<We're officially moving to part two right here. Feel free to leave some feedback. In the other thread or PM. Hopefully I'll have a bit more time over the next few weeks and I can generate some decent maps and combat will generally be crunchier. Thst said, these adventures are more mysteries than slug-fests, so there really aren't many monsters and they are mostly written as eager to give up rather than die fighting. But there's usually one or more boss fights in these 5 short adventures and I will delay the thread if necessary to ensure these have proper maps, etc. Thanks.>
<1 more thing: Keep track of your medallions of safe passage from the barrow >
Those who travel through the teleportation circle in the barrow find themselves in the attic of an abandoned townhouse. Exploring the house, one familiar with the city might recognize by peeking out a window that they are in the city of Waterdeep. The building was once well appointed, though far from opulent. It has been boarded up, is empty, and has been ransacked several times.
As Tabaqui peers out the window, his eyes widen, "Damn,"he says, "this isn't the safest place to be for me right now. Although I do know of a fence nearby who will buy most of this treasure we've accumulated at reasonable prices. I'd like to wait until dark, and then I can make some contacts and see if anyone has seen our wizard friend."
He looks around the house for any signs of the recent passage of the wizard, and where he might have gone.
"That's a good idea, Tabaqui. I'll tag along in case that red wizard necromancer pops up again."Calner prepares to accompany Tabaqui on his trip to see the fence.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
There's no trace of the wizard. Footprints in the dust are all over the place, some covered with more dust some newer, some made by vermin, some by humanoids.
<Whether or not you narratively agree, mechanically: you get a long rest here.>
If you want to sell some stuff while in Waterdeep, or buy some stuff, I say go for it. (No magic items)
At first, Marlyth assumed that the party might have traveled to a 'Distant Plane of Existence', but the interior of the abandoned townhouse suggested something else. Her natural instinct influenced her to examine the parchment on which she had drawn the map of the Sword Coast partially, notably marking the places titled 'Trollbark Forest', 'Misty Forest', 'Secomber' and 'High Moor'. She would use her Compass, Ruler and Ink Pen to locate the current position of the party while attempting to find a way to the local shops and markets.
(ooc: since we get a long rest, going to restore sorcery points and spell slots, and stuff etc.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
After looking through the window Vrah, will go and check the door to see if it is also boarded up, "Never been here before I look forward to exploring it."
<These things are written so they can be slipped into campaigns, but this module actually has little to do with Waterdwwp. Literally just the house. If you guys want to do a thing outside the module I'm all for it, just name a destination of some kind and we'll do something there. Otherwise, the thing is in the house. Since you might have killed Malivar in the last part, he could be somewhere in the city - so if we want to do that, it's up to you. I'm also OK with splitting the party if some of you want to pursue Malivar in Waterdeep and some of you would like to go do the other thing.>
This post has potentially manipulated dice roll results.
Angus decides to explore the house. "Anyone want to come along?" They are in an attic, so he will look around the room for exits (presumably downward), also for any hidden doors, nooks or crannies.
"Hold on, I have a truck for this." Weneon hops up and takes a very uncharacteristically calm stance as an illusionary image of herself goes scampering through the room. "Shadows show the light what it's missing" she says in a pseudo profound manner "... Or something like that, doesn't matter, I can make illusions to try and spring ambushes."
so.. if anyone crashes at the house, let me know. Nobody is forcing you to. You're in a city - go rent a room or hang out at a tavern or visit an old friend. Whatever you want. <But the MTG stuff is in the house.>
Marlyth had fallen into a deep sleep while working on the map. She felt refreshed, her physical function had been reset and her brain function enhanced by the time she completed a long rest.
Currently, she recalls the journal entries of the charred diary that used to belong to a wizard and suspects that the abandoned townhouse might be the townhouse of the late wizard leader. She decides to join the investigation team consisting of Vrah, Angus and Weneon at the same time trying to figure out what's wrong with the house, and if she can find something interesting here.
<The module is looking for a 22 on this check, but I'd like to continue the adventure, so there us a backup.>
In the evening as the bustle if the streets fades to a foft din, the silence is broken by the fait sound if creaking wooden joints in the basement kf the house. An investigation reveals a stone door, seamlessly worked into the wall now stands slightly ajar from within, a whisper deems to call a melancholy plea for help. The sou d is too faint to identify anything about the o e calling g out or what their saying. It's perhaps less a sound and more a feeling, yet it is certainly a cry for help. Looking around the edge if the door, you see a stone above and another on the floor just before the wall which seem to be slightly depressed.
If anyone touches the two loose stones, the door slowly opens fully, under the creak of hidden gears within the wall, revealing a wide corridor of stone leads to a dull, iron archway. The walls glitter and shine as if silver coins have been set into the walls at irregular intervals.
<There's not much else to perceive or investigate. At most a success could yield this:>
A dozen tiny mirrors are set into the walls in this area, seemingly at random.
(@Wile_E_Coyote, Roll for the advancement sequence please, it will be neutral. But, Marlyth will always volunteer to send a bunch of scouts first if the PCs agree with her idea.)
<We're officially moving to part two right here. Feel free to leave some feedback. In the other thread or PM. Hopefully I'll have a bit more time over the next few weeks and I can generate some decent maps and combat will generally be crunchier. Thst said, these adventures are more mysteries than slug-fests, so there really aren't many monsters and they are mostly written as eager to give up rather than die fighting. But there's usually one or more boss fights in these 5 short adventures and I will delay the thread if necessary to ensure these have proper maps, etc. Thanks.>
<1 more thing: Keep track of your medallions of safe passage from the barrow >
Those who travel through the teleportation circle in the barrow find themselves in the attic of an abandoned townhouse. Exploring the house, one familiar with the city might recognize by peeking out a window that they are in the city of Waterdeep. The building was once well appointed, though far from opulent. It has been boarded up, is empty, and has been ransacked several times.
As Tabaqui peers out the window, his eyes widen, "Damn," he says, "this isn't the safest place to be for me right now. Although I do know of a fence nearby who will buy most of this treasure we've accumulated at reasonable prices. I'd like to wait until dark, and then I can make some contacts and see if anyone has seen our wizard friend."
He looks around the house for any signs of the recent passage of the wizard, and where he might have gone.
Investigation: 9
Weneon will look out at the splendorous city in awe and wonder. "Why isn't it safe?"
<probably because Waterdhevians, broadly speaking, don't like bugbears.> I think you'll be fine.
"That's a good idea, Tabaqui. I'll tag along in case that red wizard necromancer pops up again." Calner prepares to accompany Tabaqui on his trip to see the fence.
There's no trace of the wizard. Footprints in the dust are all over the place, some covered with more dust some newer, some made by vermin, some by humanoids.
<Whether or not you narratively agree, mechanically: you get a long rest here.>
If you want to sell some stuff while in Waterdeep, or buy some stuff, I say go for it. (No magic items)
At first, Marlyth assumed that the party might have traveled to a 'Distant Plane of Existence', but the interior of the abandoned townhouse suggested something else. Her natural instinct influenced her to examine the parchment on which she had drawn the map of the Sword Coast partially, notably marking the places titled 'Trollbark Forest', 'Misty Forest', 'Secomber' and 'High Moor'. She would use her Compass, Ruler and Ink Pen to locate the current position of the party while attempting to find a way to the local shops and markets.
Wisdom (Survival): Cartographer's Tool Check: 13
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
(ooc: since we get a long rest, going to restore sorcery points and spell slots, and stuff etc.)
After looking through the window Vrah, will go and check the door to see if it is also boarded up, "Never been here before I look forward to exploring it."
<These things are written so they can be slipped into campaigns, but this module actually has little to do with Waterdwwp. Literally just the house. If you guys want to do a thing outside the module I'm all for it, just name a destination of some kind and we'll do something there. Otherwise, the thing is in the house. Since you might have killed Malivar in the last part, he could be somewhere in the city - so if we want to do that, it's up to you. I'm also OK with splitting the party if some of you want to pursue Malivar in Waterdeep and some of you would like to go do the other thing.>
Perception or investigation rolls welcome (a 9 isn't going to cut it). Maybe also pick a room. I do want you to find the thing, so.. you know.
Angus decides to explore the house. "Anyone want to come along?"
They are in an attic, so he will look around the room for exits (presumably downward), also for any hidden doors, nooks or crannies.
Investigation: 21
After checking the door Vrah hearing Angus's question will go with him. "Wizard might be hiding in this house still, I will go with you."
"Hold on, I have a truck for this." Weneon hops up and takes a very uncharacteristically calm stance as an illusionary image of herself goes scampering through the room. "Shadows show the light what it's missing" she says in a pseudo profound manner "... Or something like that, doesn't matter, I can make illusions to try and spring ambushes."
She smiles, proud of herself
so.. if anyone crashes at the house, let me know. Nobody is forcing you to. You're in a city - go rent a room or hang out at a tavern or visit an old friend. Whatever you want. <But the MTG stuff is in the house.>
Investigation 26
Marlyth had fallen into a deep sleep while working on the map. She felt refreshed, her physical function had been reset and her brain function enhanced by the time she completed a long rest.
Currently, she recalls the journal entries of the charred diary that used to belong to a wizard and suspects that the abandoned townhouse might be the townhouse of the late wizard leader. She decides to join the investigation team consisting of Vrah, Angus and Weneon at the same time trying to figure out what's wrong with the house, and if she can find something interesting here.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<The module is looking for a 22 on this check, but I'd like to continue the adventure, so there us a backup.>
In the evening as the bustle if the streets fades to a foft din, the silence is broken by the fait sound if creaking wooden joints in the basement kf the house. An investigation reveals a stone door, seamlessly worked into the wall now stands slightly ajar from within, a whisper deems to call a melancholy plea for help. The sou d is too faint to identify anything about the o e calling g out or what their saying. It's perhaps less a sound and more a feeling, yet it is certainly a cry for help. Looking around the edge if the door, you see a stone above and another on the floor just before the wall which seem to be slightly depressed.
If anyone touches the two loose stones, the door slowly opens fully, under the creak of hidden gears within the wall, revealing a wide corridor of stone leads to a dull, iron archway. The walls glitter and shine as if silver coins have been set into the walls at irregular intervals.
<There's not much else to perceive or investigate. At most a success could yield this:>
A dozen tiny mirrors are set into the walls in this area, seemingly at random.
<Anyone want ro volunteer or should I roll?>
(@Wile_E_Coyote, Roll for the advancement sequence please, it will be neutral. But, Marlyth will always volunteer to send a bunch of scouts first if the PCs agree with her idea.)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer