The campaign log for the 2019 ‘Waterdeep’ DnD5e campaign. Entries appear in order, from newest to oldest. Feel free to make an account for the site if you want, to comment on news or log entries (either in or out of character, whatever you guys want). 

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Session 19: It’s Business… It’s Business Time.

The party continues their search of Kolat Tower, finds the first Eye of the Stone of Golorr, then celebrates the opening of Trollskull Manor.


All’s quiet in the reception room of Manshoon’s extradimensional sanctum. Dead bodies litter the floor, and while they’ve sustained some wounds, our heroes still live.

The party refocuses on the current situation.  Only one of the entrances to this chamber can be secured, so they seal up a second entrance so no one can sneak up on them.  They head down the open corridor, and find a reading room, empty except for furniture and a trashy romance novel written in Elvish named “ A Day of Fire”. Shining Brow takes it as a gift for their waitstaff, for “slow days”.  Another door opens into a chamber that contains a sarcophagus filled with a viscous liquid. The entire chamber is very cold, but offers no other clue as to its function. The party returns to the lounge, and climbs a staircase which leads to a room filled with alabaster shelves.

Inside one of the pale bookcases is a hidden compartment with a strange rune covering the inside.  Shazuu determines this is a bloodrune, and leaves the room, returning moments later with the blood of Manshoon covering his hands.  He claims the rune is both the lock and the key, and places his bloody hands on the rune. An unseen chamber opens, revealing a chest.  Shining Brow opens the chest, and withdraws a scroll case, a dozen rings bound to the teleport circle in the entryway, velvet sacks containing five of the pass amulets to enter Kolat Tower, and a single green marble.  They realize they may have found the first Eye of the Stone of Golorr.

As they leave the room, the group takes a half dozen valuable tomes.  The party continues the exploration of the mystical structure, unsure if the marble is indeed the stone they seek. They move up a staircase to a laboratory, where a figure clad in black leather armor cleaning glass beakers and tubes on some sort of alchemist’s work-table… they’ve finally tracked down Urstil Floxin. After a brief confrontation, the figure calls for “the other master”, and the party decides to flee. They run for the teleport circle in the entrance hall. As they activate their rings and fade into darkness, they see a pair of arcane vigils.  Forced to chose, everyone except for Mantis chooses the correct rune, and find themselves in Yellowspire. Mantis goes to the wrong location, and teleports back to the entrance. When he reappears, the black armored figure is waiting for him, and a quick struggle ensues.  Mantis escapes, reenters the teleportation circle, and appears in Yellowspire with the rest of the group. They flee the building, and return to Trollskull Manor, carrying the Eye. Mantis and Shining Brow place the Eye in the extradimensional space in the basement.

The party has a brief discussion about the remaining two Eyes.  The next day, before the soft opening of Trollskull Manor, the group decides to sell some of their treasures.  They purchase some diamond dust for Tygorr as a precaution, and Shining Brow buys a scroll of water breathing in preparation for a potential raid on the drow of the Seamaiden’s Faire.

That evening, it’s business time.  The soft opening of Trollskull Manor goes well.  The nimblewrights which Mantis rented perform all night, along with a bard he hired, creating a strange, repetitive music. Many neighbors stop by, including the owners of “Steam and Steel”, “Correlan’s Crown”, and “Odds and Ends”.  Ranear Neverember arrives with two unfamiliar friends, the dwarf Harug Shieldsunder and Lord Torlyn Wands. Floon attends, as does the map maker, who is impressed by the state of the building. As the night goes on, Shazuu is cornered by Crowell, the chamberlain for the Cassalanters, who demands an update on the party’s progress. Crowell instructs him to deliver an update tomorrow, by way of the servant’s entrance. The festivities continue, and a brief brawl breaks out. Helga, our server/security puts a quick stop to it. Shining Brow gives her the Elvish romance novel, instructing her to have Mantis read to her when the nights get slow. She seems taken by the offer.  Shazuu realizes he has been robbed, and Mantis catches the young girl who stole his pouch. Tygorr puts her into a magical sleep, and recovers the possessions of several other guests of the Manor. Members of the Watch show up later to take her away. A mysterious mage with a red hat and red robe teleports in to investigate the celebration, and disappears as suddenly.  Volo joins us towards the end of the night, and we close down with many happy new patrons.

The next day, Chess the 29th, is the beginning of the Fair Seas Festival.  Many businesses prepare offerings to Umberlee, and throw gold, jewels, and other treasures into the bay to beg for calm seas and good sailing.  Mantis visits the Cassalanters, gives them the fake Stone of Golorr as proof of progress, and tells them the party has recovered one of the Eyes.  After her returns, Mantis joins the Eye to the Stone, leaving it in the secret chamber. The party prepares for the full grand opening in the evening, and discusses the Highcoin Ball that is held on the next day. They realize that both the Cassalanters and the Seamaiden’s Faire will be there, leaving a possible opening to search for the Eyes.  

 The Grand opening that night is a more formal affair, with a full menu.  Ranear and his retinue attend. Mirt shows up as part of a pub crawl, and the Blackstaff puts in an appearance, complimenting Shazuu on his new rank of Captain.  The night passes, and the guests leave happy again. As the group closes up, they hear the sound of boots on the porch, and a flamboyant dark elf wearing a swashbuckler’s hat with a huge feather walks in, followed by a half dozen drow.  He says his name is Jarlaxle, and claims to know what we are up to, what we now possess, and who we are working for. He questions the motives of the demon summoning Cassalanters, and presents us with an offer. If we turn on the Cassalanters, and join him, we can split the treasure evenly.  After a brief discussion, he gives us 36 hours to decide, and if we want to join him, we are to leave a message with Zardozz of the Seamaiden’s Faire. He takes his leave, taking the nimblewrights with him, not charging the party the rental fee.

It seems the party has a decision to make.

Things to consider for next time:

  • Mantis and Shazuu will investigate the Cassalanters and their “Demonic Quandry”
  • Decide where the party loyalty will land
  • Recover the Eyes
  • Deal with the Xanathar Smokepowder delivery on the 1st

Reminders:

  • The Drow faction is supplying the Nimblewrights to Waterdeep, and apparently can spy through them (“We now have eyes in the Watchful Order”)
  • Rongquan Mystere is somehow involved with the Drow
  • Smokepowder is being delivered to Xanathar via the ‘Staircase of Eyes’ on the 1st at 11pm. The sewer tunnels will mark the way to Xanathar’s lair
  • Next Arena fight in the Xanathar’s lair is on the 6th. The players have the pass-phrae and the address if they wish to participate.

Notes on the Disposition of the Eyes

As one of numerous inquiries, we discovered a hiding place beneath the crypt of Lord Dagult’s late wife. Although we initially believed the powerful magical item we discovered there to be Neverember’s Enigma, its identity and purpose eluded us until we became aware of the Stone of Golorr.

It is now clear that Lord Dagult had the Stone of Golorr blinded by removing its Eyes, and that the artifact we recovered was Alethea’s Eye. Although it seems certain that Dagult’s intention was focused on increasing the difficulty of anyone uncovering his own secrets, one is nevertheless left with the impression of a small child defacing that which they cannot understand out of petty spite.

Nonetheless, the complexity of the game has multiplied and we seek now not one Golorr Artifact, but several.

Dagult’s Eye was kept close by the Lord Protector, who carried it with him to Neverwinter and most likely had it on his person when Laeral deposed him as Open Lord. Nevertheless, Dagult’s Eye was stolen from him by the Zhentarim and held for a time within the Kolat Towers. Attempts were made to seize the eye from Manshoon, but  efforts were repulsed by the energy field surrounding the Towers. Dagult’s Eye was lost when Manshoon sent it as part of an embassy to Xanathar. Xanathar had Manshoon’s agents slain and took Dagult’s Eye for himself.

Renaer’s Eye was held by Lord Dagult’s son. This Eye appears to have been taken from Renaer during his kidnapping, although it is currently unclear to us where its ultimate disposition lies.

Notes on the Melairkyn Vault

In addition to the Stone of Golorr, our own researches indicated that Lord Neverember had been researching the religious mummery of the Melairkyn dwarves.

Clan Melairkyn were the first to begin excavating under what is now Waterdeep. The earliest portions of Undermountain were, in fact, the Underhalls in which they made their homes and wrought their mithral-craft. They were worshippers of Dumathoin, the Keeper of the Mountain’s Secrets.

When we learned of the Stone’s relationship to the keeping of secrets, it seemed clear to us that Neverember’s two esoteric pursuits must be linked. The nature of this link, however, eluded us until our attention turned to the ceremonial vaults which the Melairkyn once built. 

Their cult believed that Dumathoin encoded his secrets into the veins of ore and precious stones he placed in the mountains he raised from the earth for the dwarven people. In their mining, the dwarves supposedly released Dumathoin’s secrets into the world. This angered Dumathoin and created a period of discord between the dwarves and the Mordinsamman, the council of dwarven gods. In order to appease their petty gods, the Melairkyn would mystically bind the ‘secrets of the mountain’ into items of finely-wrought dwarfcraft and then make offering of it to Dumathoin by securing them within their ceremonial vaults.

One of these vaults had been built near the Underhalls, most likely somewhere beneath what is now Waterdeep. We quickly discovered, however, that the knowledge of its location has been lost. Indeed, the more we delved into this matter, the clearer it became that there was a very specific pattern to the loss of this knowledge. Although a recherche topic, once we had found the proper sources from past ages it was fairly trivial to find any number of facts regarding the Vault. The only piece of information that was systemically missing from every account was its location.

It is difficult to say for certain, but it seems overwhelmingly likely that this loss is consistent with a Golorr-wipe. The knowledge lost in such a wipe is very specific, and if someone had sought to eliminate the knowledge of the Vault’s location, it would nevertheless leave other lore regarding the Vault intact, in just such a fashion as we discovered it.

The first suspicion was that Neverember had been seeking the location of the Melairkyn Vault and had similarly concluded that it was a secret which could now only be learned from the Stone.

When Neverember’s true interest in the Stone became clear to use, however, we quickly concluded that it was Neverember himself who had used the Stone to hide the Vault’s location. Furthermore, it is recorded that the Vault was looted during the dark elf invasion which ended the Melairkyn civilization and its secrets, wehatever they may have been, were scattered to the corners of the world. Whatever there may be of value within the Vault, therefore, must have been placed there by Neverember.

The doors of a Melairkyn Vault were ceremonially sealed. Opening the doors required a single a dragonscale to be laid upon the bas relief of the sun and then struck while lit by sunlight. If the doors should shut upon us while we stand within the Vault, they can reputedly be opened from within by simply laying a hand upon them.

Notes on Neverember’s Enigma

By late 1487 DR, it had become clear to those with the right connections that the Open Lord had begun another of his secretive enterprises. A great deal of quiet attention was turned upon this matter, not the least of which was our own.

Of course, when there are many searching for answers, it is prudent to keep as careful an eye upon the other searchers as upon that for which you search. It was from the Roaringhorns we learned that Neverember had sent agents to Candlekeep to make discreet inquiries regarding ‘an archmage named Golorr.’ The Roaringhorns mistook this intelligence, first believing that the Enigma ultimately concerned the dark elves by way of the Sorcere, Archmage of Menzoberranzan, and then expending great energy in pursuing rumors of Galari, an Archmage of Ancient Netheril. 

Golorr was the true name of interest, however. The Stone of Golorr. According to some histories, it was brought to Abeir-Toril when the ancient floating city of Xxiphu, capital of the Abolethic Sovereignty, first plummeted to the world and settled deep below the Sea of Fallen Stars. According to others, an aboleth who came to Abeir-Toril before the arrival of Xxiphu created the Stone. Or perhaps he fled to Abeir-Toril carrying the Stone and Xxiphu came in pursuit of their prize. Some versions of the tale claim that the Stone was forged during the primeval battles between Shar and Selune, in the very moment that the world of Toril was formed.

Whatever the truth, the Stone of Golorr was held by the Abolethic Sovereignty within the vaults of Xxiphu on the world of Abeir, only to be lost during the Wailing Years.

Of far more interest is what the Stone is capable of. Whether it predates or co-dates the creation of Toril, in arcane terms this gives the Stone a position of primacy, making it capable of effects which no magic item or artifact created in these younger days could possibly duplicate.

When the proper ritual is performed, the Stone can utterly eradicate a memory or piece of information, wiping it clean from scrolls and inscriptions while simultaneously stripping it from every living soul on Toril except for the person who is attuned to the Stone. The Stone itself also retains the knowledge, making it the ultimate repository of countless ages of knowledge deemed valuable enough to hide from the world. Exactly what piece of knowledge Neverember sought to claim from the Stone pales utterly in comparison to the totality of secrets which its owner can literally hold in the palm of their hands.

The ritual required for the Stone to destroy a piece of knowledge requires a second abolethic artifact, a small tetrahedron of red jade. We now believe that this artifact remains in Lord Neverember’s possession

It was those gossipmongers the Brossfeathers who first babbled out the revelation that Neverember had embezzled half a million gold dragons from the treasuries of Waterdeep. Half a million dragons which had seemingly vanished from the knowledge of man, woman, and fae.

It was then that we realized that, unlike ourselves, Neverember had not been captivated by the secrets held by the Stone. He wished to forge a new secret of his own. We are now certain that he used the Stone to hide the location in which he has secreted the embezzled Dragons. As such, it is virtually certain that the only path to this hoard lies through the Stone itself.

Session 18: Now We’re Getting Somewhere

The party continues to search Kolat Tower, for the Eye of the Stone of Golorr


The party stands at the top of Kolat Tower, but the Eye of The Stone of Golorr is nowhere to be found.  They determine it must be elsewhere, and head towards the basement. They discover a basement full of wrecked lab equipment, broken furniture, and garbage. Searching the wreckage, Mantis finds a silver ring, and Shining Brow finds a scroll wrapped around a staff.  To his delight, the staff speaks in his mind, describing what it sees in the immediate vicinity. After giving everyone else a turn, Shining Brow keeps the staff. The party then heads back up to the rope bridge.

Shining Brow heads out onto the bridge, but sees that two guards move under his feet in the tower grounds. He drops to the deck, and hides until guards on the ground leave through the gates.  They find that the door opens to a large tower chamber. There are two platforms, one with a staircase leading down, and a second with two treasure chests. Shining Brow leaps to the first platform, and investigates the door while the rest of the party argues about how to use ropes to cross.  Inside the door Shining Brow finds a very polite orc having tea. Excusing himself, Shining Brow closes the door in time to see Tygorr fly over. Shazuu attempts to leap the gap, but misses and falls to the floor below. He lands in a library, and proceeds back up a staircase leading to the platform where the party waits.

Tygorr flies over and tries to open the treasure chest, only to discover it is a mimic.  As the creature adheres to Tygorr, Shazuu blasts it with eldritch energy, and uses his power to drag the chest over to the party, who swiftly dispatch it. Tygorr opens the second chest, which contains a cache of 13 arcane foci.  

The group decides to confront the orc in the next room.  Shining Brow enters the room, yells “Surrender!”,  pretending to be a Zhentish inspector.  The burly orc is unimpressed. Mantis follows, claiming they are bringing a message to Manshoon. The orc merely wishes to be left alone, and directs them to walk along the wall and keep going up if they want to see the boss.

Outside the door, Shazuu tests the orc’s instructions and finds that an invisible staircase runs around the tower, leading up. The group leaves the orc, and feels their way up the stairs. The next floor contains broken tables and glassware.  The group locates another invisible stair and climbs up to a trap door. They hear voices above, and Shazuu bursts into the room.

The group sees three chanting robed figures arrayed in a circle around a demonic red gorilla-like beast in a protective circle.  Shazuu immediately attacks one of the mages. Mantis kills a second, and Shining Brow finds another invisible staircase leading up as the demon begins to stir inside the force field. Tygorr, unable to see the stairs, falls over the first step, and Mantis uses him as a marker to sprint up the stairs.  Shining Brow uses Tygorr as a launch pad to leap up the stairs, and Shazuu kills the last mage as the party heads upwards. The demon begins to smash at the magical barrier, wearing it down.

The group emerges from the staircase into a room which contains a smashed staircase and two curious mechanisms.  Mantis figures out the clamps hold up the floor, but they are rusted and would require considerable force to operate. Worried about the demon raging below, they make their way up the ruined staircase to the level above.  

They enter a hallway that wraps around the outside of the tower.  Moving ahead, Shining Brow sees a door, blocked by a massive humanoid made of flesh stitched together.  As Shining Brow retreats to the party, Mantis finds a secret door leading to the heart of the tower. The secret door leads to a room with two bookcases and a bed.  Hovering over the bed is a skull with glowing eyes. Shazuu senses it is an undead creature, and charges it. The group joins him, and the skull is quickly dispatched, falling motionless to the bed. 

They search the room, and Mantis finds a book that seems to be attached to the bookcase. When Shining Brow examines the book, titled “The Man from Damara”, it opens a secret compartment in the bookcase, which contains a Wand of Binding.  The rest of the room seems to already have been ransacked. Mantis finds another secret door, which leads to the hallway behind the stitched corpse creature. This ends in a wall covered by a massive rune. They determine that this is the source of the shield that surrounds the tower.  With no way out, and no sign of the Eye, the group prepares to head back downstairs, but notice some glyphs under the carpet in the bedroom. The glyphs are part of a teleportation circle, but they have no means to operate it. Shining Brow scouts the way back down, and discovers the demon has gone down the tower.  He hears screams and the sounds of battle below. The party decides to wait, and let the demon take care of the enemies below. While they wait, they search the bodies of the wizards, and discover they wear rings with sigils that seem to match the teleport circle in the bedroom above. They take the rings, and activate the circle, and the world around them fades away.

They appear in a square stone chamber.  The floor is made of white shiny stone, and three of the walls are transparent.  All around the outside of the structure swirls purple mist. The building that they have teleported to hovers in an extra-planar void. A single door is set into one wall. Mantis sees a woman standing in a window across from them, and the group all hear a feminine voice in their heads say “Your gracious host is on the way, and looks forward to meeting you.”.  Moments later, a robed figure with a metal arm opens the door, beckons them forward. the figure introduces itself as Manshon, and offers the group a tour of his sanctum. He stands upon a large symbol of a winged snake, and a mask hangs around his neck. The party passes him, and he steps on a hidden floor plate, setting off loud alarm bells.

The group leaps into action. Mantis casts “Heat Metal” on the figures’ arm. Manshoon casts a lightning bolt at Shining Brow, who survives and returns the favor using a lightning bolt from a wand of his own. Manshoon summons a magical barrier, but Shazuu carves through it, smiting the wizard. Tygorr uses his magic to heal Shining Brow, who drives his short sword through Manshoon’s chest.  As he falls, one of the doors in the chamber opens, and the woman enters. She drops a fireball on the fight, but Mantis and Shazuu make quick work of her. A bard and a swashbuckler also enter, but Tygorr uses his sorcerous powers to strike both of them. Mantis shuts off the alarm. Shazuu and Shining Brow finish both of them as three bald halfling monks charge in. The group deals with this threat, and survey the carnage around them. 

They are wounded and exhausted, but still alive.

Things to consider for next time:

  • Clear the mystical hideout, recover the Eye of Golorr, and return to Waterdeep
  • Trollskull Manor’s soft opening and the Grand Opening
  • Investigate the Cassalanters and the Drow
  • Reminders:
  • The Drow faction is supplying the Nimblewrights to Waterdeep, and apparently can spy through them (“We now have eyes in the Watchful Order”)
  • Rongquan Mystere is somehow involved with the Drow
  • Smokepowder is being delivered to Xanathar via the ‘Staircase of Eyes’ on the 1st at 11pm. The sewer tunnels will mark the way to Xanathar’s lair
  • Next Arena fight in the Xanathar’s lair is on the 6th. The players have the pass-phrae and the address if they wish to participate.

Session 17: A Tower Offense Game

The party continues to followup on leads, as they search for the location of the Eyes of the Stone of Golorr


The party decides the next move should be against the Zhentarim forces identified in Brindle Alley, and ultimately against Kolat Tower, itself. Kolat Tower is a massive, and ancient tower, but the wizard brothers who own it have not been seen in over 50 years.  However, a mysterious force field has surrounded the tower for the past 12 years. Brindle Alley is a small, unimportant byway in the South Ward, rumored to be haunted by a mischievous Spirit. 

While they plan their assaults, a city inspector brings them sketches and maps of Trollskull Manor, and the party makes a guest list for their grand opening.  

After their domestic affairs are in order, the party heads to Brindle Alley, and begins to canvas the local businesses for clues.  At a shop selling meat pies, they discover the proprietor’s neighbors have been noisy and giving her problems. This sounds like the Zhentarim agents that they’re after…After breaking in, the group sees a man and woman, and a battle erupts. The woman is knocked unconscious, and the man is killed. Searching the bodies, they find some coin, another “key” amulet, and some small weapons.

Moving to an interior room, the group discovers a dwarf tied to a large wooden “X”, clearly the victim of torture.  He is a member of the Xanathar, and was grabbed at the safehouse at Drover Street. He tells the party that he discovered that Manshoon wears a mask. They also find another note from Manshoon, which contains some important info.  The party now knows the location of all three eyes. Manshoon has one at Kolat Tower, and they have the key. The drow at the dock ward have the second at the Dock Ward, and it seems that the Cassalanters have the third at their estate in the Sea Ward.

In an attempt to mislead their enemies, Mantis forges a note implicating the drow and Manshoon’s Zhentarim, and slip it to the dwarf.  Meanwhile, Shazuu and Tygorr drag the unconscious woman back to the owner of the meat pie shop. The owner is horrified, and the two return the unconscious body to the shack, and leave the woman with the Xanathar dwarf.

The party returns to Trollskull Manor, and Mantis identifies the amulets.  It seems these devices allow passage through the magical wall surrounding Kolat Tower.  The group decides to check out the Tower, and heads to the South Ward to scout the neighborhood. The walled compound sits in the middle of several alleyways, and looks like two towers and a few buildings mashed together by magical means. It’s surrounded by a magical barrier extending upward like a dome.  The magical wall sits just inside of a natural cobblestone wall that surrounds the entire property. After sending Shinning Brow’s cat familiar, Jim, to the rooftops to scout, the party sneaks up to the entrance.

They unlock the gate, and pass through the magical barrier with the amulets.  Kolat Tower is actually two structures, a main building with a large tower, and a smaller tower. The small tower has no entrances, but there is a rope bridge that connects the two buildings. Shining Brow scales the main tower, and secures a rope. The party follows, and the whole group enters the small tower on the second level. As soon as they enter, a statue on a pedestal begins to shout at them, threatening the wrath of Dulak Kolat.  The group speeds up the spiral staircase.

The stairs lead to a room with a large bookcase labelled “Dulhark”. Unable to resist, Shazuu takes a book to investigate.  The collection of books animates, swooping through the air to attack the party. Shining Brow quickly unlocks the door, and the party flees the literary assault. The room beyond is similar to the previous room, except the label on the bookcase reads “Alcindor”.  They ignore this collection of books, and move up the staircase to the next floor.  

The chamber beyond contains an arcane circle which encircles a strange beholder like creature with 4 eye stalks, surrounded by four flying snake bats.  Tygorr puts the snake bats to sleep, and Shazuu charges the creature, only to be blasted with a red beam. His anger erupts in a blast of fire aimed at the creature, and the party rapidly finishes the threat.

The large room also contains 5 chests, spread out around the room.  Each chest has a unique identifying feature. One is marked with an anvil, the second is banded with iron, the third sits on clawed feet, the fourth has an inlay of a city-scape covered with bats, and the fifth is inlaid with silver.  Shining Brow prepares to check the chest for traps and open the locks, but no matter what he does, he cannot open any of them. He takes out his frustration on the silver inlaid chest. Mantis, however, realizes that the chests are enchanted to appear to be locked, but are in fact, already open. The group opens the chests, and finds various tool kits and packs.  The anvil chest contains a leather backpack filled with smith’s tools. The chest with iron bands has a bag of brushes and three pots of magical paints. The claw foot chest has six blank spellbooks. The city chest contains a scholar’s pack and a book that appears to be a diary. After cleaning off the silver chest, they discover it has a statue on top that seems to be magical, and contains a rack of test tubes.  As they pack up, the party realizes they are at the top of the tower, and if Manshoon is here, he must be on the lower levels.

Things to consider for next time:

  • Confirmed that one eye is currently in the hands of the Drow, another is with the Zhentarim, and the third is with the Cassalanters..
  • Floxin has retreated  to Kolat Tower
  • The grand re-opening of Trollskull Manor is only 1 day away

Reminders:

  • The Drow faction is supplying the Nimblewrights to Waterdeep, and apparently can spy through them (“We now have eyes in the Watchful Order”)
  • Rongquan Mystere is somehow involved with the Drow
  • Smokepowder is being delivered to Xanathar via the ‘Staircase of Eyes’ on the 1st at 11pm. The sewer tunnels will mark the way to Xanathar’s lair
  • Next Arena fight in the Xanathar’s lair is on the 6th. The players have the pass-phrae and the address if they wish to participate.

Session 16: Taking Care of Business

The party continues to followup on leads, as they search for the location of the Eyes of the Stone of Golorr


After a good night’s rest, Tang Wu. Shining Brow, and Tygorr von Sune sit down to discuss things.  Tang Wu and Shining Brow bring Tygorr up to speed, explaining the party’s goals. They know one of the Eyes of the Stone of Golorr is in the hands of the drow, but they don’t know the locations of the other two Eyes. 

Tygorr receives a message from the Xanathar, instructing him to pick up a package at the Purple Palace in the Dock Ward. It turns out Tygorr has incurred a gambling debt to the gang and does odd jobs to pay it off. Tang and Shining Brow decide to accompany him, and check out the damage caused by the riots. Along the way, the group notes that many buildings in the Dock Ward have been damaged.

At the Purple Palace, Tang Wu and Shining Brow are recognized as recent arena champions, and Shining Brow gets the password for the next battle if they wish to participate.  After a bit of discussion, Shining Brow settles Tygorr’s debt to the Xanathar’s guild, after the sorcerer agrees to pay him back the 60 gold. Eager to continue their search for the Eyes, the group stops at Zoblob’s shop. The gnome proprietor saw the riot, but could only describe the gang’s purple vests. The three continue on to Aurora’s Whole Realms, hoping to ask the owner for information about the thugs who damaged the shop.  They learn that it was indeed Xanathar’s gang looking for the drow who stole the Eye that Xanathar held. No further clues can be found.

The party decides to follow up a lead on Urstill Floxin.  Shining Brow remembers overhearing the name from a member of the Xanathar’s gang during the investigation into the fireball outside of Trollskull Manor.  Lacking any leads on Floxin, Shining Brow decides to cash in a favor with Mirt and the Harpers. They travel to Mirt’s mansion, and are led to his office.  Mirt is pleased to see the group, and tells them what little he knows. Floxin works for Manshoon’s Zhentarim faction, and is a high ranking member. Floxin is a heavy set man in his forties, with a scarred face.  Mirt believes he operates out of the Yellow Spire in the Castle Ward. The Spire is a run down tower that was used by the worshipers of Bane. With a new lead to investigate, the group thanks Mirt and invites him to the grand opening of Trollskull Manor.

Shining Brow, Tang, and Tygorr head to the Yellow Spire.  It’s a squat, beaten-up two story tower in the middle of an alley.  One of the nearby buildings seems to be a rooming house, and the group spots a dwarf woman on the second floor, apparently watching the Spire.  Shining Brow sends his cat familiar to the roof of the boarding house, and the three retreat to a nearby inn to watch through the cat’s eyes.

When the lights go out in the Spire, the three sneak back to the alley and approach the tower.  After unlocking the door, Shining Brow triggers an unseen warning bell, and hears two voices on the second floor after the three slip into the Spire. Tang Wu immediately leaps into action, heading up the stairs to the second floor, and finds a man and woman who attack.  Tang drops the woman, and, hearing the man scream, says to him “I hope you loved her”. They knock the man unconscious moments later. When they investigate, they find the man has a tattoo of a snake, some coin and spell scrolls, two notes which may be clues, and a strange pendant.  Upon awakening the man, they question him, and learn the pendant is a key to something in the basement. Shining Brow tries to intimidate the man into giving more information, but is unable to appear terrifying.  The dwarf woman who was watching has entered the tower.  The group knocks her unconscious as well, and proceeds to the basement. They find key to a door, and upon unlocking it, enter a small chamber with a teleportation circle. The Zhentish man upstairs described this as a quick route to Kolat Tower. The three lock him in the basement, and lock the dwarf in the entrance chamber.  They sneak out and return to Trollskull Manor.

The (now dead) priestess of Bane was carrying a note:

Seccent—

I have nothing but contempt for what you have done. I don’t know what foul rites you hope to perform, but the more traditional rites of Brindul Alley would have surely wrung any information this broadsheet publisher might have had. Nonetheless, Manshoon’s word is my command, and so I present to you Shan Chien. May you choke on him.

– Avareen

The man had the following note on his person:

Korgstrod Uxgulm’s outfit is based out of the Orb Confectioners’ on Rising Ride just off Caravan Court. Not sure how the backroom can fit them all, but there’s no question that Xanathar’s duergar come in and out of there on the regular

The dwarf woman’s room held many papers, detailing her observations, and communications with her master. Among the papers were communications with Lord Gralhund.

My Lord Gralhund, 

I agree with your assessment. If we are to get back in the game we must, indeed, recover a piece of the enigma. So far, my observations of the spire have been fruitless. We know that the Second Eye has almost certainly been taken from R.N by the Zhentarim. It is more important than ever that we discover where M has hidden his head.

– Your servant, Chirada

She also had some older notes among her papers:

There are Three Eyes with which Neverember’s Enigma may be seen. The First Eye is held by Xanathar, and lies somewhere within his lair. Bulette’s report that this lair can be accessed from teleportal sites within X’s sewer hideouts provides a potential means by which this Eye could seized, but in the absence of a synchronized key these teleportal sites are useless.

and:

What if the “Key to Neverember’s Enigma” which Xanathar was known to hold in his possession is not, as I have suspected, the Eye? But instead the Stone of Golorr? If so, then what better thief than an agent of Dagult’s? Perhaps even sent there for that purpose. The gnome has taken the Stone, I am certain of it. If we can find Dalakhar, then we can seize the Key. We can take the Stone.

Things to consider for next time:

  • Confirmed that one eye is currently in the hands of the Drow, and another is with the Zhentarim. The third eye is still unaccounted for.
  • Identified a Zhentarim hideout in a residence on Bridul Alley
  • Floxin has retreated  to Kolat Tower
  • The grand re-opening of Trollskull Manor is only 2 days away

Reminders:

  • The Drow faction is supplying the Nimblewrights to Waterdeep, and apparently can spy through them (“We now have eyes in the Watchful Order”)
  • Rongquan Mystere is somehow involved with the Drow
  • Smokepowder is being delivered to Xanathar via the ‘Staircase of Eyes’ on the 1st at 11pm. The sewer tunnels will mark the way to Xanathar’s lair
  • Next Arena fight in the Xanathar’s lair is on the 6th. The players have the pass-phrae and the address if they wish to participate.

 

Session 15: From the Basement to the Ballroom

The party continues to followup on leads, as they search for the location of the Eyes of the Stone of Golorr


The party begins the trials of Xanathar’s arena.  They prepare to battle, as one of Xanathar’s healers watches from the cells.  The group meets their opponents, a team of two humans, a goblin, and a bugbear.  Just before the battle begins, one of the humans pulls out a wand, and attempts to send a lightning bolt through Xanathar, who is watching from a dais. The bolt is absorbed harmlessly by a magical barrier, but the beholder’s retribution is swift.  He destroys most of the party’s opponents, and the arena battle begins. It ends nearly as quickly, and the bugbear is the only one left alive. As it begs to surrender at the tip of Shining Brow’s sword, Tang shoves it onto the blade. The party leaves the arena to the cheers of the audience, and Shining Brow retrieves the wand.  They advance to the finals, and return to the arena floor.

The opponents are a knife wielding human, a duergar, and an ettin.  The party takes down the enemy, leaving one alive, and seal their victory.  A drow standing with the beholder Xanathar offers the party an onyx trophy of a beholder with “Winner” inscribed upon it, a ragdoll blue beholder doll with a yellow jewel for an eye, and an invitation to the victory feast.

The group follows the drow to the feast, followed by the healer, who is named Tygorr Von Sune, or Ty for short.  They are taken to a hall covered with carvings of eyes, with a single eyestalk that seems to watch the room.  Xanathar requires a service from the group. They are to take a token of Xanathar to Skimo Weirdbottle, a potion master in the Trades Quarter.  The party refuses, and are unceremoniously thrown out of the lair, without a feast, and emerge back into the air of the streets of Waterdeep.

They return to Trollskull Manor and take a rest.  When they wake, the group realizes it tis the 25th of Chess.  Shining Brow has an invitation to the Shipwright’s Ball, which begins at dusk.  Shining Brow emerges from his room with a shaggy looking one eyed cat, which he claims is his friend.  As they begin preparations for the ball, Mantis recieves a letter that reads “Three Eyes. One was with X, is no longer, they search the dock ward… the drow? -C”  The note apparently came from the Cassalanters, and Mantis grabs a newspaper from a passing vendor. The lead story says that Xanathar’s gang has been ransacking the dock ward, confirming the note.  The group decides that the Shipwright’s Ball will be a good place to gather information. Mantis will accompany Shining Brow, and Tang will act as a personal guard. Shazuu will remain behind with Tygorr to assess the celestial’s motivations.

After summoning a coach for transportation, Shining Brow, Mantis, and Tang arrive at the Shipwright’s Hall.  Tang is sent to wait with the rest of the guards. Mantis and Shining Brow meet Mirt and Dagult Neverember. Neverember introduces them to their host, Rubino Caswell, the Shipwright’s Master, and the two proceed to circulate through the party, seeking information.  The entire party seems to be talking about the hoard that Lord Neverember stole, before fleeing the city. Mantis learns that a thief is robbing estates, leaving a card inscribed with a viper after the crime. Meanwhile, Tang questions the guards, and learns that the family Artheyn is moving to the Moonshae Isles to search for “black gold”.  As they head to the garden, SHining Brow and Mantis are approached by the Cassalanters. This meeting makes an impression of the other guests, who are suddenly eager to talk to the pair of adventurers. The two also have a brief discussion with Vajra “The Blackstaff”, who asks about their companion “Shamuu”. When they arrive at the garden, they see a display of fireworks set off by a pair of nimblewrights.  Mantis recognizes the mechanicals as the nimblewrights from Zardozz’s ship. The garden party turns into a carnival, as Zardozz’s crew begins an acrobatics display. Mantis recognizes them as disguised drow, but pursues Zardozz to secure the nimblewrights for the grand opening of Trollskull Manor. Having gathered all the information they can, Mantis, Shining Brow, and Tang return to the Manor. Shazuu assures the three that Tygorr is someone they want to have on their side.

A Letter from Tang Kamma Wu to the Masters of the Abby

Hello Learned Wise Leaders of Way,

My adventures with this band of strangers continue. Our foolish searches have brought us to the brink of destruction, but luckily, your humble servant was there to save the day against an Ettin, a bugbear, and all manner of humanoid fighter.

We emerged victorious, but, to my happiness, were mostly offered only dark torments for being champions.

We have met a new adventurer who seems to be joining us. He seems pious and ready to receive training in the way. I will keep you up to date on progress. 

The others are mostly hopeless.

Your student,

Tang Kamma Wu

Session 14: Do You Like Movies About Gladiators?

The party continues to followup on leads, as they search for the location of the Eyes of the Stone of Golorr


The smell of the sewers still permeates the air as the party questions their dwarven prisoner about the fake Stone of Golorr, but he can’t provide any new answers.  They decide to investigate the secret door across the main sewer tunnel. Inside is a room filled with pillars. While exploring the room, troglodytes attack and fade into the shadows. Shining Brow is forced to pull the fallen body of Shazuu from the chamber.  They re-group, heal up, and re-enter the room prepared to fight, but cannot find the enemy.

The party sweeps the room, hoping to force the creatures out of hiding. They do not succeed, but find another chamber full of broken glass bottles. The sounds of chattering teeth begins to fill the room, and in the next room, an entity made of flesh and mouths slithers forth and attacks.  The group destroys the gibbering mouther, and investigates the rest of the area. Shining Brow finds a chest in a small side room, but is nearly devoured when the chest turns out to be a mimic. Under the bed, they find a box containing some coin, a gold beholder pendant, and two spell scrolls. Wounded and exhausted, the party escapes through a flight of stairs that leads them back to the streets of Waterdeep.

After recovering, the party reviews their options and decides to investigate the weapons dealer Glenda Garlock’s, in the Mist Shore.  Mantis fools the guard and the weapons dealer, but after failing to uncover any new information, the party procures equipment and potions under false pretenses, “promising” to return them later.

Unable to decide where to look next, the group decides to canvas the neighborhoods for leads.  They find information which leads them to a Xanathar safehouse in an alley off the Street of Silver.  Mantis sets up to watch the building, and sees several thugs arrive. He overhears the code to enter. Knock three times, and repeat the phrase “The bawdy star shines bright tonight”.  Shining Brow and Shazuu join him, and the three use the code to gain entrance to the building.

Inside, they find several groups of warriors, and learn that this is the gateway for some sort of arena battle.  Having faked their way in, the three have no choice but to join the waiting warriors, and enter the arena battle themselves. They are blindfolded, taken down a long flight of stairs, and put in boats. After a half hour boat ride, they find themselves in Skullport, a city beneath the city.  Several other boats unload more combatants, and all of them are led to a door next to the “Guts and Garter” tavern.

They are led down a long tunnel to a waiting area. After learning the rules of the arena battle, the groups are given numbers. Mantis, Shazuu, and Shining Brow are group 8. They are instructed to wait until their match is called.  While waiting, Mantis bribes a guard to let him out, under the condition that he returns before their fight. When he explores the complex, he finds an ancient undead beholder surrounded by gazers. Quickly, he retreats from the room, avoiding that peril. Mantis then moves to the gallery surrounding the arena floor, and begins looking for information.

Meanwhile, the tournament begins, and teams 2, 4, and 6 are victorious.  Mantis returns to their cell as the group begins to prepare for their round.

For Next time: 

  • Fight in the Arena.
  • Survive!