the blame.

    "Captain Bort and I are here exactly because the Watch, overall, IS NOT DOING ITS JOB, and concerned parties of stature have sent us to find out what's really going on. I suggest we make this ... situation ... into a temporary joint investigation. We pool knowledge on what we know. You tell your superiors circumstances dictated such cooperation. And then maybe we'll make progress toward calming the Waterdeep docks down to their usual level of rumbling."
    Last edited by Corey; 2021-12-05 at 01:26 AM.

  17. - Top - End - #77
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    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    The basement is now fully lit with several lanterns with tarps covering bodies and prisoners being restrained upstairs awaiting a wagon team to transfer them to the local guard station.
    William, Bartholomew and Hartford stand in the room with Renaer patiently sitting upon a repurposed cabinet.

    Captain Hartford furrows his brow and William could swear he saw the man's sideburns bristle at the evaluation and proposal by William. His rigid face relaxes somewhat after seeing Bartholomew back William up. Simply giving his eye contact and a short snort, wordlessly telling saying "He knows what he's talking about". Also seeing William's poise and stained weapon he acquiesces.

    "Alright if you keep this between us."
    He begins to carefully divulge information both widely known and to a degree confidential.

    Spoiler: The situation
    Show

    Hartford tells how the city has been shaken as of late. Ever since the fleeing of Open Lord Neverember the city has had to send military aid to the neighboring city of Golden Fields leaving a depleted force.
    He tells how conflict has increased at home as of late as well. A new force has come to the city with its accompaniment of symbols. Those symbols being purple eyes being found closer to Zhentarim locations every week. Conflict tends to follow the symbols. Due to a lack of case files or a penned rogue's gallery the new group has quickly proliferated through the city and is putting the Zhentarim on a two-front conflict and in decline.

    He concludes with a final notification.
    "If you could help the situation any help would be appreciated. Given what happened between you and those Kenku I trust you're not amongst this new force. Zhents may be skulkers, but they don't kill their own. But know that the Zhents already know of this information and we don't need a public panic. I don't know you but if Bort is in your corner, I trust you."

    Spoiler: Waterdeep government basics
    Show
    The highest institution in Waterdeep is the court of Lords. The court ensures guild and public office activities go smoothly, facilitating foreign diplomacy, enacting laws, and issuing high decrees. All member identities are secret except for the Open Lord elected by the public from the court who acts as the court speaker. The last Open Lord fled the city to parts unknown for undisclosed reasons.
    Last edited by Plaids; 2021-12-05 at 04:54 AM.

  18. - Top - End - #78
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: OOC
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    1. What bodies? What prisoners?

    What I know about are 3 dead Kenku and one person, presumably human, who had been in a cage which was -- being guarded by Kenku?

    2. Certainly William and Bartholomew want to talk to "all my fault" guy.

    3. Does "all my fault" guy -- or anybody else in the building -- look anything like Floon?

    4. I'll keep it to one round of dialogue right now pending answers to the above.

    5. Looking back at the fight, I recall William taking 5 points of damage and getting healed for 6 by Hexblade's Curse, so I presume he's at full strength. Bort is presumably staying stoic through some non-trivial injury, which I assume has been quickly bandaged, preserving his class healing and racial endurance features for the nonce. Does that make sense?


    William smiles. "Thank you. That's helpful.

    "I gather there's been a lot of fighting here lately, with the Zhentarim on defense. Were the known attackers all Kenku? Were more forces involved than that?"

  19. - Top - End - #79
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    The captain nods recollecting recent events at his precinct.
    "This is the first time kenku have been spotted being involved in this conflict. The few people we have managed have been human, grey dwarf, and deep gnome. An unusual combination in Waterdeep."

    Spoiler: Questions answered
    Show
    The kenku have been arrested and are being held upstairs before being transferred to a local prison for further investigation. The basement has several bodies of Zhentarim agents currently covered by tarps to not distract the guards from their current duty.

    Renaer matches the general appearance

    William is healed and at full vitality but has exhausted some of his powers and spells. Bartholomew is bandaged up and will need some rest to return to full energy but has his second wind and racial ability ready.


    As Captain Hartford turns his attention to further secure the basement for the investigation team Renaer greets you once more with more poise and considerably more confidence.
    Greetings, I am Renaer NeverEmber. Thank you for being here and disrupting whatever those creatures had planned for me. I was captured alongside another man named Floon. I saw hum stumbling from the Skewered Dragon. I knew he would attract trouble, so I attempted to help but then we were both captured. He must have been transferred out the day before. One of my captors kept mentioning the sewers.

  20. - Top - End - #80
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    BardGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: OOC
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    What would low-INT William know of this NeverEmber's place in his prominent family? What would Bart know?

    Anyhow, William is hoping that Renaer will offer to go with him to see Volo. If so, he can save other questions for later. If not, he'll ask more in this scene.

    I'm also assuming that the two Captains know each other, so obviously that William can just rely on Bartholomew's knowledge of his counterpart Hartford.


    William glances at Bartholomew on hearing the released prisoner's name. Then, his sword and shield stowed, William opens his hands in that famed crossworld gesture of da nada/no big deal.

    "I am called William Bloodbarb, and my colleague here is Captain Bartholomew Bort. We are pleased to have helped.

    "And you have already helped us in return, because we have been asked by Volo Geddarn to find and recover his associate Floon."

    William pauses to see what the reactions are to Volo's name.
    Last edited by Corey; 2021-12-05 at 10:00 PM.

  21. - Top - End - #81
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: Question Answered
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    William given his INT and general lifestyle doesn't know too much about Renaer. But he knows roughly the same a regular person in any country would know about the last head of states child. That being Renaer is the son of Open Lord Dagult Neverember and tended to his father's estate in his time in office. As of late he has avoided the spotlight as of late as much as possible.

    Right now, Bartholomew trusts William with his life and will share a lot of information. Hartford was trained and worked under Bartholomew but officially has more authority given that Bartholomew is retired from the guard. But Bartholomew is well respected which can be seen by him wearing his old uniform in public which is an honor not given to those who retire after only a few years of service.

    Renaer knows of Volo to an extend and has at least some fond memories of him but he seeing him again is low on his priorities at the moment. But he is receptive to both of his saviors so a decent reason without a roll could change his mind.


    Renaer responds well to William's lax demeanor and appreciative sentiments. He responds in kind "A pleasure to meet you both as well". His response is warm and genuine but dark bags beneath his eyes suggesting he has experienced an acute deficit of both in his experiences.

    Upon hearing the end of your congratulations and of your mission from Volo his expression brightens with a small smile. The corners of his eyes rise while his eyes dart to the upwards as he recalls a fond memory.

    "Volo eh. I haven't seen him in a while, not since the time he sailed West to lengthen his book. It's good to hear Floon has more than me looking out for him."

    But his expression grows dour as he seems to recollect what transpired as of late.
    If you haven't noticed I'm the reason Floon is in this jam. Some gang mistook him for me and took us both intending the make the distinction later. Whoever they may be they are deadly serious. If we leave now, I'm sure as surely as I am a first born that I can lead you to where they took Floon. If we leave now we can make it by mid-day."

    Renaers shoulders tighten, and his as though he were preparing for a quick sprint as he eyes both his saviors expectantly.
    Last edited by Plaids; 2021-12-06 at 03:23 AM.

  22. - Top - End - #82
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: Rest, food, time, etc.
    Show
    "Midday" sounds like it's many hours away, so I'm a bit confused about that. That said, I'm not sure that clarity is needed.

    Our heroes do need a Short Rest, which can probably best be flavored -- as it were -- as a meal.

    I've forgotten the exact rules on using a hit die to heal. 1d10 + CON? (For Bart)

    William, who rarely is sure exactly where he'll wind up sleeping, and who generally carries around everything he owns, has the starting-equipment rations on him.

    (Yeah, that clashes with his cool black-leather-duster coat look. It took me this long to realize that, in part because I'm not very visual at all.)

    I gather that neither Renaer nor Bart has the authority to order Hartford to do anything, so you have the freedom to determine whether any of his forces will come along. Cool.



    Spoiler: It's getting rather meta in here
    Show
    Now that I've slept, I'm editing this post to talk about in-game rest. :D


    With everybody apparently listening to his suggestions, William carries on.

    "This last fight took a little more out us than it might first seem.Bartholomew fought impressively after taking a nasty wound, and the only reason I'm now unhurt is that I expended some of my stronger ... abilities. We both need about an hour to recharge, so despite the urgency of the matter, I suggest pausing for a not-rushed meal. Doing it right here with field rations is fine, unless somebody has a reason for going to an inn.

    "We also have some things to talk about. I don't understand yet what the kidnappers seemed to want with Mister NeverEmber. I don't totally understand the sequence of events wherein he was kidnapped by -- humans? -- and then "defended" by these Kenku that tried to gut us. And perhaps we can improve somewhat on a plan wherein somebody who the kidnappers want bravely rushes into the place where the kidnappers are holding the person they took by mistake.

    "In fact, come to think of, Renaer -- are you envisioning that there will definitely be a fight, or are you hopeful that we can talk Floon's captors into handing him over, with or without the payment of some kind of ransom?"
    Last edited by Corey; 2021-12-06 at 08:43 PM.

  23. - Top - End - #83
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Spoiler: Questions Answered
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    Determining time is kind of confusing right now. Currently it is close to but not quite sunrise. Renaer wouldn't have a good grasp on what time of day it is, the intent was for him to show he was confident he could guide the party to where Floon. Whether that is true or not is another matter.

    You recalled the short rest rules correctly and the number of hit dice used for resting are equal to character level. The basement is safe enough to short rest in as well.

    Right now the captain has his own issues to worry about and isn't looking to add more to his plate. So, he will be unreceptive in regard to further requests.


    The suggestion of a meal is with universal approval with Renaer showcasing polite enthusiasm as his hunger overcame his apprehension at though requesting more from his rescuers.
    The meal is hardy and simply prepared. Bricks of hard tack are powderized by the flat head of Bartholomew's warhammer while strips of stringy jerky are ripped apart with a survivalist's knife. Small morsels are crunched slowly and swallowed.

    Taking pity on the group Captain Hartford offers his canteen of water to William, Renaer, and Bartholomew.

    Upon being questioned about the kidnappers' motives regarding him Renaer answers with his head held high.
    "I was walking along with Floon down an alley until some Zhentarim jumped us and took us here. Before we could get questioned or shaken down a fight broke out. Some men where shouting and then most of them left. Soon after those crows came only leaving me and Floon alive. If you had not of showed up, I likely would have been taken to wherever Floon is.

    Upon seeing an opportune pause in Renaer's story Hartford interject to supplement the recounting of events.
    Coolly leaning back on the ladder leading upstairs he adds.

    "I'll have to add your testimony to the investigation. Seems like the Zhent attack on the harbor was triggered by those kenku. The ones we've questioned insisted they heard the harbormaster ordering Red Belly mercenaries to attack them. But the arrowheads we seized, and the harbormaster's alibi tell otherwise. Their mimicry could have set this whole thing off. But that doesn't account for why the Zhents wanted you in the first place son."

    Renaer breaks eye contact and now gazes into the floor. His eyes drooping downwards in melancholy.

    With I don't know what they exactly wanted with me. Though there is plenty they could have. Maybe they hope to bring my father out from wherever he is. Both of them asked about the Stone of Golor, whatever that may be.."

    Bartholomew recognizes the state Renaer is in. Seeking to comfort the boy in best way he knows how he firmly embraces him as if to tell him it would all be fine.
    "No one can blame you for what your father did. You are not in the wrong here. Your courage has shown us all that."

    After a respectful interlude Renaer continues by providing his thoughts on Floon's current captors.
    "I've heard voices like theirs before. They only care for money. Let me join you and I'll cut them all down alongside you."

    A fragile ember of defiance burns in each of Renaer's eyes ready to be nourished into a zealous blaze. But the embers flicker at the risk of being of extinguished by what transpires next.

    Spoiler: The recent happenings of the Neverembers
    Show
    Recently Dagult Neverember the previous Open Lordbecame infamous as a large amount of money was found to have been embezzled by him. With the other lords stripping him of his office he hastily fled the city.
    Any investigations conducted have not yielded anything and all of Dagult's underlings have disclosed nothing, even when questioned with the aid of magic. The rest of the Neverembers have been questioned but have not been found to have no involvement in the scheme.


    Spoiler: The crime scene
    Show
    It looks like Floon and Renaer were first taken by the Zhentarim. After Renaer was interrogated the kenku agents attacked and fooled the Zhentarim agents into thinking the harbormaster sent mercenaries to attack them. Soon Zhentarim rampaged through the streets causing them to be arrested by the city guard.
    Eventually once the crime scene was left by investigators the kenku returned and entered the basement and killed the remaining Zhentarim.
    Floon was smuggled out shortly afterwards. Renaer would have been next if the party had not intervened
    Last edited by Plaids; 2021-12-07 at 02:54 AM.

  24. - Top - End - #84
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    Spoiler: Field first-aid
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    I rolled Bartholomew's hit die in the OOC thread. It was 11, so he's obviously returning to full health too.


    William nods his understanding occasionally, trying to look sager than he really is. Eventually he recaps:

    What I think I'm hearing is:
    • All kidnapping and movement of Renaer and Floon was done by the Zhentarim, for reasons Renaer can only guess at.
    • They haven't gotten into trouble for that yet.
    • They have however gotten into trouble for one or more broader fights ...
    • ... which it now appears weren't really their fault.

    And of course they have suffered a bunch of casualties as well.

    Is that about right?


    He pauses to check for agreement. Assuming he gets it, he continues:

    Whatever the Zhentarim are up to is -- well, it's not widely-known, but perhaps it's not super-closely held either. The "good guy" side of the Zhentarim operation barely have a clue as to what's going on. On the other hand, Volo was investigating them directly, and for some reason included Floon as part of the investigation.

    So here's what I suggest.

    Captain Hartford: It sounds like your colleagues have imprisoned a number of Zhentarim for crimes they are innocent of. It also sounds like there are other crimes, including this kidnapping and whatever prompted it, that they should be interrogated about before they are ever released. Can we circle back with you or perhaps with somebody else Captain Bort knows to see what you learn?

    Meanwhile, I'd like to bring Mr. NeverEmber and Mr. Geddarn together for a chat. Perhaps they can each add context to what the other one knows.

    Does that sound like a plan?


    Spoiler: And of course
    Show
    We need to figure out how to contact Volo.

  25. - Top - End - #85
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    DruidGuy

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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Captain Hartford nods alongside William while cupping his chin William agreeing with William as he starts assembling the order of events alongside him.

    "By the looks of it the Zhents grabbed the fire starter for this mess. But for reasons unknown. We know even less about what the new blood want." Hartford eyes the parchments scattered on the floor then anxious at the lanterns around them, not wanting to risk valuable evidence and the reprimanding its loss would entail.

    "Losses were seen on the first day but this more than doubles them." A gesture to some tarps makes it clear what he is talking about.
    At the mention of "good guys" Hartford quietly scoffs not wanting to interrupt William and his discipline restrains for the most part.

    Upon hearing for Williams request to for investigative aid and maybe even an audience with the Zhentarim, Hartford leans back on the ladder once more and recites a notice.
    "All verified individuals supplementing an investigation must be authenticated by the regional magistrate and responsible captain." He has clearly recited this speech many times to many prospective adventurers.

    "The guard don't want to give gangs opportunities access to evidence and opportunities to spring their own from guard custody. I'll send a letter with all the paperwork."

    Upon hearing of Volo Renaer begins to contribute to the conversation. I'll do anything if I can help Floon. I can lead you to where he is. He is surely in the same place he always is when he's in a jam. But what do you have in mind for me and Mr. Geddarn?

    Both Hartford and Renaer look towards William patiently with a hint of anticipation of what he would propose next.

    Spoiler: Magistrates
    Show
    Magistrates are essentially judges in Waterdeep. Only individuals in law enforcement or with certain proclivities know much about individual judges. They rarely make the news and most try to forget about them after being summoned by them to pay permit fees. Bartholomew certainly can lead the way to the right one, but he might not know the as well or have as good of a relationship with them as he does with Hartford.

  26. - Top - End - #86
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    William gives his head a slight shake, and addresses Renaer in an honestly bemused voice..

    I apologize, but I'm a bit confused. I thought I heard you say both that Floon was taken somewhere against his will and also that he went to the same place he always goes. That sounds a bit contradictory. Did I misunderstand one of those things, or is there a way they can both be true at once?

    After a momentary pause, William quickly decides to continue with something that in no way could be construed as a criticism, just in case his previous comment was taken the wrong way.

    As for involving Volo, my reasons for suggesting that are several-fold:
    • First, his actions suggest that he thinks he has insight into what the Zhentarim are up to. So perhaps he might have some insight into why the Zhentarim wanted to kidnap you.
    • Second -- well, we haven't asked Captain Hartford if he can spare the personnel to help free Floon. But if he can't, then you, me and Captain Bort might not be enough force to get it done, should force be required.
    • And to continue that thought, Volo seems to feel guilty about Floon's troubles and want to help recover him, similarly even if for different reasons than you do.


    But of course, if he can't quickly be found, that option would not be workable.

  27. - Top - End - #87
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Deciding it would be prudent to consult Volo and inform him of recent insights the William, Bartholomew, and Renaer are escorted out of the warehouse before the detectives arrive to investigate the warehouse. Hartford grateful for William proceeding the investigation offers to hear from him once more if further clues emerge. With any potential meeting happening amongst the hushed crowds at the Tidal Art House should William need to hide from any criminals attempting any acts of retribution.

    As the group navigates the streets of Waterdeep the morning sun evaporates lingering mist while commuters begin to populate the streets to continue their routine.
    With Renaer's guidance the group returns to where the case started, at the Yawning Portal Tavern.

    "Volo could usually be found while he was in Waterdeep. Always looking for adventurers to share their accounts of all the monsters they felled or buy the pieces they hauled back to Waterdeep. Mother said this was a disreputable place but Floon and I would always sneak out of the neighborhood when we could."

    The tavern is subdued with rowdy patrons slumbering away as the ovens and taps sit idle. Durnan never could attract a breakfast crowd.

    The group sees Volo badgering a group of heavily armed adventurers imploring them to help him through the goodness of their hearts or their desire for gold. But the group proceeds to step on a wooden platform and descent into the famous well for more lucrative ventures. The well expels the echoing creaks of the platform descending underground.

    Before the dejection can come into full force Volo spots the group and begins a series of questions.
    "You're back! Did you discover anything new? Please! Tell me you know where Floon is."
    He anxiously hopes for good news.

    Spoiler: Actions
    Show
    Volo is anxious and is eager to hurry the rescue along. Roll to use a skill if you thing he will be reluctant to fulfill a request. Such as something that would not directly aid in the investigation.

  28. - Top - End - #88
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    William smiles at Volo. One of my companions, whom you may recognize, was with Floon when he was taken. Is there a private area where we may talk?

    William's agenda for the upcoming conversation includes but is not limited to:
    • Introducing Bort.
    • Having Renaer tell his tale.
    • Assessing the tactical situation and options regarding a Floon recovery as best they can.
    • (Toward the previous goal and also for other reasons) Getting as much as he can from both Volo and Renaer that might help explain Zhentarim actions.
    • Getting Volo and/or Renaer to expend enough influence or other resources to make the Floon rescue as safe as possible.
    • Getting Bort paid for his help without cutting into William's share. ;)
    Last edited by Corey; 2021-12-09 at 09:00 AM.

  29. - Top - End - #89
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    Volo leads the group to a table by the expended hearth and begins the conversation. He is glad to meet Williams companions, glad to meet such a long-served member of the guard and to reunite with Renaer. Renaer whom was just a boy when Volo first sought funding for his journeys to make the penultimate grimoire of monsters.

    Volo quickly agrees to pay Bort his advance and fair share.
    The group muses on the scant details Renaer can provide during his imprisonment. But the common thread of the Stone Golor is brought up. With both Zhentarim interrogators and a kenku mimicked voice of a coarse boss demanding the object at once.

    Spoiler: Stone of Golor
    Show
    Roll religion, history, or arcana to recall just what is so special about this stone.


    Fearing that time is of the essence both Renaer and Volo gladly agree to assist in their manner.

    Having started out in the sanitation guild as a pest controller Volo presents leaflets containing his extensive knowledge of the creatures within the sewer whether they be mundane or exotic.
    Renaer offers his aid. Choosing an immaculate rapier from the taverns cache of weapons for rent to beginning adventurers he looks to William, seeking his approval.

    Spoiler: Preparations
    Show
    I'll be setting the next scene at the mouth of the sewers soon.

    It is time to decide if Renaer should come. He is a fit young man but the least experienced in combat. But he does have roguish skills gained through navigating the streets of Waterdeep to see Volo with Floon in their youth.

    Also given Volo's personal notes the party will advantage on animal handling, survival, and nature skills with creatures of the sewers.
    Please mention who is carrying the light source(s), rope(s), food, and other tools like thieves' tools, medicine kits, or spell components costing money. Resources can be divided or stacked on a single person.
    Last edited by Plaids; 2021-12-10 at 03:32 AM.

  30. - Top - End - #90
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    Default Re: IC 6 Player Waterdeep Dragon Heist

    William can't recall anything about the stone of golor. Try as he might no one involved in any of his recent gigs has brought up the artifact. As far as he knows the stone is one of the many words used in cants by the thieves across Waterdeep.

    Wedged between the walls of the castle ward and ocean the party the party gazes at the cities behind. A wall of pipes mostly the width of a dwarf head jut from the cliff face surrounding a tunnel.
    The tunnel is large enough to easily fit two shoulder to shoulder ox carts but the darkness and pungent smell would likely dissuade any sensible creature.

    At the entrance a small purple eye symbol can be seen on the worn and chipped bricks.
    A steady stream flow through the main tunnel with thins mats of algae lazily flowing outwards in clumps ready to contribute to the green fields in the ocean behind you.
    Along the sides of the tunnel the elevated earth provides dry walkways.


    Spoiler: Rolls
    Show
    Rolls a perception check and dex check for each person walking in. Light sources, food, ropes and tools are going to be important.

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