Friday, October 15, 2021

The Windmill in Winter - Waterdeep Dragon Heist, Chapter 8


There was a fumbling at the lock outside the exterior door to the larder. The Mystics of Trollskull Manor readied their weapons. The severed limbs of humans, elves, halflings, and other inhabitants of Waterdeep dangled from hooks in the ceiling.

The door opened. The cold light of the winter day poured into the larder. Snow swirled around the dragonborn standing silhouetted in the doorway. Thrakkus the Butcher put the key back into his apron pocket. He picked up his heavy cleaver and entered the room. He was shocked to see five intruders - the meddling interlopers who had recently bothered him in his shop - asking about that stupid stone!

His reptilian eyes flashed with anger. The secret of his larder had been discovered. He roared in anger.

The intruders rushed towards him. Thrakkus brandished his giant cleaver, inhaled a deep breath, and breathed a searing cone of flame upon his oncoming attackers!


CHAPTER 8
"THE WINDMILL IN WINTER"

The Mystics of Trollskull Manor:
  • Winterfrost of House Silverspear - Neutral Good Moon Elf Noble and Fighter. The daughter of elven diplomats, raised among dwarves.
  • Etlenda, aka "Exile" - Neutral Good Eladrin Outlander and Paladin. Exiled from the Feywild and raised by wolves. While exploring the Feydark he crossed over into the Underdark and emerged into the Mortal World.
  • Tempus Vegvisir - Lawful Good Human Trade Sheriff and Cleric of Helm. Husband and Father.
  • Push-ta Tok - Neutral Half-Orc Former Smuggler and Rogue.
  • Kem Hearthfire - Chaotic Good Half-Orc Former Gladiator Priestess of Gond.
DM- This weeks starts off with a week of faction quest grinding. Last week they went to the converted windmill and were ready to start the meat of the mystery. However, I wanted to get everyone's faction quests out of the way before that so I said the butcher shop was closed for a week. That gave them some times to power through a bunch of various level-4 faction quests. It was actually kind of complicated and I had to create tables to keep track of where each characters was spending their time and what each character was doing day by day.

Ten Days Earlier

The Mystics of Trollskull Manor followed the nimblewright's map to the ancient windmill in the Field Ward that now served as a butcher shop and apartments for squatters. The sign outside the shop said "Thrakkus closed - back in ten-day". The door was locked and no one appeared to be home so the team left, making plans to return in a ten-day. 



That night they patrolled the graveyard and encountered a mysterious halfling necromancer.

DM - In order to keep track of who was doing which plot with whom and where they were, I had to play it day-by-day, asking each player in turn where they were and what they were doing in 8-hour "shifts". They didn't HAVE to do anything. I just had to keep track of where each character was in case they needed help from the others.

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

1

Morning

 Windmill

 Windmill

 Windmill

 Windmill

 Guest

Afternoon

Cemetery

Cemetery

Cemetery

Cemetery

 

Night

Cemetery

Cemetery

Cemetery

Cemetery

Sleep


Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

2

Morning

Sleep

Sleep

Sleep

Sleep

 

Afternoon

Bronze Dragon

Bronze Dragon 

 

 House of Inspired Hands

 

Night

Cemetery

Cemetery

 Cemetery

 Cemetery

Cemetery

  

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

3

Morning

Yawning Portal

 Sleep

Sleep 

Sleep

Sleep 

Afternoon

Yawning Portal

 Researching Stone

Talk with Volo about Leif

 House of Inspired Hands

 Procastinating

Night

Sleep - pre-dawn

Cemetery

 Cemetery

 Cemetery

 Cemetery

 

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

4

Morning

Yawning Portal

 Sleep

 Sleep

 Sleep

 Shopping List, Find Halfling Dasher Snobeadle

Afternoon

Yawning Portal

 Aboleth Research

 Research Axe

 House of Inspired Hands

 Find Halfling  Dasher Snobeadle

Night

Sleep

Cemetery

Cemetery

Cemetery

Cemetery 

 

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

5

Morning

 Yawning Portal

 Sleep

 Sleep

Sleep 

Sleep 

Afternoon

 Sleep

 Open Lord

 Search for Dasher

 House of Inspired Hands

Search for Dasher

Night

Yawning Portal

Cemetery

Cemetery

Cemetery

Cemetery

  

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

6

Morning

Talk to Blackstaff 

 Sleep

 Sleep

Sleep 

 Sleep

Afternoon

 Yawning Portal, talk to in person

Research Open Lord

 Finder

 House of Inpsired Hands

 Find Dasher

Night

Sleep?

Cemetery

Cemetery

Cemetery

Cemetery

  

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

7

Morning

 Track Down Meloon's friends

 Sleep

Sleep 

Sleep 

Sleep 

Afternoon

 Tavern

Tavern 

 Meet Dasher

 House of Inspired Hands

Meet Dasher 

Night

Sleep

Cemetery

Cemetery

Cemetery

Cemetery

  

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

8

Morning

 Yawning Portal

 Sleep

Sleep 

Sleep 

Sleep 

Afternoon

 Yawning Portal

 Yawning Portal

Yawning Portal 

 House of Inspired Hands

 

Night

Sleep

Cemetery

Cemetery

Cemetery

Cemetery

  

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

9

Morning

 Yawning Portal

 Sleep

Sleep 

Sleep 

Sleep 

Afternoon

 Yawning Portal

 

 Yawning Portal

 

 

Night

Sleep

Cemetery

Cemetery

Cemetery

Cemetery

 

 

Day

Time

Tempus

Etlenda

Winterfrost

Kem

Push-ta

10

Morning

 

 

 

 

 

Afternoon

 

 

 

 

 

Night

Sleep

Cemetery

Cemetery

Cemetery

Cemetery

Thought Crimes

The next day, Tempus received a message from the Blackstaff. She had a mission for him. A member of Force Grey had been acting strangely of late. His name was Meloon Wardragon, and his happy-go-lucky demeanor had soured. He’d been hanging around the Yawning Portal more than usual.  Tempus was tasked to observe him for a tenday, then report back to to the Blackstaff. 


Tempus spent the next several days watching Meloon hanging out in the Yawning Portal. Meloon was dour. He went out of his way to dissuade anyone from descending the great well into Undermountain. 

Tempus asked the bartender, Durnan, about Meloon. Durnan replied gruffly that what he had known Maloon a very long time and that what he knows about Meloon was between him and Meloon and no one else. However, he uncharacteristically told Tempus that Meloon had been acting strangely, often having long conversations with himself in his room before dawn.

The next morning, Durnan allowed Tempus into the Yawning Portal before dawn. Tempus sent his familiar, Edward the Bat, to sneak into Meloon's room to observe discretely. He saw Meloon having a tense argument with his axe, Azuredge, as if he was speaking to an invisible person that couldn't be heard. Meloon's voice was different. He said, "It doesn't matter. He's mine now, which means YOU'RE mine now! - I don't care! - You will do as I command! - Enough!" The argument ended with Meloon having a silent staring contest with his axe for nearly an hour. 

At first, Tempus suspected that Meloon was somehow being controlled by the axe. After doing some research on the axe an its history, he changed his assessment to suspecting that Meloon was being mind-controlled by some other force which the axe was resisting. 

He brought his conclusions to the Blackstaff on day six. The Blackstaff admitted that she had already suspected this and was trying to determine who or what was controlling him. She instructed Tempus to continue observing. She needed more information.

Tempus later enlisted the aid of the other Mystics of Trollskull Manor to engage Meloon in conversation in an attempt to draw out more information. 

He gave his final report to the Blackstaff after a full ten-day. She told Tempus that she believed that, during his last foray into the Undermountain a year ago, Meloon had fallen victim to an "intellect devourer" which had consumed Meloon's brain and had subsequently taken control of his body. Tempus mentioned that he had encountered such a creature before within the lair of the Xanathar's Guild. It was a pet of a strange humanoid with the head of an octopus. The Blackstaff said his name was Nihiloor, second in command of the Xanathar's Guild. She wondered if Meloon's maladay was related in some what to the Guild. 

She thanked Tempus for his aid.

An Awkward House Guest

Meanwhile, Push-ta's house guest, the dwarf named "Jorn", was making himself at home. Push-ta was spending his nights with Etlenda patrolling the cemetery. He would return home at dawn each day and sleep until noon. A few days into his stay, Jorn began making very specific requests of Push-ta - such as requiring pastries from a very specific shop on the far side of town, sending Push-ta on long multi-stop errands, and kicking Push-ta out of his own room in order to facilitate meetings. Push-ta came home to find all his own furniture replaced with Jorn's. Push-ta was reaching the end of his patience.



Jorn hired workers to make repairs to the house, technically fulfilling part of his deal, but the repairs were done to Jorn's specifications, overriding those of the Mystics. 

One night, while he was leaving early to go visit the Yawning Portal, Tempus saw a female dwarf wearing night clothes come down to the common room, prepare a drink, give Tempus a familiar nod, and return to Push-ta's room.

The other Mystics occasionally saw winged snakes fly out of Push-ta's windows, only to become immediately invisible. Winterfrost even found a flying snake curled up sleeping in the hall! 

Push-ta had just about had enough. He had vowed to himself that after this was over, he would work to get his revenge on Jorn. He endured, however, and after ten days Push-ta returned from the cemetery to find that Jorn returned moved out. His furniture had been returned. On his bed was Jorn's hat, a bag full of platinum suns, and a note that said, "I apologize for the inconvenience of the last ten days. You have done well. You have earned this reward and you have earned a promotion within the organization - Wolf of the Zhentarim."

On Dasher

On the fourth day of his guest's stay, Jorn gave Push-ta a mission. Jorn told Push-ta, "Waterdeep’s richest halfling family, the Snobeedles, is offering 500 gold pieces for information leading to the safe return of a missing family member named Dasher Snobeedle. Those dragons sure would look good in our coffers! Investigate and see what you can learn, but don’t get in any trouble. The City Watch already has it out for us."

Winterfrost joined Push-ta and the pair went outside the city to the Snowbeedle estate. There they met Blossom Snobeedle, an elder druid and matriarch of the Snobeedle family. She told Push-ta that her grandson, Dasher, had ran away from home. She didn't want Push-ta to return her grandson against his will. More than anything else, she needed to know he was alive and safe. 

Push-ta took the job and spent several days asking around the Southern Ward. Their inquiries paid off and Push-ta convinced some halfling street toughs to arrange a meeting between Push-ta and the wayward Dasher. 

Dasher met them at highsun at huge signpost near Waymoot by the Southern Gate. Dasher had greased back hair and wore a leather jacket. He informed Push-ta that he had rejected his old family, he had a new family! He turned around and showed the logo painted onto the back of his jacket - the Shard Shunners!

Push-ta and Winterfrost looked around and saw several other halflings wearing similar jackets - there were at least a dozen others.

After Dasher told them to get lost, they returned to the Snobeedle estate to provide an update to Blossom. Blossom thanked them and arranged their payment.  

Exterminate Us

On the evening of the seventh day, Savra Belabranta of the Order of the Gauntlet visited Trollskull Manor to deliver Tempus a mission: "Guards at the Endshift Tavern, located on Endshift Street in the Field Ward, are being robbed nightly, and the innkeeper says he’s seen giant rats prowling around the back alleys. Sounds dull, but it’s a plea for help that we can’t ignore."

Tempus took the mission. Etlenda accompanied him to the Endshift Tavern. A little while later three guards from the city watch entered the tavern. It was snowing outside. They were cold and tired and unhappy with having to patrol the Field Ward in search of Zhentarim. The trio proceeded to order tankards of ale. 

Tempus spotted three halflings eyeing the guards suspiciously. Once the guards got up to leave and return to their barracks, the three halflings got up to follow. 

Tempus and Etlenda intercepted the halflings and warned them against committing any crimes. The halflings, taken aback by being called out, nervously agreed. They exited the tavern with hats held in hand, bowing and nodding.

Tempus sent his bat, Edward, to follow the halflings. He saw them run into a side alley where they turned into giant rats and scurried into hiding places.

Tempus told Etlenda what he saw. Etlenda agreed that taking on were-rats was far beyond their areas of expertise and decided to let it go.

Suffer Not the Liars

On the ninth day, Etlenda received a message delivered in a melodious male voice by a white cat, "Etlenda, the Emerald Enclave is in need of your services. Doppelgangers threaten the balance of power in Waterdeep. Rumor has it a group of them are meeting in the Yawning Portal tonight after sundown. Root them out and rid the city of them if you can."


Etlenda enlisted the services of his companions and met Tempus already at the Yawning Portal. They asked Durnan if he knew of any doppelgangers meeting in his establishment. Durnan replied gruffly that the business of his patrons is their own and not for him to disclose. But, however, he was a concerned citizen of Waterdeep nonetheless. If there were anything like that going on, it wouldn't be for another hour or so and would have to be in the private room. 

The Mystics of Trollskull Manor positioned themselves to covertly observe the room. At the indicated time, several individuals entered the tavern, each entering alone, and furtively made their way to the back room. Durnan gave a silent nod indicating that all were present.

Push-ta and Kem Hearthfire were positioned outside the tavern to prevent escape through windows. Tempus and Winterfrost stood watch outside the door to the private room. Etlenda listened at the door. He heard snippets including "The time to strike draws near!" and "Our plans are finally coming to fruition. We are all in position - exactly where we need to be."

Etlenda threw open the door and entered.

A woman, a housekeeper by her appearance, was standing at the head of a table of various representatives of Waterdeep, each from various classes and positions of power. "Excuse me! This is a private meeting!"

"Enough!" shouted Etlenda, his short but massive frame exuding menace, "I was sent here by the Emerald Enclave. We know who you are and know your plans. I am here to tell you that you have failed! The Emerald Enclave is giving you this opportunity to flee the city with your lives."

There was a pause. The char-woman glared at Etlenda. She then took a deep breath, "Well, I guess the jig is up. All right. You caught us. There's no point in pretending anymore if our plans have been foiled." She turned to her group, "Comrades, we have failed." She turned back to Etlenda, "We will leave Waterdeep tonight. You win."

Etlenda escorted them to the gates of the city. 

Thrakkus the Butcher

After a ten-day had passed, the Mystics of Trollskull Manor returned to the old windmill in the Field Ward. The ground was covered in several inches of snow. There were several empty bottles lying scattered outside the door to the butcher shop. 

They entered the butcher shop and met a burly dragonborn butcher with a hangover and a bad attitude. They asked Thrakkus about the stone of Golorr and demanded he tell them where they could find the stone. Thrakkus dismisses their questions with monosyllabic answers and low growls - he was in no mood to talk with outsiders. 

With no valid reason to antagonize the butcher, the Mystics retreated to the alley outside. Since the rest of the building looked dilapidated with some doors standing ajar, they decided to take a look around.

Squatters

They entered the run-down structure that was once a windmill and heard the sound of crying children among women and men talking - the structure was filled with squatters. 

They entered a nearby room and found a pair of squatters - two women - who cowered in fear at the intrusion. They said that Thrakkus allowed them to live in the structure and even gave them meat to eat as long as they did what he said. They knew nothing of the stone of Golorr nor had they any knowledge of a conspiracy. 

Winterfrost offered the pair some trail rations to eat. One squatter wrinkled her nose at the hard dry biscuit while the other whispered, "Take it! Its better than what Thrakkus feeds us. We don't want to wind up like the others"

The other cautioned the first to keep her mouth shut - they didn't want to wind up like "the others". 

The Mystics asked where Thrakkus lived and the pair indicated stairs at the end of the hall that led to an upper level.

The Mystics explored the upper level, finding more empty bottles - evidence of a week of binging and celebrating newly acquired wealth - as well as a new crossbow emblazoned with the symbol of the flying snake marking his affiliation with the Zhentarim, new clothes, and a recently repaired window. The other upstairs rooms had dangerously rotten floors or were home to pigeons.

The team returned downstairs and were met by a different squatter - a man. The man offered his help while holding out his hand and clearing his throat. He was offered a silver coin but the man shook his head, wiggling his fingers.

Etlenda became annoyed, "Really? This better be good!" and gave the man a golden dragon. 

The man said that he has no idea where Thrakkus got his meat - deliveries happen in the middle of the night - but that he had been selling his butchered meat to shops throughout Waterdeep even in the depths of winter, when the culling of animals was typically curtailed. He said that his last delivery was a ten-day ago to a man named Justyn Rassk, a representative of the Guild of Butchers. He was instructed to deliver the meat to Cuttle's Meat Pies in the trade ward and was paid extra coin for the special delivery. Thrakkus must have been well paid for that meat for he closed his shop for a ten-day and spent much of the time drinking. 

Each extra bit of information cost an additional gold coin. 

The Larder

When asked where Thrakkus kept his meat, the man indicated the larder at the end of the hall. The door to the larder was made of stout wood and was padlocked from the outside. Push-ta used his picks to open the lock. 

They entered a cold storage room filled with severed human limbs hanging from hooks or lying in piles on the ground. 

Thrakkus the Butcher had been receiving human bodies, butchering them, and selling the meat to local establishments throughout Waterdeep! 

The more intact bodies showed evidence of strangulation, cut throats, and other forms of execution. Many were members of Xanathar's Guild. 

There was a fumbling at the lock outside the exterior door to the larder. The Mystics of Trollskull Manor readied their weapons. The severed limbs of humans, elves, halflings, and other inhabitants of Waterdeep dangled from hooks in the ceiling.

The door opened. The cold light of the winter day poured into the larder. Snow swirled around the dragonborn standing silhouetted in the doorway. Thrakkus the Butcher put the key back into his apron pocket. He picked up his heavy cleaver and entered the room. He was shocked to see five intruders - the meddling interlopers who had recently bothered him in his shop - asking about that stupid stone!

His reptilian eyes flashed with anger. The secret of his larder had been discovered. He roared in anger.

The intruders rushed towards him. Thrakkus brandished his giant cleaver, inhaled a deep breath, and breathed a searing cone of flame upon his oncoming attackers!

Fire engulfed Push-ta and Winterfrost. Tempus sent his bat familiar to harrass Thrakkus. Thrakkus swung his giant cleaver, catching the small bat against the wall, causing it to disappear in a puff of silvery smoke.

Tempus swore, "Dammit! Stop killing those! They cost me ten gold each!"

Thrakkus was soon overwhelmed by his opponents. The dragonborn fell to a bolt launched from Push-ta's crossbow. 

A quick search of the larder revealed nothing else of value. Winterfrost was sent out to retrieve officers of the city watch to report what happened here. She returned an hour later having found none in the Field Ward.

The squatters stood in the doorway watching. The squatter who had given so much useful info said, "You don't have to stick around. We'll, uh, we'll take care of it." - indicating the body of Thrakkus. "Leave it to us." He grinned greedily and the other squatters behind him giggled suspiciously.

Etlenda told the other Mystics it was time to go. They had to find Cuttle's Meat Pies.

Tempus protested, "We can't leave them here - do you know what they're about to do?"

Etlenda used his arms to direct the others towards the exit, "Yes. I know. But I wish I didn't. Come on. Let's just go."

To Be Continued...

Thursday, September 30, 2021

Betrayal at Gralhund Villa - Waterdeep Dragon Heist, Chapter 7

 

Tempus ran upstairs to find three dead or dying goons. He paused to say a prayer to spare the dying. A fourth man sat on the floor. He was covered by a net and petting three winged snakes. Half his face had been recently burned and his clothing was badly scorched. Etlenda stood guard over him. The man looked exhausted and resigned to his fate. 

A smaller man dressed like a noble was reunited with a woman who appeared to be his wife. A tall half-orc wearing the livery of the noble house stood near the woman - obviously her bodyguard. The man called out, "Yalah, my dear! Are you safe? Where are the children?"

"They are hidden and safe, Orond. They're in their room," she nodded, indicating a door to the right, "Go see to them. It seems we have guests."



CHAPTER 7
"BETRAYAL AT GRALHUND VILLA"

The Mystics of Trollskull Manor:
  • Winterfrost of House Silverspear - Neutral Good Moon Elf Noble and Fighter. The daughter of elven diplomats, raised among dwarves.
  • Etlenda, aka "Exile" - Neutral Good Eladrin Outlander and Paladin. Exiled from the Feywild and raised by wolves. While exploring the Feydark he crossed over into the Underdark and emerged into the Mortal World.
  • Tempus Vegvisir - Lawful Good Human Trade Sheriff and Cleric of Helm. Husband and Father.
  • Push-ta Tok - Neutral Half-Orc Former Smuggler and Rogue.
  • Kem Hearthfire - Chaotic Good Half-Orc Former Gladiator Priestess of Gond.
DM- Fun session this week as the player characters clean up in the aftermath of the battle at Gralhund Villa, chase the loose nimblewright across the town, and take on a side-job to defeat a necromancer in the City of the Dead. 

Gralhund Villa

Tempus cleared his throat and introduced himself, "I am Tempus Visvigir, Road Warden. My companions and I were outside investigating an unrelated matter when we heard battle within. We apologize for entering uninvited." Tempus addressed his question to the husband to test a theory, "My lord, what happened here?"



Orond hesitated and looked at his wife, "Um."

Yalah replied for him, "Orlond, go see to the children. I will handle this. Captain of the Guard, send one of the men to summon the City Watch at once!"

Orlond nodded and fled into the adjoining room. One of the guards left down the stairs to summon the City Watch.

"We thank you for your intervention. You see, we have been held hostage for a tenday by these vile Zhentarim agents! My brave and LOYAL guardsmen managed to free themselves today and fight their way to free us. We are indeed lucky you came along to assist them!"

The guards shuffled their feet uneasily. The half-orc growled at them and they quickly snapped to attention. 

"My lady, we believe this man on the floor here was involved in an incident earlier this morning in which a fireball was detonated not far from here. The fireball was thrown by a mechanical man called a nimblewright. Have you seen this nimblewright? Do you know why it might be targeting this man?"

"This man is their leader, Ustul Floxin! I know nothing other than he is a bloodthirsty savage who deserves to be hanged for his crimes! I have no knowledge of a fireball or a nimblewright!"

DM - Kem's player said to me, "I'd like to make an Insight roll to see if she's lying." Etlenda's player said, "Let me save you some time. OF COURSE SHE'S LYING!"

"My lady, may I speak with your husband and your children?"

"Why?" Yalah said, suspiciously.

"I simply wish to ensure that he is healthy and well."

 "Can't you see that we have suffered severe trauma? Why can't he be alone with his children?"

"Madame, I have experience with this sort of thing and can provide sympathetic consolation."

"Very well, but please be brief. Hrabbaz, go with our guest to ensure their propriety."

DM - Tempus rolled a natural 20 on his Persuasion.

Tempus joined Orlond in the adjoining room. Orlond was hugging and checking on the safety to two boys, one ten years old, the other thirteen. Orlond seemed annoyed by Tempus' intrusion. 

Tempus noticed that there were three beds for two children but said nothing. The half-orc bodyguard stood menacingly behind Tempus, watching his every move.

Tempus gently inquired if Orlond felt safe or if there was anything Orlond needed to confess or if Orlond needed any help or assistance of any kind.

Orlond was insulted by this intrusion and demanded Tempus leave immediately. Hrabbaz grabbed Tempus by the shoulder and politely but firmly directed him to leave. 

Tempus didn't push his luck. He returned to the others, "We're done here. We should go."

Urstul Floxin's eyes grew suddenly wide. He grimaced. He looked up at Etlenda with a pleading look while making subtle gestures towards Yalah. He grit his teeth as if to say, "Don't leave me here with HER!"

Etlenda gave the subtlest nod, "We should wait for the City Watch."

Urstul breathed a sigh of relief. As if on cue, the whistles of the City Watch could be heard downstairs. 

Tempus introduced himself and his companions to the City Watch. As Etlenda handed Urstul over to the watch, he said to the man, "Remember this courtesy. I doubt Lady Gralhund would have showed you such mercy. If the situation is every reversed, I hope you will remember what we did for you. Before you go, is there anything you need to tell me?"

Urstul grinned but kept his secrets to himself.

Loose Ends

The team retreated to Trollskull Manor. The next morning they made plans to search the city for the missing nimblewright. Etlenda had once again changed appearance. He now had yellowish skin and green hair - despite the cold outside, today he felt like spring.

As they gathered in the common room to discuss their plans, Push-ta entered the manor with a male dwarf. Push-ta introduced his companion as Jorn. He said Jorn would be staying in the manor house for a ten-day, he'd stay in Push-ta's room and will keep out of the way. Jorn had even promised to help with some of the home repairs. Jorn introduced himself but spoke in a strange voice that seemed - odd. Push-ta hustled Jorn along with an awkward grin, saying, "Okay, well, that's enough of that. We'll be moving along now. Sorry I can't help track down the - whatever - today. Have fun!"



Everyone was polite and smiled and waved. 

Once they were gone, Etlenda stopped smiling and turned to the others, "Okay, that was weird, right? It wasn't just me?"

The team continued their preparations and set out to search Waterdeep with the nimblewright detector. They spent the entire day following a winding path through the Sea Ward with no signs of the nimblewright. The exploration did introduce them to some of the sights and locations of the Sea Ward. 

The following morning was colder. The skies were gray and it was beginning to "smell" like snow. The team focused their search on the Field Ward. The detector began to whirr about three hours into their search. They triangulated the source to a decrepit alley filled with trash. 

They cautiously entered the alley with weapons stored and hands free. Suddenly a humanoid shape wearing an old hat and tattered cloak rose out of its hiding place beneath the pile of garbage. It was the nimblewright. It glanced around quickly looking for an escape route.

Tempus spoke with gentleness in an attempt to convince the mechanical automaton to surrender peacefully. In response, the clockwork man threw aside its cloak and brandished a rapier.

Etlenda shouted, "Grab it!" Tempus, Etlenda, and Winterfrost rushed forward and grabbed the nimblewright, wrestling it to the ground, pinning its limbs, and disarming it. Kem followed up by binding the nimblewright with rope.

The nimblewright had been captured!

DM - D&D doesn't really have good rules for dog-piling onto a target, pinning it, and disarming, so I came up with some on the fly.

Step 1 - the first attacker makes a grapple check using Strength (Athletics) vs the target's choice of Strength (Athletics) or Dexterity (Acrobatics). A success confers the Grappled condition on the target.

Step 2 - the second attacker makes a grapple check as above. A success confers the Restrained condition on the target. 

Step 3 - a third attacker makes a grapple check as above. A success confers the Incapacitated condition on the target.

Shove - An attacker can make a "Shove" attack, using Strength (Athletics) vs the target's choice of Strength (Athletics) or Dexterity (Acrobatics). A success confers the Prone condition on the target. A prone target that is grappled, lacking movement, cannot stand up from their grapple.

Grappler Feat - If any of the attackers has the Grappler feat, they can skip to the next step. For example, Restrained at Step 1, Incapacitated at Step 2, etc.

Escape - The grappled target, as an action, can attempt to escape with either a Strength (Athletics) or Dexterity (Acrobatics) skill check vs. a Strength (Athletics) skill check made by all of its attackers. Each success against its attackers removes one step. Restrained to Grappled to Free. Incapacitated targets, lacking actions, are unable to escape. 

For example, a target trying to escape from two grapplers makes a Strength (Athletics) check of 22 vs. the Strength (Athletics) checks of each of the attackers: 15, 18. The target escapes. In a different scenario, the grapplers scored: 19 and 24. The target is no longer Restrained but is still Grappled. 

Some passing city watch heard the commotion and investigated. Tempus was surprised to encounter city watch in the Field Ward. They explained that because of the recent violence between the Zhentarim and Xanathar's Guild, they've been forced to work extra shifts and go to places they wouldn't normally go. They were exhausted and annoyed. 

Tempus explained the situation to the watch officers. The watch officers didn't care and went about their business.


After the scuffle, Kem Hearthfire searched the nimblewright, finding a folded piece of paper in a small pouch. She secreted it away for later inspection.

They returned the nimblewright to the House of Inspired Hands. Valetta thanked them for their service in retrieving the wayward automaton. She paid them 500 gold crowns and, as a bonus, gave the team four gifts - special inventions of the House of Gond:

  • Adjustable Stilts. They increase the height of any humanoid wearing them by 2 to 5 feet. 
  • Backpack Parachute. If it has sufficient time and space to deploy properly, the parachute allows its wearer to land without taking falling damage. 
  • Barking Box. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog's bark or a large dog's bark.
  • Matchless Pipe. A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself.

They accepted their gifts and left the temple. Back on the street, Kem opened the folded piece of paper she had confiscated from the nimblewright. It was a map showing directions from Gralhund Villa to a location in the Field Ward near where they found the automaton. An X on the map indicated a word "Thrakkus". 


Thrakkus

The team decided to head back to the Field Ward to investigate. Snow was starting to fall, leaving a light dusting on the ground.

They arrived at the location indicated on the map and found another decrepit alley. Within this alley was an ancient windmill - its blades having been removed long ago. Much of the windmill appeared in decay and occupied by squatters. There was a butcher shop on the ground floor. A sign hung on the door saying, "Thrakkus is out. Will return in a tenday."

Etlenda said, "Well, I guess we'll return in a tenday."

DM - I had given Etlenda his faction mission for the Emerald Enclave, but they were starting to dive into the meat of the mystery plot. I knew once they started down the mystery trail, things would go quickly. I wanted them to complete some side quests first. So I threw out the sign. At first it was one day. Then, when the group needed more time, I made it two days. Now I'm making it a tenday. The players were cool to play along.

The Grave Robber

That afternoon, as they returned home, a white cat sat waiting on the steps. As they approached, it said, "Etlenda, the Emerald Enclave needs you."

The white cat relayed to Etlenda the following mission: “Sir Ambrose Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who’s stealing bones from the City of the Dead and animating them as skeletons. Sir Ambrose could use your help, if you’re not too busy. Report to Sir Everdawn tonight at dusk for instructions.”

Etlenda asked the others if they wished to join him and they agreed. It was still mid-afternoon so they decided to go to the City of the Dead to scout it out while it was still light. The snow was falling but people were still strolling through the park-like cemetery. Children were gathering balls of snow and hurling them at each other like icy missiles. 

The team walked the perimeter of the wall, looking for cracks or points of entry. They found only the main gates. Towards dusk they found the staging center near the graveskeeper shack for the guards assigned to protect the City of the Dead. They met Sir Ambrose Everdawn. Sir Everdawn was hesitant to allow untrained amateurs on his search detail. Etlenda made the case for their assistance. Sir Ambrose conceded the argument and accepted them onto the team. 

Sir Everdawn briefed the team on the recent grave robberies, showing them the scene of the most recent disinterment. Not only had the body been dug up, there appeared to be evidence that the body within was trying to claw its way out - indicating reanimation before disinterment. He assigned the team to the southern half of the cemetery. He and his night watchmen would patrol the northern half. He gave them all tin whistles to blow in the event they encountered the grave robber.

DM - The mission said the team had a cumulative +10% each night of encountering the grave robbers. i was going to have it happen on night one anyway but I rolled and got 03, so its legit.

That night, as they patrolled the snow-covered cemetery, they came across six skeletons digging up a grave under the supervision of a halfling-sized figure wearing a heavy cloak. As they approached, the halfling turned and hissed, "Cheese it! The fuzz! We've been made!"

At the command of their halfling overseer, the skeletons threw down their shovels and grabbed weapons - two with crossbows and the rest with short swords. 

The team rushed forward, closing half the distance between them and the skeletons. The halfling cast a spell and became invisible. The team could hear the crunching and see his footsteps in the snow as he fled down a path. 

Etlenda grabbed Tempus' shoulder and the pair magically vanished in a puff of silvery mist. They reappeared next to the invisible halfling. 

DM - Dang, I wasn't expecting that! I was planning for the halfling necromancer to make a quick getaway. I should have used Misty Step instead. I was going to have the halfling cast Fly and fly away invisibly, but they're both Concentration spells so he could only do one at a time.

While the skeletons engaged the others in deadly combat, the halfling cast fly upon himself, making himself visible. He took flight into the night sky. Tempus prepared a spell that would halt his flight. The halfling looked back at Tempus, his eyes aflame with magical power. Etlenda put his arm on his friend's shoulder, "We better let this one go." Tempus growled in frustration, "Noooo! Fine!"

DM - Tempus' player said "Wait! I've got something that can stop him!" I sighed and said, "Look, the necromancer was not meant to fight you yet. Do you want four more thugs like the other week? If you want to engage him, I'm going to bust out Fireballs and Cones of Cold, and you can't handle firepower of that magnitude!" Tempus' player groused but Etlenda's player said, "We better let him go." Tempus' player said, "Fine!"

The remaining skeletons were soon dispatched. Tempus blew his tin whistle to summon the other night watchmen. Once they arrived, Tempus cast a spell to magically move the dirt away from the grave, revealing a skeleton within. That skeleton was likewise destroyed and the dirt replaced. 

Sir Everdawn said, "A halfling necromancer, you say? Well, he might return. Would you be able to return for a few more nights?"

DM - It was 10:30 and Winterfrost's player had to log off - he was still recovering from a recent surgery. Kem's player also said she was feeling tired and would probably log off. I was ready to call it a night a little early but I said "We can do one of Tempus' faction quests pretty quick with just two of you if you want." Tempus' player and Etlenda's player said sure.

Deepwater Dragon

The team returned to Trollskull Manor and slept in. Later that day Tempus received a telepathic message from the Blackstaff, "I have need of your services, and maybe one companion. Are you available?" Tempus replied that he was.

Tempus and Etlenda met with the Blackstaff. She told them, "A young bronze dragon has taken up residence in Deepwater Harbor. It startled a few sailors recently but hasn’t hurt anyone. Confront the dragon and learn its intentions." She gave them each a potion of water breathing with which to complete their task.

The pair took a small boat into the Deepwater Harbor where the dragon had been seen. They swam towards the bottom. A curious and precocious bronze dragon emerged from a barnacle-encrusted shipwreck on the sea floor and swam towards them, meeting them halfway.

"Greetings, humans! I am Zelifarn. You can deliver your offerings here in my new lair. Come, this way. I'm sorry, I can't help but notice that you aren't carrying any treasure. OH! Magic bags! Very classy! I like it! Come, this way!"

Tempus apologized and instead introduced himself and Etlenda. He said they did not come to bring treasure - they were tasked with determining the dragon's intentions.

Zelifarn looked disappointed. When he realized he wasn't getting treasure, he dismissed the pair and swam away.

Etlenda called after the dragon, "Wait! I have an offering!" Etlenda emptied his pockets of maybe 5 gold pieces, all he had, onto the deck of the shipwreck.

Zelifarm came back, excitedly, "Oh? Oh. Is that it? Will there be more?"

"That's all I have at the moment. There might be more," explained Etlenda, "But only on the condition that you tell us what your intentions are. The Blackstaff wants to know."

"Oh." The dragon breathed out bubbles in a sigh, "Her. Tell her I won't interfere with the city or its people. You may go."

"Thank you." Etlenda and Tempus returned to the surface and delivered the information to Vajra. 

DM - This faction quest required Tempus to succeed at a Wisdom (Insight) skill check. He failed. Etlenda put money down so I allowed him a second chance. He succeeded. Event hough Etlenda isn't a member of the Grey Hands, I gave the Renown to Tempus. I had the dragon say, "Also, please tell Vajra, this guy's all right. She should give him his Renown anyway."

Next Week: The Windmill


DM - one of the big challenges I'm having with this campaign is fitting in all the faction quests in and around the mystery. Some of the faction quests are simple skill challenges which can be completed in 30 minutes and only take up half a day or less within the campaign. Others need a week and involve lots of investigation and combat. This really disrupts the flow of the main mystery.