Volo nods in agreement with Rhogar, not wanting to get on the bad side of the dragonborn once again.
Floon speaks up: "Thank you, Renaer. And just to be clear, I was the rescued one, not a rescuer. I should have no say on what sort of reward my good friend Volo is willing to give to my saviours."
Renaer adds: "And I joined this group after any agreement for a reward was already made. I shall lay no claim on it. Honor demands it."
Volo concludes: "In that case, we only need confirmation from Mokiakia and we can then strike a deal."
LORE BOX (THE CITY'S SPLENDORS: THE WALKING STATUES - PART 1 of 9 AS WRITTEN BY VOLO).
Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Waterdeep, on a bluff called Gull Leap. Ninety feet tall, it resembled a bald human staring out to sea. Later events (discussed below) caused it to be transformed into the statue known today as the Sahuagin Humbled.
When the Spellplague gripped Waterdeep in 1385 DR, six more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of these new statues, breaking the Swordmaiden and the Hawk Man, and sinking the God Catcher into the street up to its waist. Then all the statues mysteriously stopped their rampage just as quickly as they had begun it. Tsarra Chaadren, the Blackstaff at the time, couldn’t command them to return to their former hiding places on the Ethereal Plane. Consequently, the city repaired itself and built up around them. Much later, in 1479 DR, the eighth statue — the Griffon — emerged from the Ethereal Plane to defend Ahghairon’s Tower against intrusion. It roosted there for a time before flying to its current position near Peaktop Aerie on Mount Waterdeep. Once more, this activity seemed to be outside the Blackstaff’s control. Thankfully, all the walking statues have been dormant for well over a decade now, serving only as beautiful, cyclopean reminders of Waterdeep’s might.
We could use a new resting spot. Where is the property located and size? Is it all clear of taxes? I hope we don't have any bureaucracy to deal with, right?
"I'm glad you asked," Volo says to Mokiakia as he produces a parchment tube. "This cylinder right here contains a deed to Trollskull Manor, a historic building in the North Ward that you can now claim as a home base. The deed has been notarized and is legitimate, I assure you. I recently bought the property because it is rumored to be haunted, and I was hoping that investigating it might yield a chapter for my next book, Volo’s Guide to Spirits and Specters, a signed copy of which I will give to Adrasteia as promised, upon completion. In terms of bureaucracy, as I mentioned, the two of you, plus Sim, need to sign the deed in front of a magistrate. I need to sign the transfer as well. We can go either before or after you sell your art pieces."
Renaer then speaks up: "Don't conveniently forget to mention the transfer tax, Volo; they asked about it. It costs anyone in the city a sum of 25 gold pieces to transfer a property."
Volo: "Yes, yes... I was getting to that. And also to the fact that this tax is customarily paid by the new owners..."
Renaer: "That is true. And yes, Adrasteia, I'll gladly have you patch this gash I got in my arm during our glorious sewer adventure."
Volo: "As for property taxes, you only need to pay it once a year. I have already paid a sum of 50 gold pieces for the current year, so you do not need to worry about it for a while."
LORE BOX (THE CITY'S SPLENDORS: THE WALKING STATUES - PART 2 OF 9 AS WRITTEN BY VOLO).
The God Catcher
This is perhaps the most famous walking statue in the city, thanks to its dramatic pose, its nearness to the Market, and the self-evident magic of its existence. The statue is of a well-muscled but impassive male human with its left leg sunk to the hip in the street, the result of a spell cast by the Blackstaff at the time of its rampage. Its left hand and right foot press against the ground as if it is trying to pull itself out. Its right arm is raised skyward, and above its open palm floats a sphere of stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping.
All about the statue, climbing up its chest and on its knee and shoulders, is a tenement that carries the name “the God Catcher.” The tenement’s landlord is Aundra Blackcloak, an unsociable sorcerer who is rarely seen in the city except when she alights from the door carved in the floating sphere, which serves as her home. On the rare occasions when she wants to meet with city folk (typically to purchase odd substances for magical purposes), she appears unannounced on balconies or rooftops after dark. Her dealings are polite, though, and she pays fair coin. She never confides in anyone or talks about her own doings — and if anyone but she has ever seen the inside of her spherical home, they’ve said nothing publicly about it.
Rhogar leaves to fetch Sim.With a nod, Adrasteia approaches Renaer to examine his gash. She determines it is too deep of a cut for the simple medicinal materials she carries with her, and suggests the nobleman seeks aid at a local clinic or temple instead. She does clean and wrap the wound for him, though. Renaer thanks Adrasteia, and forces a small pouch containg 15gp into her hands: "To help with the property transfer tax. Let this be my thank you for helping me right my wrong in letting them take Floon in the first place."
Volo: "It is decided then. Let's pay a visit to the closest magistrate and make it official."
With your agreement, Volo leads the group out of the Yawning Portal and into a local courthouse in the Castle Ward. He walks with determination and you arrive at the destination in no more than 20 minutes. During the walk, Sim rejoins the group, and Volo brags: "We'll just skip the line. The magistrate in this office is a fan of my work." The writer's claim checks out, as you observe him schmoozing his way past bureaucrats and guards alike. After a few minutes, you are called into a closed-door meeting. Inside, an impeccably groomed female tiefling in black robes awaits, flanked by two heavily armored guards.
Magistrate: "Come in, I do not have much time to wedge Master Volo's impromptu meeting in between my other responsibilities, but alas... My name is Kylynne Silmerhelve, and I'll witness your signing of this deed to Trollskull Manor and officiate the transfer of the property. It will cost you 25gp, please. Volo, you first." She offers him a quill, which he dips into an inkwell and use to sign the deed at the appropriate line. He then offers the quill to whoever is next.
"Thank you for your time, Magistrate, " I say as I take the quill and sign. "Are you busy with anything that we might help with? We've just completed the rescue of a friend of Volo's." Persuasion: 19
Before we leave for the Magistrate's office: "Thank you for your kindness, Renaer. I only wish I could have done more to help."
I sign the document when it is my turn. "My friends, here are my 4GP plus the 15GP Renaer gave us. Your shares should each be 3GP--I'll make up the difference for the 10GP we owe."
Everyone pays their dues according to Adrasteia's proposal (please be sure to deduct the gold from your inventories) and signs the deed. Magistrate Silmerhelve then concludes the short ordeal: "During this brief, unscheduled session, I, Magistrate Kylynne Silmerhelve witnessed the transfer of the deed to Troskulll Manor." She sounds official and dutiful. A dwarven scribe in a corner somewhere writes as fast as she can. "This renders the new ownership official, and the collection of the estate transfer tax in the amount of 25 gold pieces immediate." She says that last part with the impatience of one who has more important matters to attend to.
She then signals to the scribe to stop documenting the encounter, and turns to Sim: "As a Magistrate, I am required by law to seek the city's official law enforcement bodies for any matter I may need assistance with. But know that a friend of Volo's is a friend of mine. We'll talk again in the future, I am certain." With a polite smile and a nod of her curly horns, she dismisses the party.
Outside, Volo encourages you to go visit your new property. You all know the Castle Ward quite well, so arriving at the right location is not a problem. He then says: "I''ll send someone to deliver the art pieces you kept at the Yawning Portal to your new address. If you need me, you can find me at the Yawning Portal as well. Both Renaer and Floon are fans of that tavern too. We are always available for some merriment."
LORE BOX (THE CITY'S SPLENDORS: THE WALKING STATUES - PART 3 OF 9 AS WRITTEN BY VOLO).
The Griffon
The walking statue called the Griffon is shaped like the beast for which it is named. Though it stands on all four legs, its back is fully twenty feet off the ground, making it a mount fit for a storm giant. Although it has shown itself to be capable of flight, with the granite feathers of its wings spreading like a bird’s, the Griffon now merely stands in a regal pose near Peaktop Aerie atop Mount Waterdeep, looking to the southeast over the Dock Ward. Newcomers sometimes assume it to be a monument to Waterdeep’s Griffon Cavalry, but Waterdavians know better.
I think we should at least get the art appraised. We can keep any works of little value for decoration, but we could probably do with some new weapons, armor, or equipment.
Once the artworks arrives to our new home, as Voló will sent them, we can get the appraisal. We may need that cash to buy weapons anyway. Sounds like our new acquisition may be haunted so it maybe interesting to see if there is any truth to that before resting.
Alright everyone. The three of you start to make your way to Trollskull Alley, where your new residence, Trollskul Manor, is located. If I understood it correctly, the plan is to check it out first while you wait for your treasure to arrive (sent by Volo). Once you have it, you'll appraise it and decide what is worth selling and what is worth keeping. With your earnings, you plan to upgrade your equipment. Let me know if this is not the plan. For now, we move on:
TROLLSKULL ALLEY & MANOR
Trollskull Alley is mostly filled with other residents of Waterdeep. You are likely to meet your new neighbors as time passes. Buildings in this part of the North Ward are rowhouses that serve as private residences for upper-middle class Waterdavians who can afford hiring staff, such as housekeepers, groundskeepers, and nannies.
Four stories tall and boasting balconies, a turret, and five chimneys, the abandoned Trollskull Manor is one of the grandest in Trollskull Alley. You are welcome to refurnish, rebuild, rename, and otherwise personalize your new stronghold to your hearts’ content, as long as you have the gold to do so.
Finally, for rescuing Floon and clearing the sewer hideout of most of its dangers, you each earn a total of 295 XP. Please add it to your character sheets.
"I think Sim would agree to take the deed in place of gold. What do my companions think?" I say. Then I watch Floon and Renaer with interest.
Volo nods in agreement with Rhogar, not wanting to get on the bad side of the dragonborn once again.
Floon speaks up: "Thank you, Renaer. And just to be clear, I was the rescued one, not a rescuer. I should have no say on what sort of reward my good friend Volo is willing to give to my saviours."
Renaer adds: "And I joined this group after any agreement for a reward was already made. I shall lay no claim on it. Honor demands it."
Volo concludes: "In that case, we only need confirmation from Mokiakia and we can then strike a deal."
LORE BOX (THE CITY'S SPLENDORS: THE WALKING STATUES - PART 1 of 9 AS WRITTEN BY VOLO).
Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Waterdeep, on a bluff called Gull Leap. Ninety feet tall, it resembled a bald human staring out to sea. Later events (discussed below) caused it to be transformed into the statue known today as the Sahuagin Humbled.
When the Spellplague gripped Waterdeep in 1385 DR, six more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of these new statues, breaking the Swordmaiden and the Hawk Man, and sinking the God Catcher into the street up to its waist. Then all the statues mysteriously stopped their rampage just as quickly as they had begun it. Tsarra Chaadren, the Blackstaff at the time, couldn’t command them to return to their former hiding places on the Ethereal Plane. Consequently, the city repaired itself and built up around them. Much later, in 1479 DR, the eighth statue — the Griffon — emerged from the Ethereal Plane to defend Ahghairon’s Tower against intrusion. It roosted there for a time before flying to its current position near Peaktop Aerie on Mount Waterdeep. Once more, this activity seemed to be outside the Blackstaff’s control. Thankfully, all the walking statues have been dormant for well over a decade now, serving only as beautiful, cyclopean reminders of Waterdeep’s might.
"Is anyone else in need of my healing services? I would be glad to provide any assistance."
We could use a new resting spot. Where is the property located and size? Is it all clear of taxes? I hope we don't have any bureaucracy to deal with, right?
"I'm glad you asked," Volo says to Mokiakia as he produces a parchment tube. "This cylinder right here contains a deed to Trollskull Manor, a historic building in the North Ward that you can now claim as a home base. The deed has been notarized and is legitimate, I assure you. I recently bought the property because it is rumored to be haunted, and I was hoping that investigating it might yield a chapter for my next book, Volo’s Guide to Spirits and Specters, a signed copy of which I will give to Adrasteia as promised, upon completion. In terms of bureaucracy, as I mentioned, the two of you, plus Sim, need to sign the deed in front of a magistrate. I need to sign the transfer as well. We can go either before or after you sell your art pieces."
Renaer then speaks up: "Don't conveniently forget to mention the transfer tax, Volo; they asked about it. It costs anyone in the city a sum of 25 gold pieces to transfer a property."
Volo: "Yes, yes... I was getting to that. And also to the fact that this tax is customarily paid by the new owners..."
Renaer: "That is true. And yes, Adrasteia, I'll gladly have you patch this gash I got in my arm during our glorious sewer adventure."
Volo: "As for property taxes, you only need to pay it once a year. I have already paid a sum of 50 gold pieces for the current year, so you do not need to worry about it for a while."
LORE BOX (THE CITY'S SPLENDORS: THE WALKING STATUES - PART 2 OF 9 AS WRITTEN BY VOLO).
The God Catcher
This is perhaps the most famous walking statue in the city, thanks to its dramatic pose, its nearness to the Market, and the self-evident magic of its existence. The statue is of a well-muscled but impassive male human with its left leg sunk to the hip in the street, the result of a spell cast by the Blackstaff at the time of its rampage. Its left hand and right foot press against the ground as if it is trying to pull itself out. Its right arm is raised skyward, and above its open palm floats a sphere of stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping.
All about the statue, climbing up its chest and on its knee and shoulders, is a tenement that carries the name “the God Catcher.” The tenement’s landlord is Aundra Blackcloak, an unsociable sorcerer who is rarely seen in the city except when she alights from the door carved in the floating sphere, which serves as her home. On the rare occasions when she wants to meet with city folk (typically to purchase odd substances for magical purposes), she appears unannounced on balconies or rooftops after dark. Her dealings are polite, though, and she pays fair coin. She never confides in anyone or talks about her own doings — and if anyone but she has ever seen the inside of her spherical home, they’ve said nothing publicly about it.
The God Catcher looking in the background
I tuck my knitting back into my armor. "Since the group has business to conduct, 'll retire to my room and send a message to Sim for you."
"Sounds like a fair exchange for the property."
I move over to take a look at Renaer's wound and attempt to heal it. Medicine check: 6
Rhogar leaves to fetch Sim. With a nod, Adrasteia approaches Renaer to examine his gash. She determines it is too deep of a cut for the simple medicinal materials she carries with her, and suggests the nobleman seeks aid at a local clinic or temple instead. She does clean and wrap the wound for him, though. Renaer thanks Adrasteia, and forces a small pouch containg 15gp into her hands: "To help with the property transfer tax. Let this be my thank you for helping me right my wrong in letting them take Floon in the first place."
Volo: "It is decided then. Let's pay a visit to the closest magistrate and make it official."
With your agreement, Volo leads the group out of the Yawning Portal and into a local courthouse in the Castle Ward. He walks with determination and you arrive at the destination in no more than 20 minutes. During the walk, Sim rejoins the group, and Volo brags: "We'll just skip the line. The magistrate in this office is a fan of my work." The writer's claim checks out, as you observe him schmoozing his way past bureaucrats and guards alike. After a few minutes, you are called into a closed-door meeting. Inside, an impeccably groomed female tiefling in black robes awaits, flanked by two heavily armored guards.
Magistrate: "Come in, I do not have much time to wedge Master Volo's impromptu meeting in between my other responsibilities, but alas... My name is Kylynne Silmerhelve, and I'll witness your signing of this deed to Trollskull Manor and officiate the transfer of the property. It will cost you 25gp, please. Volo, you first." She offers him a quill, which he dips into an inkwell and use to sign the deed at the appropriate line. He then offers the quill to whoever is next.
"Thank you for your time, Magistrate, " I say as I take the quill and sign. "Are you busy with anything that we might help with? We've just completed the rescue of a friend of Volo's." Persuasion: 19
Before we leave for the Magistrate's office: "Thank you for your kindness, Renaer. I only wish I could have done more to help."
I sign the document when it is my turn. "My friends, here are my 4GP plus the 15GP Renaer gave us. Your shares should each be 3GP--I'll make up the difference for the 10GP we owe."
I hand over my 3GP and sign.
Everyone pays their dues according to Adrasteia's proposal (please be sure to deduct the gold from your inventories) and signs the deed. Magistrate Silmerhelve then concludes the short ordeal: "During this brief, unscheduled session, I, Magistrate Kylynne Silmerhelve witnessed the transfer of the deed to Troskulll Manor." She sounds official and dutiful. A dwarven scribe in a corner somewhere writes as fast as she can. "This renders the new ownership official, and the collection of the estate transfer tax in the amount of 25 gold pieces immediate." She says that last part with the impatience of one who has more important matters to attend to.
She then signals to the scribe to stop documenting the encounter, and turns to Sim: "As a Magistrate, I am required by law to seek the city's official law enforcement bodies for any matter I may need assistance with. But know that a friend of Volo's is a friend of mine. We'll talk again in the future, I am certain." With a polite smile and a nod of her curly horns, she dismisses the party.
Outside, Volo encourages you to go visit your new property. You all know the Castle Ward quite well, so arriving at the right location is not a problem. He then says: "I''ll send someone to deliver the art pieces you kept at the Yawning Portal to your new address. If you need me, you can find me at the Yawning Portal as well. Both Renaer and Floon are fans of that tavern too. We are always available for some merriment."
LORE BOX (THE CITY'S SPLENDORS: THE WALKING STATUES - PART 3 OF 9 AS WRITTEN BY VOLO).
The Griffon
The walking statue called the Griffon is shaped like the beast for which it is named. Though it stands on all four legs, its back is fully twenty feet off the ground, making it a mount fit for a storm giant. Although it has shown itself to be capable of flight, with the granite feathers of its wings spreading like a bird’s, the Griffon now merely stands in a regal pose near Peaktop Aerie atop Mount Waterdeep, looking to the southeast over the Dock Ward. Newcomers sometimes assume it to be a monument to Waterdeep’s Griffon Cavalry, but Waterdavians know better.
"I suggest we head over to our new property to inspect it for anything we may need. Maybe it still has a few furnishings."
"A fine idea," Volo says. He then bows deeply and adds: "You know where to find me. Until next time, my friends."
With that, Volo leaves you and the group begins their walk towards Trollskull Manor.
Is there anything you'd like to do before arriving at your new home?
I suggest we sell those artworks on our way to our new digs.
(Or use them to decorate the new home? No? Ok...)
I think we should at least get the art appraised. We can keep any works of little value for decoration, but we could probably do with some new weapons, armor, or equipment.
Once the artworks arrives to our new home, as Voló will sent them, we can get the appraisal. We may need that cash to buy weapons anyway. Sounds like our new acquisition may be haunted so it maybe interesting to see if there is any truth to that before resting.
Alright everyone. The three of you start to make your way to Trollskull Alley, where your new residence, Trollskul Manor, is located. If I understood it correctly, the plan is to check it out first while you wait for your treasure to arrive (sent by Volo). Once you have it, you'll appraise it and decide what is worth selling and what is worth keeping. With your earnings, you plan to upgrade your equipment. Let me know if this is not the plan. For now, we move on:
TROLLSKULL ALLEY & MANOR
Trollskull Alley is mostly filled with other residents of Waterdeep. You are likely to meet your new neighbors as time passes. Buildings in this part of the North Ward are rowhouses that serve as private residences for upper-middle class Waterdavians who can afford hiring staff, such as housekeepers, groundskeepers, and nannies.
Four stories tall and boasting balconies, a turret, and five chimneys, the abandoned Trollskull Manor is one of the grandest in Trollskull Alley. You are welcome to refurnish, rebuild, rename, and otherwise personalize your new stronghold to your hearts’ content, as long as you have the gold to do so.
Finally, for rescuing Floon and clearing the sewer hideout of most of its dangers, you each earn a total of 295 XP. Please add it to your character sheets.
"This looks like a great place for meddling kids. Let's go inside and check it out!" I want to explore the whole place. 18