This post has potentially manipulated dice roll results.
While hiding for a bit, I go inside the closet and quietly open the leather wrapping off the paintings. I run a History check on the value of the items inside the closet, since I am a noble, I know about the finer things in life. 18
Mokiakia stares at Renaer for a moment. He sounds and behaves like a gullible, sheltered-childhood noble would. He seems ready to be the hero in this adventure and help the three ladies that saved him. Though, he is likely to leave that part of the story out when recounting it later while wearing his dress.
Sim and Adrasteia take positions. Renaer follows your lead with a lag. A few moments pass and you hear no movement upstairs. While you wait, Mokiakia examines the treasure you found. The paintings depict the cities of Luskan, Neverwinter, Silverymoon, and Baldur’s Gate and Mokiakia judges they could possibly be sold for 75 gold pieces each. Despite being corroded away, the silver bars could possibly still be worth 50 gold pieces each.
There are four paintings and fifteen corroded silver bars, which amount to a total value of 1050 gold pieces (or 350 gold pieces per person), you gather. You can either keep the items in kind or try to find a buyer later.
LORE BOX (KENKU: NAMES)
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.
Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.
Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Once we are finished fighting whatever is upstairs, I want to take this treasure and cash in, since it is worth more than Floon himself. Thus, I silently empty one of the flat crates that fits the bounty and use my rope to fashion a backpack. Stealth22. I slide the door shut and join the rear of the group.
Apart from the skittering of rats, Adrasteia hears nothing coming from upstairs. It is likely that whoever this bell was supposed to warn was involved in the skirmish that saw only the kenku come out alive. Either that or they ran away in time. Whoever this Xanathar and his organization are, they must hate the Zhentarim mercenaries.
While Sim, Adrasteia, and Renaer prepare to go upstairs, Mokiakia secures the wealth they found in a way that makes it easier to carry later. Nonetheless, Adrasteia is possibly the only one strong enough to carry the crate back home when the time comes.
Now that there doesn't seem to be danger of someone coming downstairs to fight, I once again sneak 13 up the stairs to see what awaits on the second floor.
This post has potentially manipulated dice roll results.
I begin to pack up the loot into a container than I can carry. I want to run an Investigation check to see if there is a cart or dolly to help me in my efforts. 18
Adrasteia finds a small wooden cart in the corner, underneath some more tarps. In conjunction with the packing that Mokiakia had already done, carrying the valuable loot out of this place should not be a problem anymore.
Sim then sets the group priorities straight. Mokiakia and Renaer follow suit, with Adrasteia bringing in the rear (I assume).
The open second level is stacked with crates where it overlooks the main warehouse. As was the case on the ground floor, these crates are opened, and you can find all sorts of junk in them, including moth-eaten bolts of cloth, bottles of spoiled olive oil, and hundreds of pairs of wooden-soled sandals that were all the rage last summer but are now out of fashion. You can tell pretty easily that none of this stuff is valuable.
The upper floor also contains a suite of offices, the doors to which are also opened. There are four of them and even from a few steps away you can conclude that these offices get little use by the Zhentarim mercenaries that were utilizing this hideout before they were attacked by Xanathar's men/kenku, whoever that may be. The rooms have desks, chairs, and bare shelves covered with dust and draped in cobwebs. Harmless rats skitter about, as Adrasteia had determined beforehand.
Mounted above each office door is a steel alarm bell. The bells are connected by wires to the secret door downstairs, but no one was left alive/behind to hear them ring. Noticing this, Renaer begins to look around these offices to see if he can find anything of interest.
LORE BOX (NOBLES AND PATRONAGE)
Nobles in Waterdeep are patrons of and investors in all manner of businesses in the city and abroad, as well as the many expressions of the arts. They spend coin to fund celebrations, contests at the Field of Triumph, upkeep at the city’s temples and shrines, civic projects, guild events, and charitable actions such as burial of the unknown dead. Their motives are manifold, but their actions — no matter the reason — earn them loyalty and high regard from those who benefit from their largesse.
Seeking patronage from a noble without having been introduced to that person is considered an insult, so you must first befriend someone in a noble’s employ or circle of influence. Doing so is no guarantee of ultimate success; much time and coin can be wasted trying to curry favor with an acquaintance of a noble who turns out to be unscrupulous or of little help for some other reason. Those who have already incurred such favor usually advise doing something deserving of attention, whatever your vocation, and someone from the noble families of Waterdeep will eventually show an interest.
I add, "Now that we know the upstairs are indeed of little value, can we head to someplace where we can rest and bathe? I have found a cart to carry our loot."
I decide to go back downstairs and find the unconscious Kenku so he can guide us to the sewers or his Xanathar's whereabouts. I wake it, untie its beak and ask its name.
Sim investigates the offices meticulously with the help of Renaer. They find a combination of burnt parchment documents and scrolls, a few choice weapons (a dagger, a shortsword, and a spear), and other assorted supplies (an abacus, an acid (vial), a blanket, a glaur, a lamp, and a lock). Perhaps more interestingly, Sim also finds an unused Paper Bird (please click on or hover over the magic item's name to find out its specific mechanics.)
While the entire group is still upstairs, Renaer reveals some information: "There is something you three should know if we are to seek Floon together. As I hinted at earlier, The Zhentarim took both of us but then this other group came and took Floon believing he was me. The Zhentarim thinks that my father embezzled a large amount of gold while he was Open Lord, and that he hid the dragons somewhere in the city. They think they can find it by using an artifact called the Stone of Golorr, which was in the hands of the Xanathar Guild until recently. Apparently, someone stole it. The Zhents thought I knew something about all of this, but I don’t. My father and I haven’t spoken in years."
While you digest that information, both Adrasteia and Mokiakia head downstairs. The former begins to get the loot cart ready to leave while the latter unties the survivor kenku's gag. Before they can complete their intended tasks however, a large men in City Watch Captain regalia storms into the warehouse with another dozen City Watch members. They wear their usual green and gold uniforms except each men/women carries an insignia that identifies them as a Veteran, a more respected tier of City Watch soldier (i.e. not your everyday City Watch Guard).
"What a slaughter!" The captain says, "You four over there, remain still and no brisk movements. Who are you and what can you say for yourselves?"The Veterans are not wasting any time in surrounding those who are downstairs, while others head upstairs to show their force there as well.
LORE BOX (KNOW A NOBLE'S BUSINESS - ADVICE BY VOLO)
In the words of that quarrelsome acquaintance of mine from the Dales, “Before you strut your stuff in the chickens’ preening circle, get to know the other cocks first.” This colorful aphorism applies well to the affairs of nobility, because when you have interaction with a noble, you are at the same time dealing with one’s entire family — as well as a network of business associates and allies. That situation can put you in a troublesome spot if you are unaware of the noble’s connections.
I ready my story for the City Watch as I conceal the Paper Bird in my clothing, in case we're not permitted to take our loot. When they approach and question me, I say, "I'm Ari, from the Docks. I work for the noblewomen downstairs, guiding them through rough parts of the city, carrying messages for them, and the like. We're here searching for a friend of theirs who disappeared."
This post has potentially manipulated dice roll results.
I add, using my persuasion19: "We just rescued Renaer, also a nobleman. He had been held captive by mercenaries and, as you can smell, he is dire need of a shower. Can we be of service? If not, we are hoping to be on our way to see our friend here has a warm bath and meal."
(NOTE: In the future, please note that trying to hide something from view like Sim did with the Paper Bird would require a sleight of hand check. Also, trying to convince someone of something while not being entirely truthful like Sim and Adrasteia are trying to do, would require a deception check, not a persuasion check.)
The captain listens to your stories and nods: "Aye, I can already tell that these lives have been claimed by the skirmishes between the Zhentarim and street criminals that call themselves the Xanathar Guild. These violent encounters between the two factions are becoming ever more frequent." He then addresses Adrasteia in her shining armor: "And you m'lady, are obviously of higher birth than any of that."
Turning to Mokiakia and Sim, who are still in their disguise/persona: "Did you mention Renaer, as in Renaer Neverember the son of the former Open Lord?" To this, Renaer responds himself, coming into better lighting wearing his borrowed women's clothes which are clearly a couple of sizes too small: "Indeed, it is I, and these are my newly recruited companions in an honorable quest for justice!"
The two of them go back and forth a little bit. You learn that the captain's name is Hyustus Staget, that he received a report of suspicious activity in this warehouse, and that he once had the warehouse under surveillance, but elected to pull the detail to bolster patrols throughout the Dock Ward — a decision he now regrets. Renaer has heard of Captain Staget, and adds that despite him being a somewhat uptight man, he helps keep the peace in the Dock Ward. "Every shopkeeper, guild member, innkeeper, and tavern keeper in the Dock Ward knows him, and most respect him regardless of their opinions of the City Watch in general." The name does sound a bit familiar to Sim as well, but it has been a while since she has lived in the Dock Ward. She recalls that he has a reputation for not believing in rumors or gossip, and that he doesn’t drink or let anger get the better of him. To all of the sudden praise, Staget himself adds after blushing a bit: "Well, my job is to curb the violence in the Dock Ward, and it has lately become easier in my opinion. After all, if the Xanathar Guild and the Zhentarim want to destroy each other, why not let them?"
Staget then commands some of his men to take the kenku that is still alive and present into custody. It doesn’t take long for the City Watch to confirm that the dead men are indeed members of the Zhentarim and the Xanathar Guild, as Staget had already suspected. While his constables search the warehouse, Staget makes himself available to any question you may have.
I ask the captain, "What is to become of the works of art contained in this warehouse? I believe that many of their original owners would like to have them returned."
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Heeding Sim's advice, I run a Stealth check to attempt to hide behind the largest crate I can find. 20
While hiding for a bit, I go inside the closet and quietly open the leather wrapping off the paintings. I run a History check on the value of the items inside the closet, since I am a noble, I know about the finer things in life. 18
Mokiakia stares at Renaer for a moment. He sounds and behaves like a gullible, sheltered-childhood noble would. He seems ready to be the hero in this adventure and help the three ladies that saved him. Though, he is likely to leave that part of the story out when recounting it later while wearing his dress.
Sim and Adrasteia take positions. Renaer follows your lead with a lag. A few moments pass and you hear no movement upstairs. While you wait, Mokiakia examines the treasure you found. The paintings depict the cities of Luskan, Neverwinter, Silverymoon, and Baldur’s Gate and Mokiakia judges they could possibly be sold for 75 gold pieces each. Despite being corroded away, the silver bars could possibly still be worth 50 gold pieces each.
There are four paintings and fifteen corroded silver bars, which amount to a total value of 1050 gold pieces (or 350 gold pieces per person), you gather. You can either keep the items in kind or try to find a buyer later.
LORE BOX (KENKU: NAMES)
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.
Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.
Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
I want to run a Perception check to see if I can discern anything about who or what may be approaching. 11
Once we are finished fighting whatever is upstairs, I want to take this treasure and cash in, since it is worth more than Floon himself. Thus, I silently empty one of the flat crates that fits the bounty and use my rope to fashion a backpack. Stealth 22. I slide the door shut and join the rear of the group.
Apart from the skittering of rats, Adrasteia hears nothing coming from upstairs. It is likely that whoever this bell was supposed to warn was involved in the skirmish that saw only the kenku come out alive. Either that or they ran away in time. Whoever this Xanathar and his organization are, they must hate the Zhentarim mercenaries.
While Sim, Adrasteia, and Renaer prepare to go upstairs, Mokiakia secures the wealth they found in a way that makes it easier to carry later. Nonetheless, Adrasteia is possibly the only one strong enough to carry the crate back home when the time comes.
Now that there doesn't seem to be danger of someone coming downstairs to fight, I once again sneak 13 up the stairs to see what awaits on the second floor.
I begin to pack up the loot into a container than I can carry. I want to run an Investigation check to see if there is a cart or dolly to help me in my efforts. 18
I look back at Adrasteia in mild exasperation. "Could we please finish checking out the second floor before we worry about carts?"
I pick up the pace and get ahead of Sim because I am mildly scared of shapeshifters. I ready my crossbow as I go upstairs.
Adrasteia finds a small wooden cart in the corner, underneath some more tarps. In conjunction with the packing that Mokiakia had already done, carrying the valuable loot out of this place should not be a problem anymore.
Sim then sets the group priorities straight. Mokiakia and Renaer follow suit, with Adrasteia bringing in the rear (I assume).
The open second level is stacked with crates where it overlooks the main warehouse. As was the case on the ground floor, these crates are opened, and you can find all sorts of junk in them, including moth-eaten bolts of cloth, bottles of spoiled olive oil, and hundreds of pairs of wooden-soled sandals that were all the rage last summer but are now out of fashion. You can tell pretty easily that none of this stuff is valuable.
The upper floor also contains a suite of offices, the doors to which are also opened. There are four of them and even from a few steps away you can conclude that these offices get little use by the Zhentarim mercenaries that were utilizing this hideout before they were attacked by Xanathar's men/kenku, whoever that may be. The rooms have desks, chairs, and bare shelves covered with dust and draped in cobwebs. Harmless rats skitter about, as Adrasteia had determined beforehand.
Mounted above each office door is a steel alarm bell. The bells are connected by wires to the secret door downstairs, but no one was left alive/behind to hear them ring. Noticing this, Renaer begins to look around these offices to see if he can find anything of interest.
LORE BOX (NOBLES AND PATRONAGE)
Nobles in Waterdeep are patrons of and investors in all manner of businesses in the city and abroad, as well as the many expressions of the arts. They spend coin to fund celebrations, contests at the Field of Triumph, upkeep at the city’s temples and shrines, civic projects, guild events, and charitable actions such as burial of the unknown dead. Their motives are manifold, but their actions — no matter the reason — earn them loyalty and high regard from those who benefit from their largesse.
Seeking patronage from a noble without having been introduced to that person is considered an insult, so you must first befriend someone in a noble’s employ or circle of influence. Doing so is no guarantee of ultimate success; much time and coin can be wasted trying to curry favor with an acquaintance of a noble who turns out to be unscrupulous or of little help for some other reason. Those who have already incurred such favor usually advise doing something deserving of attention, whatever your vocation, and someone from the noble families of Waterdeep will eventually show an interest.
I add, "Now that we know the upstairs are indeed of little value, can we head to someplace where we can rest and bathe? I have found a cart to carry our loot."
I look around for any clues that might hint at what's happened to Floon, or the Xanathar gang's next move. (Investigation: 25)
"Just as soon as we make sure we haven't missed anything, we can go."
I decide to go back downstairs and find the unconscious Kenku so he can guide us to the sewers or his Xanathar's whereabouts. I wake it, untie its beak and ask its name.
Sim investigates the offices meticulously with the help of Renaer. They find a combination of burnt parchment documents and scrolls, a few choice weapons (a dagger, a shortsword, and a spear), and other assorted supplies (an abacus, an acid (vial), a blanket, a glaur, a lamp, and a lock). Perhaps more interestingly, Sim also finds an unused Paper Bird (please click on or hover over the magic item's name to find out its specific mechanics.)
While the entire group is still upstairs, Renaer reveals some information: "There is something you three should know if we are to seek Floon together. As I hinted at earlier, The Zhentarim took both of us but then this other group came and took Floon believing he was me. The Zhentarim thinks that my father embezzled a large amount of gold while he was Open Lord, and that he hid the dragons somewhere in the city. They think they can find it by using an artifact called the Stone of Golorr, which was in the hands of the Xanathar Guild until recently. Apparently, someone stole it. The Zhents thought I knew something about all of this, but I don’t. My father and I haven’t spoken in years."
While you digest that information, both Adrasteia and Mokiakia head downstairs. The former begins to get the loot cart ready to leave while the latter unties the survivor kenku's gag. Before they can complete their intended tasks however, a large men in City Watch Captain regalia storms into the warehouse with another dozen City Watch members. They wear their usual green and gold uniforms except each men/women carries an insignia that identifies them as a Veteran, a more respected tier of City Watch soldier (i.e. not your everyday City Watch Guard).
"What a slaughter!" The captain says, "You four over there, remain still and no brisk movements. Who are you and what can you say for yourselves?" The Veterans are not wasting any time in surrounding those who are downstairs, while others head upstairs to show their force there as well.
LORE BOX (KNOW A NOBLE'S BUSINESS - ADVICE BY VOLO)
In the words of that quarrelsome acquaintance of mine from the Dales, “Before you strut your stuff in the chickens’ preening circle, get to know the other cocks first.” This colorful aphorism applies well to the affairs of nobility, because when you have interaction with a noble, you are at the same time dealing with one’s entire family — as well as a network of business associates and allies. That situation can put you in a troublesome spot if you are unaware of the noble’s connections.
Waterdeep at Night
I ready my story for the City Watch as I conceal the Paper Bird in my clothing, in case we're not permitted to take our loot. When they approach and question me, I say, "I'm Ari, from the Docks. I work for the noblewomen downstairs, guiding them through rough parts of the city, carrying messages for them, and the like. We're here searching for a friend of theirs who disappeared."
Using a Persuasion check, I attempt to beguile the leader of the guards by reiterating what Sim has said. 19
I add, using my persuasion 19: "We just rescued Renaer, also a nobleman. He had been held captive by mercenaries and, as you can smell, he is dire need of a shower. Can we be of service? If not, we are hoping to be on our way to see our friend here has a warm bath and meal."
(NOTE: In the future, please note that trying to hide something from view like Sim did with the Paper Bird would require a sleight of hand check. Also, trying to convince someone of something while not being entirely truthful like Sim and Adrasteia are trying to do, would require a deception check, not a persuasion check.)
The captain listens to your stories and nods: "Aye, I can already tell that these lives have been claimed by the skirmishes between the Zhentarim and street criminals that call themselves the Xanathar Guild. These violent encounters between the two factions are becoming ever more frequent." He then addresses Adrasteia in her shining armor: "And you m'lady, are obviously of higher birth than any of that."
Turning to Mokiakia and Sim, who are still in their disguise/persona: "Did you mention Renaer, as in Renaer Neverember the son of the former Open Lord?" To this, Renaer responds himself, coming into better lighting wearing his borrowed women's clothes which are clearly a couple of sizes too small: "Indeed, it is I, and these are my newly recruited companions in an honorable quest for justice!"
The two of them go back and forth a little bit. You learn that the captain's name is Hyustus Staget, that he received a report of suspicious activity in this warehouse, and that he once had the warehouse under surveillance, but elected to pull the detail to bolster patrols throughout the Dock Ward — a decision he now regrets. Renaer has heard of Captain Staget, and adds that despite him being a somewhat uptight man, he helps keep the peace in the Dock Ward. "Every shopkeeper, guild member, innkeeper, and tavern keeper in the Dock Ward knows him, and most respect him regardless of their opinions of the City Watch in general." The name does sound a bit familiar to Sim as well, but it has been a while since she has lived in the Dock Ward. She recalls that he has a reputation for not believing in rumors or gossip, and that he doesn’t drink or let anger get the better of him. To all of the sudden praise, Staget himself adds after blushing a bit: "Well, my job is to curb the violence in the Dock Ward, and it has lately become easier in my opinion. After all, if the Xanathar Guild and the Zhentarim want to destroy each other, why not let them?"
Staget then commands some of his men to take the kenku that is still alive and present into custody. It doesn’t take long for the City Watch to confirm that the dead men are indeed members of the Zhentarim and the Xanathar Guild, as Staget had already suspected. While his constables search the warehouse, Staget makes himself available to any question you may have.
I ask the captain, "What is to become of the works of art contained in this warehouse? I believe that many of their original owners would like to have them returned."