"So that cottage definitely needs to be checked out." Veil says as she scarfs down some breakfast. "There is something going on there, and it might lead us to these scarecrows." She takes a drink of spiced cider, then continues. "After that back to the tavern and see if we can locate that drow, or do we think we scared him off last night?"
This post has potentially manipulated dice roll results.
“Sounds like a good plan to me” smiles Zera, as she scarfs down breakfast. While the others finish, she performs a funny song about the town guard not caring what happens as long as there’s no ‘blood on the streets’.
(some lines) ‘we don’t care about no beholder cults, evil gangs of thugs don’t bother us none, just keep your battles to the sewers, where they won’t disturb no one.
and the refrain..
’Keep your robbing and killing where we can’t see it, and the lords and ladies won’t whine. For we don’t care at all what you do -if there’s no blood on the streets all is fine. ‘
performance 18 “Still a work in progress” she laughs.
"Avoiding the town guard is my life goal." Veil says with a swish of her tail. She takes a final drink and then pushes up from the table. "Let's go." She agrees and, grabbing her gear, is ready to go.
The group gathers and sets off in their usual staggered fashion. The day is over-cast but no rain. They proceed their same route of the previous two days, through the north gate and around, along the road through Undercliff. Eventually they come to the farm where they helped the previous day. The horses are all in the coral, the fence of which has been mended. None of the folk from the previous day are around with the exception of a young hand who is tending the horse that had been injured. He is feeding it some sweet grass and patting its nose.
and so continues the adventurers making themselves a regular fixture in Trollskull Alley and Waterdeep.
The animal maulings turned out to be the result of a land dispute. The adventurers uncovered a scheme by a local widow to reclaim the land of her grandfather's farm by trying to scare off the families that were now living there. She had conjured up lesser fiends to animate some scarecrows. It actually took the adventurers several weeks to first realize that it was not one but three scarecrows and to track the trouble back to the widow. Needless to say, she would have gotten away with it if not for the gang from Trollskull Alley.
This diligence raised Amotal's standing in the Emerald Enclave. Similarly, Veil was informed that the Zhentarim she had been contacted by had enough information from her report to follow up. As such she too raised in that faction's favor, but she did not indicate as such to the rest of the gang.
Veil:
Over more frequent contact with the Zhent's, she came to realize that there were in fact, two rival Zhent factions operating in Waterdeep. The "Doom Raiders" who had contacted Veil, and another, newer faction that was making incursions in the city.
Similarly, the adventurers eventually made it to the opera, where they enjoyed a delightful evening - until they became embroiled in the intrigues of the Harpers. Their contact Mirt had them locate a particular talking mare pulling a dray. In this undercover position she provides information to the Harpers and may have heard more about the Zhentarim, what they are up to and their whereabouts in the city. The characters find Maxeene, a draft horse who speaks Common, and characters convince her that they’re Harpers. The horse recalls giving a ride to a sun elf and his half-orc bodyguard two days ago; she picked them up at an intersection (she doesn’t recall which one) and dropped them off at the Yawning Portal. They talked about hiring spies to root out Xanathar Guild hideouts in the city. Maxeene’s descriptions of the passengers match the appearances of Davil Starsong and Yagra Stonefist. The characters gain 1 renown with the Harpers upon returning this information to Mirt.
They each also continue to improve their particular talents and after a few months raise to LEVEL 3 in their professions (LEVEL UP - describe what studies/exercises you engage in leading to your level up)
The group pours their energy into bring the tavern around.
It starts off as a very basic hole in the wall tavern, which gains attention simply as a new offering in the menu of taverns Waterdeep has to offer, that and the chance of experiencing a contact with souls beyond the curtain of death. Veil does an excellent job of catching onto the rumors and spreads word through her contacts well. For the first few weeks, the tavern sees steady influx of traffic. Amotal's fresh additions to the menu begin to take things up a notch as people eating good food stay longer than those just drinking.
Given the poor initial state of the cellar stores, Friar Xavier decides to splurge some of his funds to improve both the cellar and most importantly, the kitchen - to make the most of the simple offerings they have as they improve them. This works well and soon the tavern is seeing a heavier influx of clients earlier and longer. Some profit begins to come in.
Zera has been entertaining with her charms, but the layout of the establishment does not do justice to her talent. The group decides next to invest in a decent stage. This also gives a little better flow to the evenings, as people are less apt to just crowd around the bar, but spread out a bit more.
With the increased numbers of people, Friar Xavier becomes concerned about the dirt they bring in and wishes to try to keep people in while minimizing trips to the outhouse. He has a talk with the carpenter's guild and they plan and build an interior lavatory. This has the added effect of inducing people to stay longer and spend more money while watching Zera perform and enjoying Amotal's dishes and the house ales. This raises the level of the tavern's value to Modest.
The resident poltergeist slowly warms to the changes and seems to appreciate the new life that has been breathed into the place. He starts helping regulars and discouraging trouble makers. A nice older couple who comes in frequently for a nip, has learned to wait a moment as their cloaks lift from their backs and hang nicely on hooks near the door, and to have their chairs pulled out and tucked in for them at their favorite table. Conversely, the drunken buffoons who catcall Zera may quickly become acquainted with the tavern floor when their chairs tip under them. One particularly nasty fellow even found himself standing cold and shrunken when his breaches mysteriously dropped to the floor of their own accord. The laughter which followed him, hastened his departure. He has not returned.
As the colder seasons approached, Amotal expressed his concern that fresh ingredients may become more difficult to find. Thus, they contracted to have the larder improved and also expanded the hearth for the comfort of the guests. Trollskull Tavern continued to draw guests even in the time when the cold started to make excursions less likely. Customers are happy to find a warm hearth, good food, good drink, and merry company.
With the increased and persistent attendance, the taproom is taking a wear. The group invests again and improves the tap room - better furniture, glass-ware, floors, and even an improved bar go a long way. The poltergeist now starts serving drinks at the bar, even chilling mugs and glasses of certain wines and some fancy cold-fermented beers they have now in stock. This service as well as spectacle adds new interest and Veil finds her promotion of the tavern highly effective. The tavern is now valued as Comfortable.
The poltergeist, who's name the friar discovered to be 'Lif' one evening during a particularly humorous incident involving a rowdy drunk, a spoon, a bowl of milk and a donkey, eventually takes over full tending of the bar, to the great relief of the friar, who is not sure he is doing well at it at all. Friar Xavier then focuses on helping to manage the establishment. He notices that supplies and even patrons sometimes have difficulty in reaching the tavern due to the poor quality of the roads. He makes an inquiry and discovers that businesses may petition and pay for upgrades about their properties. He begins saving from the profits to afford such an improvement. With their excellent facility and his frugal spending, after a little over a month and a half, they fund the repaving around the manor with high quality cobblestone. This greatly pleases their neighbors as well. The promotion of the tavern seems to take on a life of its own.
Thus at the end of about six months, the adventurers find themselves running a Comfortable tavern with the following amenities and benefits:
Amenities
Description
Improved Cellar
A stone-lined cellar allows the tavern to stockpile wines and spirits at temperature and hold reserves of ale inside giant storage barrels.
Luxury Kitchen
Providing food is the very first step to better service; an upgraded kitchen comes with more room for more cooking techniques and faster service. +1 gp per tenday
Improved Stage
A raised platform gives a natural place for bards, actors, or tipsy amateur poets to perform and entertain tavern patrons. Grants bonus of +2 on Performance checks made on the stage.
Luxury Lavatory
Most taverns make do with an outhouse or chamber pot for patrons; building a lavatory indoors will make customers feel pampered and more likely to stay for another round.
Luxury Larder
A storage area for wholefood supplies with a cool room for perishables. The fresher the ingredients, the better the meal! +1gp per tenday
Improved Hearth
The center of any room is the hearth, and a taproom is no exception. An upgraded hearth elevates the atmosphere (and the temperature, on cold nights).
Luxury Taproom
The taproom is the heart of your tavern. +1 gp per tenday
Upgraded Cobblestone
Well-laid streets allow heavy carts to travel even during rain or snow, saving overhead costs and increasing clientele. They also increase the overall quality and appearance of the neighborhood. +10 gp per tenday. Grant advantage once a day on Persuasion checks to neighbors.
The party has settled into a routine. They come down to breakfast made by Lif. The friar usually heads out early morning to help at the hospice, then comes in just as breakfast is being served. Sometimes he has a scrap of news to tell that he picked up listening on the streets. Otherwise, the group may talk about communications they have from their respective faction or personal interests. If there are errands to be run, the group divides the responsibilities and head out about an hour after breakfast - but are always sure to be back by early noon to begin to prep for the evening guests - unless they have faction jobs to do.
It was just such a morning, a little over six months after they had taken charge of the tavern. The Friar had come back about half an hour previously, and they were all sitting about, enjoying a second cup of tea or soaking up the remaining breakfast with the last pieces of sourdough roll. Just as Zera begins to suggest that it has been a while since they have been to the opera, and wouldn't it be nice to go again, there is a horrendous BOOM from outside. Windows rattle as the roar of an explosion fills Trollskull Alley. Charred bodies and anguished screams fly through the air. A thick cloud of acrid smoke billows outward from the blast, which seems to have occurred right outside the adventurers' door.
"What was.." Veil starts, but then realizes what has happened. She gets to her feet and is moving, cat-quick, as she sprints out the door to see if she can help anyone left alive.
Zera recognizes that a fireball spell has just detonated in the street, and the neighborhood is thrown into chaos.
The group rush out to see what the damage is and whether they can help. The people on the street are in shock or are fixedly tending those nearest them.
In the wake of the explosion, people emerge from their houses and shops to survey the devastation. From what the adventurers quickly observe, the fireball didn’t set any buildings ablaze, but it left eleven people dead:
One elderly female human who was out for a walk (no one recognizes her).
Two cloaked male humans clad in leather armor with sheathed longswords.
Two female humans and one male half-elf dressed in plain clothes (servants of wealthy North Ward families, killed while running errands).
One male gnome wearing a burned cloak and clutching a dagger.
Two female halflings who were playing a flute and a fiddle, and two male halflings who were dancing.
Members of the City Guard, the City Watch, and the Watchful Order of Magists and Protectors will be rushing to the scene, which will afford the adventurers only a few minutes to search the crime scene. Once members of the City Guard arrive, they likely won't be allowed anywhere near the bodies.
Friar Xavier begins moving purposefully from person to person among the injured, helping to stabilize the more critically wounded and pervade a sense of calm to those who are in shock.
Veil moves to those who look not likely to rise. She starts with the gnome with the dagger, quickly searching him, then the two in leather armor. The halflings and servants she leaves alone, as those are not likely to have been part of this, just people in the wrong place at the wrong time.
This post has potentially manipulated dice roll results.
Amotal dives for his swords behind the bar as soon as the blast goes off, glad he kept a pair back there. As soon as they are on, the eladrin rushes out into the street to survey the scene. "Try to limit where you walk," he calls to the remaining crowd, and starts looking for tracks or trails left by the perpetrator.
Survival: 21
He also keeps out an eye for any small creatures nearby.
Veil searches the three bodies who seem to be a bit out of place for the market
(Perception: 6)
She finds that:
One of the dead male humans has a black, winged snake (the symbol of the Black Network) tattooed on his right forearm.
The dead gnome has dry waste on his boots and cloak, suggesting he has spent time in the sewers recently. He also has a pouch containing five 100 gp gemstones.
Zera's inquiry reaches the ears of Fala, the owner of Correlon's Crown - Apothecary shop in Trollskull Alley. Fala relates:
“I was watering plants in the greenhouse on the second floor of my shop when the blast blew out some of the windows. Lucky I wasn’t injured! Through the smoke, I saw a cloaked man take something from the body of a dead gnome, then start limping away. He was badly burned and casting glances over his shoulder, like he was afraid someone might be following him. He was headed toward the Bent Nail.”
Amotal, surveys the scene carefully tracing back and forth from the gnome and other tracks he makes out. He determines
The gnome was running from armed pursuers, of which there were three.
The gnome and his pursuers were moving toward the tavern in Trollskull Alley
Neither the gnome nor his pursuers saw the blast coming.
The third person who was chasing the gnome isn’t among the dead - his trail coincides with the direction Fala states she saw someone flee.
The tracks go around the Bent Nail and exit the Alley by the North East Entrance.
Veil quickly slips the pouch of gemstones into her own pouch. (Rolled a nat 20, so a 22, in the Game Log for Sleight of Hand.) She notes the snake symbol as well as the filthy boots. Then she moves back towards her own property, hoping the others found out other useful things.
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Veil grimaces, but takes the small scroll and writes a return message, then attached it to the messenger...
'One doing killing is a drow elf. Fought him, but watch came and allowed drow to escape.'
((Okay, stabilized with work stuff ... thank you for understanding - back to our regularly scheduled adventure, already in progress))
The snake flits off.
The evening closes. The inhabitants of the manor fall into well earned sleep, if a bit sore.
When dawn comes, all arrise a little later than usual - except Friar Xavier, who is up with a simple, hearty breakfast prepared.
The group congregates for breakfast to make their plans for the day.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"So that cottage definitely needs to be checked out." Veil says as she scarfs down some breakfast. "There is something going on there, and it might lead us to these scarecrows." She takes a drink of spiced cider, then continues. "After that back to the tavern and see if we can locate that drow, or do we think we scared him off last night?"
“Sounds like a good plan to me” smiles Zera, as she scarfs down breakfast. While the others finish, she performs a funny song about the town guard not caring what happens as long as there’s no ‘blood on the streets’.
(some lines)
‘we don’t care about no beholder cults, evil gangs of thugs don’t bother us none, just keep your battles to the sewers, where they won’t disturb no one.
and the refrain..
’Keep your robbing and killing where we can’t see it, and the lords and ladies won’t whine. For we don’t care at all what you do -if there’s no blood on the streets all is fine. ‘
performance 18 “Still a work in progress” she laughs.
The party completes their breakfast while giving some constructive criticism to Zera on her latest lyrical work.
They set out to the farms of Undercliff.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
“Let’s hit the road! And avoid the town guard today..” zera says.
"Avoiding the town guard is my life goal." Veil says with a swish of her tail. She takes a final drink and then pushes up from the table. "Let's go." She agrees and, grabbing her gear, is ready to go.
The group gathers and sets off in their usual staggered fashion. The day is over-cast but no rain. They proceed their same route of the previous two days, through the north gate and around, along the road through Undercliff. Eventually they come to the farm where they helped the previous day. The horses are all in the coral, the fence of which has been mended. None of the folk from the previous day are around with the exception of a young hand who is tending the horse that had been injured. He is feeding it some sweet grass and patting its nose.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
. . .
and so continues the adventurers making themselves a regular fixture in Trollskull Alley and Waterdeep.
The animal maulings turned out to be the result of a land dispute. The adventurers uncovered a scheme by a local widow to reclaim the land of her grandfather's farm by trying to scare off the families that were now living there. She had conjured up lesser fiends to animate some scarecrows. It actually took the adventurers several weeks to first realize that it was not one but three scarecrows and to track the trouble back to the widow. Needless to say, she would have gotten away with it if not for the gang from Trollskull Alley.
This diligence raised Amotal's standing in the Emerald Enclave. Similarly, Veil was informed that the Zhentarim she had been contacted by had enough information from her report to follow up. As such she too raised in that faction's favor, but she did not indicate as such to the rest of the gang.
Veil:
Over more frequent contact with the Zhent's, she came to realize that there were in fact, two rival Zhent factions operating in Waterdeep. The "Doom Raiders" who had contacted Veil, and another, newer faction that was making incursions in the city.
Similarly, the adventurers eventually made it to the opera, where they enjoyed a delightful evening - until they became embroiled in the intrigues of the Harpers. Their contact Mirt had them locate a particular talking mare pulling a dray. In this undercover position she provides information to the Harpers and may have heard more about the Zhentarim, what they are up to and their whereabouts in the city. The characters find Maxeene, a draft horse who speaks Common, and characters convince her that they’re Harpers. The horse recalls giving a ride to a sun elf and his half-orc bodyguard two days ago; she picked them up at an intersection (she doesn’t recall which one) and dropped them off at the Yawning Portal. They talked about hiring spies to root out Xanathar Guild hideouts in the city. Maxeene’s descriptions of the passengers match the appearances of Davil Starsong and Yagra Stonefist. The characters gain 1 renown with the Harpers upon returning this information to Mirt.
They each also continue to improve their particular talents and after a few months raise to LEVEL 3 in their professions (LEVEL UP - describe what studies/exercises you engage in leading to your level up)
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The group pours their energy into bring the tavern around.
It starts off as a very basic hole in the wall tavern, which gains attention simply as a new offering in the menu of taverns Waterdeep has to offer, that and the chance of experiencing a contact with souls beyond the curtain of death. Veil does an excellent job of catching onto the rumors and spreads word through her contacts well. For the first few weeks, the tavern sees steady influx of traffic. Amotal's fresh additions to the menu begin to take things up a notch as people eating good food stay longer than those just drinking.
Given the poor initial state of the cellar stores, Friar Xavier decides to splurge some of his funds to improve both the cellar and most importantly, the kitchen - to make the most of the simple offerings they have as they improve them. This works well and soon the tavern is seeing a heavier influx of clients earlier and longer. Some profit begins to come in.
Zera has been entertaining with her charms, but the layout of the establishment does not do justice to her talent. The group decides next to invest in a decent stage. This also gives a little better flow to the evenings, as people are less apt to just crowd around the bar, but spread out a bit more.
With the increased numbers of people, Friar Xavier becomes concerned about the dirt they bring in and wishes to try to keep people in while minimizing trips to the outhouse. He has a talk with the carpenter's guild and they plan and build an interior lavatory. This has the added effect of inducing people to stay longer and spend more money while watching Zera perform and enjoying Amotal's dishes and the house ales. This raises the level of the tavern's value to Modest.
The resident poltergeist slowly warms to the changes and seems to appreciate the new life that has been breathed into the place. He starts helping regulars and discouraging trouble makers. A nice older couple who comes in frequently for a nip, has learned to wait a moment as their cloaks lift from their backs and hang nicely on hooks near the door, and to have their chairs pulled out and tucked in for them at their favorite table. Conversely, the drunken buffoons who catcall Zera may quickly become acquainted with the tavern floor when their chairs tip under them. One particularly nasty fellow even found himself standing cold and shrunken when his breaches mysteriously dropped to the floor of their own accord. The laughter which followed him, hastened his departure. He has not returned.
As the colder seasons approached, Amotal expressed his concern that fresh ingredients may become more difficult to find. Thus, they contracted to have the larder improved and also expanded the hearth for the comfort of the guests. Trollskull Tavern continued to draw guests even in the time when the cold started to make excursions less likely. Customers are happy to find a warm hearth, good food, good drink, and merry company.
With the increased and persistent attendance, the taproom is taking a wear. The group invests again and improves the tap room - better furniture, glass-ware, floors, and even an improved bar go a long way. The poltergeist now starts serving drinks at the bar, even chilling mugs and glasses of certain wines and some fancy cold-fermented beers they have now in stock. This service as well as spectacle adds new interest and Veil finds her promotion of the tavern highly effective. The tavern is now valued as Comfortable.
The poltergeist, who's name the friar discovered to be 'Lif' one evening during a particularly humorous incident involving a rowdy drunk, a spoon, a bowl of milk and a donkey, eventually takes over full tending of the bar, to the great relief of the friar, who is not sure he is doing well at it at all. Friar Xavier then focuses on helping to manage the establishment. He notices that supplies and even patrons sometimes have difficulty in reaching the tavern due to the poor quality of the roads. He makes an inquiry and discovers that businesses may petition and pay for upgrades about their properties. He begins saving from the profits to afford such an improvement. With their excellent facility and his frugal spending, after a little over a month and a half, they fund the repaving around the manor with high quality cobblestone. This greatly pleases their neighbors as well. The promotion of the tavern seems to take on a life of its own.
Thus at the end of about six months, the adventurers find themselves running a Comfortable tavern with the following amenities and benefits:
Amenities
Description
And their net profits stand at: 1008gp
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The party has settled into a routine. They come down to breakfast made by Lif. The friar usually heads out early morning to help at the hospice, then comes in just as breakfast is being served. Sometimes he has a scrap of news to tell that he picked up listening on the streets. Otherwise, the group may talk about communications they have from their respective faction or personal interests. If there are errands to be run, the group divides the responsibilities and head out about an hour after breakfast - but are always sure to be back by early noon to begin to prep for the evening guests - unless they have faction jobs to do.
It was just such a morning, a little over six months after they had taken charge of the tavern. The Friar had come back about half an hour previously, and they were all sitting about, enjoying a second cup of tea or soaking up the remaining breakfast with the last pieces of sourdough roll. Just as Zera begins to suggest that it has been a while since they have been to the opera, and wouldn't it be nice to go again, there is a horrendous BOOM from outside. Windows rattle as the roar of an explosion fills Trollskull Alley. Charred bodies and anguished screams fly through the air. A thick cloud of acrid smoke billows outward from the blast, which seems to have occurred right outside the adventurers' door.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(Oh my I completely missed these notifications! Fun catching up. Sorry been extra busy of late)
"What was.." Veil starts, but then realizes what has happened. She gets to her feet and is moving, cat-quick, as she sprints out the door to see if she can help anyone left alive.
Zera also rushes out to see what she can help with- although cautious in case it was an attack and the attackers are still nearby..6 perception.
(I’ll post soon what zera has been learning as she leveled up. But her performances have gotten much better)
Zera recognizes that a fireball spell has just detonated in the street, and the neighborhood is thrown into chaos.
The group rush out to see what the damage is and whether they can help. The people on the street are in shock or are fixedly tending those nearest them.
In the wake of the explosion, people emerge from their houses and shops to survey the devastation. From what the adventurers quickly observe, the fireball didn’t set any buildings ablaze, but it left eleven people dead:
Members of the City Guard, the City Watch, and the Watchful Order of Magists and Protectors will be rushing to the scene, which will afford the adventurers only a few minutes to search the crime scene. Once members of the City Guard arrive, they likely won't be allowed anywhere near the bodies.
Friar Xavier begins moving purposefully from person to person among the injured, helping to stabilize the more critically wounded and pervade a sense of calm to those who are in shock.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Veil moves to those who look not likely to rise. She starts with the gnome with the dagger, quickly searching him, then the two in leather armor. The halflings and servants she leaves alone, as those are not likely to have been part of this, just people in the wrong place at the wrong time.
Zera sees Veil’s action and heads for the elderly woman, then she will check the halflings. “Did any see anyone leaving the area?” She asks.
Amotal dives for his swords behind the bar as soon as the blast goes off, glad he kept a pair back there. As soon as they are on, the eladrin rushes out into the street to survey the scene. "Try to limit where you walk," he calls to the remaining crowd, and starts looking for tracks or trails left by the perpetrator.
Survival: 21
He also keeps out an eye for any small creatures nearby.
Veil searches the three bodies who seem to be a bit out of place for the market
(Perception: 6)
She finds that:
Zera's inquiry reaches the ears of Fala, the owner of Correlon's Crown - Apothecary shop in Trollskull Alley. Fala relates:
“I was watering plants in the greenhouse on the second floor of my shop when the blast blew out some of the windows. Lucky I wasn’t injured! Through the smoke, I saw a cloaked man take something from the body of a dead gnome, then start limping away. He was badly burned and casting glances over his shoulder, like he was afraid someone might be following him. He was headed toward the Bent Nail.”
Amotal, surveys the scene carefully tracing back and forth from the gnome and other tracks he makes out. He determines
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Veil quickly slips the pouch of gemstones into her own pouch. (Rolled a nat 20, so a 22, in the Game Log for Sleight of Hand.) She notes the snake symbol as well as the filthy boots. Then she moves back towards her own property, hoping the others found out other useful things.