When we last saw our merry band of adventurers, they had spent the first week as proprietors of the Tavern in Trollskull Manor, getting things tidy and tending a peace with the resident ghost. Things had gone well enough, after having paid for the assistance of the requisite guilds. At the close of their first ten-day, they had all received various cryptic summons from different factions within the City of Splendors.
After assessing the invitations openly, the partners decided to follow that sent to the mendicant friar. He had received a summons post-haste, from the Blackstaff herself.
They set things straight in the Tavern and got their spirit friend to agree to keep an eye on the place which he seemed to do very willingly.
Finding the Blackstaff's Tower was not difficult, but gaining access would have been impossible if not for the Blackstaff's summons.
Vajra Safahr, the current Blackstaff had heard from her friend, Renaer Neverember of the aid the group of new adventurers had granted him. Deciding to test the new group of adventures, she sends them on a quest:
“Seek out Hlam, a monk who lives in a cave on the side of Mount Waterdeep. Ask him what he’s heard about threats to the city, but try not to annoy him or overstay your welcome.”
The party immediately heads out with requisite gear. The ascent of Mount Waterdeep is a breeze for Veil and Amotal, although Xavier and Zera struggle on their way to the top. All make it, however, the last two are exhausted. The party decides to carry on with this quest, trusting that the monk may have shelter for them to rest if necessary.
And so, we join our unlikely band of adventurers upon a ledge on the side of Mount Waterdeep, near the cave of Hlam.
Zera, gasping to catch her breath in the thin mountain air says “whew… that was a climb. I hope we can get back down soon. I assure you all I have no intention of overstaying our welcome! Shall we continue to find Hlam?” Her normally fair skin is flush with the cold and exertion, and her golden hair is tucked carefully under the hood of her emerald green cloak. She looks to the group to see if she should lead or if someone else will.
The herd appears to be comprised of five goats. The lead goat has a bell around its neck, attached to a collar of white, blue and purple. The other goats follow the leader in orderly single-file. The herd trotts from over a steep and craggy area, down closer to the ledge where the companions are catching their breath, and then turn, heading up a narrow, but clear path toward a large rock face on the side of the mountain with a massive stone shelf which protrudes from it.
Zera says “those look like pet goats, perhaps heading home. Maybe Hlam lives up there.” She follows the herd (not too closely to avoid startling them) but leads the group up the goat path.
The perspective in the mountains is truly deceiving. The partners realize the immensity of the rock face and the shelf as the goats proceed toward it, getting smaller and smaller as they trot into the distance... Following from a respectable distance, the party sees the goats walk under the shelf seem to disappear into the mountain's face.
Eventually, the team arrives at the area outside the rock face. The shelf looms over them like the broadside of five warships. Golden light seems to boil forth from an entrance to a cave under the shelf.
They pass posts wrapped in rope and articulated dummies arranged at regular intervals, as well as open spaces with intricately carved geometric patterns connecting their square or circular dimensions. Here and there are hung ribbons of white, blue and purple as well as symbols of Tyr. The path becomes paved and splits this courtyard into two balanced spaces.
Continuing under the shelf, the party walks into the cave. The light dances from lanterns strung along each side of the large space they enter. This chamber is equally expansive in its dimensions, as large as any great temple or cathedral, but also close due to the compressing presence of the mountain's weight hanging above all who enter.
Within the chamber are goats, about twenty, seated at regular spots facing into the cave. Each seems to be seated upon a simple straw mat, thick, but not too plush as to be opulent. With so many animals in a closed space, one would expect the scent to be pungently offensive, but to the adventurers' surprise the only 'animal' scent is that of clean warm wool and sweet straw. The animals are remarkably clean.
In front of the larger herd herein, sits a man, bald, but lithe of limb. Steadfast in his cross-legged posture, but relaxed in his tranquil presence. He is the only human in the cave. He raises a hand and clicks his tongue. Four goats nearest to him get up from their mats, form up single-file and march out of the cave. He motions for the party members to sit on the recently abandoned mats.
Veil watches the four goats file out of the chamber with her tail twitching a bit anxiously. She looks to one of the vacated mats and strides over, taking up a cross-legged sitting position on it. She then waits, letting their host dictate the next move.
Zera smiles and says “it is nice to meet you, Hlam. I am Zera, my companions and I come to you at the behest of the BlackStaff, Vajra Safahr, to find what you may know related to threats to the city.”
"Ah, the Blackstaff. She knows much herself. What information could a recluse hermit give? Perhaps you think my goats are spies?", He says with a raised eye.
Friar Xavier responds, "By Ilmater, companion of the Maimed One you serve, may we prove worthy of your wisdom." ((guidance upon Zera))
((Reply to Hlam if you wish to cajole him to give his report - persuasion check - don't forget effect of exhaustion, if applicable))
Zera smiles as broad a smile as she can manage given her exhaustion
She says” I’m sure the BlackStaff wouldn’t have sent us up here if there wasn’t something you could provide. I bet a wise man like yourself has all kinds of secrets at his disposal.. is there anything we could provide in exchange for this information? ”
23 persuasion plus 3 guidance.
Edit- I thought exhaustion was a penalty but it’s actually disadvantage - so unless someone helps she takes this roll if lower:
22 plus 3
zera seems almost too tired to finish her thought, but still manages to turn her exhaustion into a charming flaw, hoping to trigger sympathy in the man for this poor, beautiful girl who struggled so hard to climb this mountain..
"Hmmmm....", Hlam ruminates, "most come to me seeking training in the martial arts."
He pauses, closing his eyes. "Vajra is wise, she knows that the key to many a battle is to avoid it if you can. So, the wizard is still asking martial advice."
He opens his eyes.
"This I will tell her: Evil’s twin hides its face for now. Expect that to change before winter’s end.”
"Now, Blackstaff's adventurers, while I thank you for the offer, there is nothing I need that you could provide. All the same, when you have experienced more, should you wish to learn more of the Way of the Even-Handed, I should be content to learn with you."
He pauses again. After a moment he raises a hand. "Now go back to Vajra. Eltrix will guide you." He raises his hand. Another goat, this one with a bell and collar similar to the one you saw before, rises. The goat turns toward the cave mouth, but waits.
Amotal grabs one of the ration packs wrapped in cleaned leaves from his bag and hands it to Zera, now that they're all sitting down. Inside is some sort of light, golden bread, an assortment of brightly colored berries, a handful of nuts, and a sweet cheese. "Here, you need to eat," he says, then looks to the group and offers each of them one (including Hlam). "We don't have any intentions of causing harm to any goodly creature, I can assure you," he says to the monk.
(Does that count as helping Zera? Also who wants a ration pack, so I can remove the items from my sheet?)
“thank you Hlam. I don’t understand what evil’s twin means, but I’ll relay the message, I’m sure the BlackStaff will know what to do. And thank you as well, for the offer to learn. Perhaps I’ll return one day- hopefully by flying or magic or something next time! ohh, Amatol- thanks. Yes this was quite a climb. But I am hoping downhill is easier than up was!” She takes the rations and rises, straightening her cloak and pulling her hood back over her head. She gives the hermit another smile and then turns to the goat. “ everyone ready? Lead on, Eltrix.”
(Oh- by helping I was referring to the help, which anyone can take, but I rolled well enough I don’t think it mattered)
This post has potentially manipulated dice roll results.
((Re Amotal's aid with the hermit monk, his reinforcement of not intending harm, helped. His proffering of food, only aided as a balm to the adventurers. Hlam does not require sustenance.))
Once the adventuring party has risen and formed up behind her, Eltrix serenely walks out of the cave, chewing some hay.
The descent is in fact much easier and faster, in no small part due to the path which Eltrix picks to take the team down. The goat knows just the right turns and runs to follow, many which are not visible from below and which would take close study to follow even from above.
By careful observation and his familiarity with mountain environments, Amotal is able to mark the path internally, confident that he could lead the team up or down this way again, without trouble. Keeping his eyes open for useful plants on the way down, he happily runs across an abundant patch of wild mountain blueberries. He collects 6 handfuls of these to share with the party.
In addition, a little further on, he finds a bush of wild hazel. Broad, waxy leaves stick up like the plates on a stegosaurus, guarding egg shaped nuts which brown over time. He collects enough to share with the party as food or to have an herbalist turn into a dose of healing salve.
Once Eltrix has brought the team to the foothills with a clear sight to the road to Waterdeep, she simply turns off the path, and follows a different path best taken by only goats back up.
The adventurer's arrive back at the Blackstaff's tower in the late afternoon. They enter through the ironwork gate of the outer courtyard. The iron patterns of wands and staves and interwoven vines cast fantastic shadows in the lowering light. The courtyard itself is a simple cobbled courtyard, with a circular path leading all the way around the tower.
Off to one side of the courtyard two apprentices take turns practicing Mold Earth as a defense against various magical attacks launched by their partner.
As they walk up to the tower, the door appears and opens. The apprentice acting as guardian ushers them in, and brings them into the audience chamber and dining hall. The audience chamber end of the room is now appointed with five, very comfortable looking chairs and a tea set is laid out with five beautiful and delicate cups. The large pot is full of hot tea which gives off a welcoming aroma.
The apprentice indicates that the Blackstaff will see them soon. They should make themselves comfortable and enjoy the tea, but please do not attempt to leave the room alone. Should they require assistance he is available just outside the chamber door. He closes the door behind him, leaving the adventurers to their tea.
((assuming you do whatever you would like to do - sit, stand, eat berries, talk, sip tea, etc...))
After a while the doors open and Vajra appears. She looks happy to see the party back so quickly.
"Welcome back! I knew I sent the right group. I trust the climb was not too hard on all of you?", she says as she sits down in one of the chairs and pours some tea.
Veil sits, silently again, as the wizard enters the audiance chamber. Her tail twitches in agitation, but she does not give the answer, as she does not feel it is her place to do so.
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resurrected from: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/108002-waterdeep-dragon-heist-game-thread
. . .
When we last saw our merry band of adventurers, they had spent the first week as proprietors of the Tavern in Trollskull Manor, getting things tidy and tending a peace with the resident ghost. Things had gone well enough, after having paid for the assistance of the requisite guilds. At the close of their first ten-day, they had all received various cryptic summons from different factions within the City of Splendors.
After assessing the invitations openly, the partners decided to follow that sent to the mendicant friar. He had received a summons post-haste, from the Blackstaff herself.
They set things straight in the Tavern and got their spirit friend to agree to keep an eye on the place which he seemed to do very willingly.
Finding the Blackstaff's Tower was not difficult, but gaining access would have been impossible if not for the Blackstaff's summons.
Vajra Safahr, the current Blackstaff had heard from her friend, Renaer Neverember of the aid the group of new adventurers had granted him. Deciding to test the new group of adventures, she sends them on a quest:
“Seek out Hlam, a monk who lives in a cave on the side of Mount Waterdeep. Ask him what he’s heard about threats to the city, but try not to annoy him or overstay your welcome.”
The party immediately heads out with requisite gear. The ascent of Mount Waterdeep is a breeze for Veil and Amotal, although Xavier and Zera struggle on their way to the top. All make it, however, the last two are exhausted. The party decides to carry on with this quest, trusting that the monk may have shelter for them to rest if necessary.
And so, we join our unlikely band of adventurers upon a ledge on the side of Mount Waterdeep, near the cave of Hlam.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Zera, gasping to catch her breath in the thin mountain air says “whew… that was a climb. I hope we can get back down soon. I assure you all I have no intention of overstaying our welcome! Shall we continue to find Hlam?” Her normally fair skin is flush with the cold and exertion, and her golden hair is tucked carefully under the hood of her emerald green cloak. She looks to the group to see if she should lead or if someone else will.
The adventurers are interrupted in their discernment by a mid-tone clang of a bell and the bleating of an approaching herd of goats.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
The herd appears to be comprised of five goats. The lead goat has a bell around its neck, attached to a collar of white, blue and purple. The other goats follow the leader in orderly single-file. The herd trotts from over a steep and craggy area, down closer to the ledge where the companions are catching their breath, and then turn, heading up a narrow, but clear path toward a large rock face on the side of the mountain with a massive stone shelf which protrudes from it.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Zera says “those look like pet goats, perhaps heading home. Maybe Hlam lives up there.” She follows the herd (not too closely to avoid startling them) but leads the group up the goat path.
The perspective in the mountains is truly deceiving. The partners realize the immensity of the rock face and the shelf as the goats proceed toward it, getting smaller and smaller as they trot into the distance... Following from a respectable distance, the party sees the goats walk under the shelf seem to disappear into the mountain's face.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Eventually, the team arrives at the area outside the rock face. The shelf looms over them like the broadside of five warships. Golden light seems to boil forth from an entrance to a cave under the shelf.
They pass posts wrapped in rope and articulated dummies arranged at regular intervals, as well as open spaces with intricately carved geometric patterns connecting their square or circular dimensions. Here and there are hung ribbons of white, blue and purple as well as symbols of Tyr. The path becomes paved and splits this courtyard into two balanced spaces.
Continuing under the shelf, the party walks into the cave. The light dances from lanterns strung along each side of the large space they enter. This chamber is equally expansive in its dimensions, as large as any great temple or cathedral, but also close due to the compressing presence of the mountain's weight hanging above all who enter.
Within the chamber are goats, about twenty, seated at regular spots facing into the cave. Each seems to be seated upon a simple straw mat, thick, but not too plush as to be opulent. With so many animals in a closed space, one would expect the scent to be pungently offensive, but to the adventurers' surprise the only 'animal' scent is that of clean warm wool and sweet straw. The animals are remarkably clean.
In front of the larger herd herein, sits a man, bald, but lithe of limb. Steadfast in his cross-legged posture, but relaxed in his tranquil presence. He is the only human in the cave. He raises a hand and clicks his tongue. Four goats nearest to him get up from their mats, form up single-file and march out of the cave. He motions for the party members to sit on the recently abandoned mats.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Veil watches the four goats file out of the chamber with her tail twitching a bit anxiously. She looks to one of the vacated mats and strides over, taking up a cross-legged sitting position on it. She then waits, letting their host dictate the next move.
After the adventurers sit for a long while in silence, the man addresses the group in common: "I am Hlam. What do you seek?"
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Zera smiles and says “it is nice to meet you, Hlam. I am Zera, my companions and I come to you at the behest of the BlackStaff, Vajra Safahr, to find what you may know related to threats to the city.”
"Ah, the Blackstaff. She knows much herself. What information could a recluse hermit give? Perhaps you think my goats are spies?", He says with a raised eye.
Friar Xavier responds, "By Ilmater, companion of the Maimed One you serve, may we prove worthy of your wisdom." ((guidance upon Zera))
((Reply to Hlam if you wish to cajole him to give his report - persuasion check - don't forget effect of exhaustion, if applicable))
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Veil remains silent, her tail twitching in interest as she watches this man and his goats.
Zera smiles as broad a smile as she can manage given her exhaustion
She says” I’m sure the BlackStaff wouldn’t have sent us up here if there wasn’t something you could provide. I bet a wise man like yourself has all kinds of secrets at his disposal.. is there anything we could provide in exchange for this information? ”
23 persuasion plus 3 guidance.
Edit- I thought exhaustion was a penalty but it’s actually disadvantage - so unless someone helps she takes this roll if lower:
22 plus 3
zera seems almost too tired to finish her thought, but still manages to turn her exhaustion into a charming flaw, hoping to trigger sympathy in the man for this poor, beautiful girl who struggled so hard to climb this mountain..
"Hmmmm....", Hlam ruminates, "most come to me seeking training in the martial arts."
He pauses, closing his eyes. "Vajra is wise, she knows that the key to many a battle is to avoid it if you can. So, the wizard is still asking martial advice."
He opens his eyes.
"This I will tell her: Evil’s twin hides its face for now. Expect that to change before winter’s end.”
"Now, Blackstaff's adventurers, while I thank you for the offer, there is nothing I need that you could provide. All the same, when you have experienced more, should you wish to learn more of the Way of the Even-Handed, I should be content to learn with you."
He pauses again. After a moment he raises a hand. "Now go back to Vajra. Eltrix will guide you." He raises his hand. Another goat, this one with a bell and collar similar to the one you saw before, rises. The goat turns toward the cave mouth, but waits.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Amotal grabs one of the ration packs wrapped in cleaned leaves from his bag and hands it to Zera, now that they're all sitting down. Inside is some sort of light, golden bread, an assortment of brightly colored berries, a handful of nuts, and a sweet cheese. "Here, you need to eat," he says, then looks to the group and offers each of them one (including Hlam). "We don't have any intentions of causing harm to any goodly creature, I can assure you," he says to the monk.
(Does that count as helping Zera? Also who wants a ration pack, so I can remove the items from my sheet?)
“thank you Hlam. I don’t understand what evil’s twin means, but I’ll relay the message, I’m sure the BlackStaff will know what to do. And thank you as well, for the offer to learn. Perhaps I’ll return one day- hopefully by flying or magic or something next time! ohh, Amatol- thanks. Yes this was quite a climb. But I am hoping downhill is easier than up was!” She takes the rations and rises, straightening her cloak and pulling her hood back over her head. She gives the hermit another smile and then turns to the goat. “ everyone ready? Lead on, Eltrix.”
(Oh- by helping I was referring to the help, which anyone can take, but I rolled well enough I don’t think it mattered)
(I know. I just was wondering whether the offering of rations and saying we mean no harm worked to do that, in the DM's discretion.)
Amotal takes up position at the back of the group as they head down the mountain, keeping an eye out for any berries or nuts to gather for food.
Survival: 23 (+2 wis, counts as expertise b/c favored terrain)
((Re Amotal's aid with the hermit monk, his reinforcement of not intending harm, helped. His proffering of food, only aided as a balm to the adventurers. Hlam does not require sustenance.))
Once the adventuring party has risen and formed up behind her, Eltrix serenely walks out of the cave, chewing some hay.
The descent is in fact much easier and faster, in no small part due to the path which Eltrix picks to take the team down. The goat knows just the right turns and runs to follow, many which are not visible from below and which would take close study to follow even from above.
By careful observation and his familiarity with mountain environments, Amotal is able to mark the path internally, confident that he could lead the team up or down this way again, without trouble. Keeping his eyes open for useful plants on the way down, he happily runs across an abundant patch of wild mountain blueberries. He collects 6 handfuls of these to share with the party.
In addition, a little further on, he finds a bush of wild hazel. Broad, waxy leaves stick up like the plates on a stegosaurus, guarding egg shaped nuts which brown over time. He collects enough to share with the party as food or to have an herbalist turn into a dose of healing salve.
Once Eltrix has brought the team to the foothills with a clear sight to the road to Waterdeep, she simply turns off the path, and follows a different path best taken by only goats back up.
The adventurer's arrive back at the Blackstaff's tower in the late afternoon. They enter through the ironwork gate of the outer courtyard. The iron patterns of wands and staves and interwoven vines cast fantastic shadows in the lowering light. The courtyard itself is a simple cobbled courtyard, with a circular path leading all the way around the tower.
Off to one side of the courtyard two apprentices take turns practicing Mold Earth as a defense against various magical attacks launched by their partner.
As they walk up to the tower, the door appears and opens. The apprentice acting as guardian ushers them in, and brings them into the audience chamber and dining hall. The audience chamber end of the room is now appointed with five, very comfortable looking chairs and a tea set is laid out with five beautiful and delicate cups. The large pot is full of hot tea which gives off a welcoming aroma.
The apprentice indicates that the Blackstaff will see them soon. They should make themselves comfortable and enjoy the tea, but please do not attempt to leave the room alone. Should they require assistance he is available just outside the chamber door. He closes the door behind him, leaving the adventurers to their tea.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
((assuming you do whatever you would like to do - sit, stand, eat berries, talk, sip tea, etc...))
After a while the doors open and Vajra appears. She looks happy to see the party back so quickly.
"Welcome back! I knew I sent the right group. I trust the climb was not too hard on all of you?", she says as she sits down in one of the chairs and pours some tea.
"What information did Hlam have?"
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Veil sits, silently again, as the wizard enters the audiance chamber. Her tail twitches in agitation, but she does not give the answer, as she does not feel it is her place to do so.