The group does their best to not look highborn. You all do a good enough job, except for Adrasteia's Armor of Gleaming, which magically does away with any dirt and grime poured on it (any fabric or skin showing would still be smeared though).
With the help of Sim's familiarity with the Dock Ward, Mokiakia's Orb of Direction, and everyone's memory, the party makes it back to the Skewered Dragon without a problem and in record time. The few patrons in the tavern are still having breakfast.
LORE BOX (THE WARDS OF WATERDEEP)
Newcomers to the city of Waterdeep are often confused by the importance that Waterdavians give to wards. In other cities, such as Baldur’s Gate and Neverwinter, districts are bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street — a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a ride to an adjacent ward.
Each ward has its own history, legends, and traditions based around who lived there in the past, famous or infamous events, and the uncanny things that continue to occur. For example, children (and even some adults) hop on one foot when crossing Asmagh’s Alley in the Castle Ward. Why? Well, Asmagh was an apothecary who poisoned many patients, then buried them upright beneath the alley under cover of night. He was discovered, and some say that as many as eighty bodies were subsequently pulled up from holes under the alley’s wide flagstones. Though this happened over a century ago, children passing through the alley still sing a song: “Hop for the hollows, hop for the dead, hop on the flagstones, hop on their heads.” As you stroll down Warrior’s Way or the Street of Silver, listen for the children’s delighted screams and go give it a try.
These shared stories and traditions impart to each ward a different culture, just as much as distinctions of class and wealth. Yet nothing drives residents to identify with their wards as much as festivals and sport. Nearly every race and parade in the city features a competition between wards as part of the festivities. On such days, homes and businesses fly the colors of their wards, trot out their mascots, and sing rousing songs that celebrate where they live. If you stay in the city for even a month, you’re sure to see some version of this display of civic spirit.
I am ready to be led to our next location. Although I would like to run an Investigation (?) check to see if I can remember more of our path this time. 8
Since we already are at the Skewered Dragon, I walk up to the bar, signal for a mug of ale and quietly people watch for a few minutes. Then, I run an investigation check for anyone with Zhentarim or Xanathar's tatoos or uniforms. 18
(@Adrasteia: That would be more of a straight INT check or a survival check, I think. Let's stick with survival, which would transform your 8 into a 9.)
(@Mokiakia: What you are doing would be a perception check instead. Therefore, your 18 becomes a 17.)
Adrasteia remember enough of the way to know that they are going in the right direction, but the cleric is still thankful to have Sim lead the way and Mokiakia help out with her Orb of Direction.
Once at the Skewered Dragon, Mokiakia keeps her eyes peeled for any gang member around and is relieved once she finds none. A few of the patrons recognize Adrasteia in her full shining armor, as well as Renaer, who is already sharing a drink with one table of locals.
LORE BOX (THE CITY'S SPLENDORS: AMENITIES - PART 1 OF 3 AS WRITTEN BY VOLO)
A description of each of the features that cause Waterdeep to be called the City of Splendors would require a library’s worth of paper. This chapbook can’t hope to encompass them all, no matter its author’s expertise with a quill. However, I shall endeavor to enlighten you about several sights that have not been mentioned earlier, and to expand upon some previously covered.
You’ll find no city on the Sword Coast or in all the North half as civilized as Waterdeep. It’s not just the law of the land that makes this so, but also the comforts that life here provides.
In most other towns and cities, you’ll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep, many buildings are connected directly to the sewers. Public facilities for those out and about can be found all around the Market and the Field of Triumph, and near the largest city squares. In places without ready access to sewers or public outhouses, members of the Dungsweepers’ Guild make multiple rounds each day, collecting urine and excrement separately — for use in industry and agriculture, respectively. Take comfort that in Waterdeep, you’ll always find a pot to piss in.
Figuring it would be good to split up to gather as much information as we can, I take a seat near some patrons who I think I recognize from yesterday, and try to charm my way into their good graces by talking about the next upcoming ward festival. Persuasion: 14
I use my perception to spot the anybody who may work as a tradesman related to sanitation/public services because they may know how to best get to the sewers and or provide a map for the underground. 14
Adrasteia recognizes the patrons the party spoke with in their first visit here, and remembers that they were quite helpful once the group decided to buy them a round of drinks. Noticing the same, Sim steps forward and starts some sports banter regarding the upcoming festivals and the accompanying Ward competitions. The patrons are more than happy to discuss the races, although they are not too confident about the Dock Ward champions this time around. Mokiakia does not find someone who obviously works for the Dungsweepers' Guild in this venue, but is able to join in the discussion that Sim started and casually drop a question or two about possible entrances to the sewer. Renaer was drinking with a separate table of patrons in a corner, and as far as you can tell, was not helpful in finding an entrance to the sewers at all.
Half an hour of fraternization later, the group has two options for entrance into the sewers, and more than a few friends among the Skewered Dragon regulars. The first option is a circular metal cover inset in the pavement of a back alley a couple of streets over. The second option is a gated entrance to the sewers just under an overpass, but reaching it would require a 10-minute walk.
LORE BOX (THE CITY'S SPLENDORS: AMENITIES - PART 2 OF 3 AS WRITTEN BY VOLO)
Notice how clean the streets of Waterdeeo are kept. This upkeep is due in large part to the hard work of the Dungsweepers’ Guild. Dungsweepers can be seen working their brooms and carts at every hour of the day — and for a few hours after dark — all over the city, removing not just animal dung but other refuse. This service is free to all, paid for by taxes rendered to the city — although an egregious amount of trash left for pickup does result in a separate bill from the guild.
Another amenity soon appreciated by visitors is Waterdeep’s water system. With public fountains and wells all about the city, clean water is plentiful. Many buildings have pumps of their own to draw water from the local supply, and some even possess taps that pour out water with the twist of a knob. This convenience is made possible by the inventiveness of the Gondar, the industry of the Cellarers’ and Plumbers’ Guild, and the magic that Waterdeep inherited from the Illefarni elves.
Conferring with the group, I try to determine which entrance I think is the better option...maybe it's more likely that the back alley entrance is a less-guarded one, versus a gate, which could be more of a main entrance? However, it would be easier to sneak up to and observe the gate to see what kind of security Xanathar might have in place.
The three of you rescue Renaer from his drink and follow the instructions you got on how to reach the back alley. As promised, a circular metal cover inset is indeed covering a hole. What's even better, this back alley seems to be quiet enough for you to slip into the sewers without any curious eyes noticing you. The cover is easily lifted, revealing a ladder down into the sewers.
The first thing you notice once down there, is that the sewers have no natural light. Mokiakia's serpent-like eyes grant her darkvision, but everyone else, including Renaer, sees only pitch black. Your other senses are well-served, though. No one has any trouble inhaling the horrible smells of this place or hearing the scurrying of rats and splash of what certainly is quite the disgusting flow of excretions.
Mokiakia describes what she sees to the group: a putrid stream flows along the sewer tunnel you find yourselves in. You may follow this tunnel either upstream or downstream, but walking in the dark will be hazardous.
LORE BOX (THE CITY'S SPLENDORS: AMENITIES - PART 3 OF 3 AS WRITTEN BY VOLO)
Waterdeep is also a city of light. Continual flame spells illuminate many signs and streetlamps in the wealthier parts of the city. Elsewhere, the Guild of Chandlers and Lamplighters keeps the streets lit (excepting the Field Ward and the most dangerous areas of the Dock Ward). Not only that, but hundreds of driftglobes bob about the City of the Dead at night, departing to float over the rest of the city each morning. Such is not typical behavior for driftglobes, I assure you!
Lastly, no city in the world is as literate as Waterdeep. Oghma’s priests from the Font of Knowledge offer free instruction in reading to all who desire it, and the city has over thirty publishers of broadsheets in addition to chapbook printers and book publishers. Large paper advertisements are plastered onto alley walls, and smaller ones are passed out by those hired by businesses to trumpet their services. Printed menus can be found posted in the windows of most eateries and are handed out to those who dine within. Admittedly, you’ll see less reading material in the Dock Ward and the Field Ward, but this fact is notable only because of its preponderance elsewhere.
I continue to lead the group cautiously through the darkness, despite having a torch lit, I think it is best I stay ahead looking for yellow signs the Kenku mentioned: Investigation check:19 . Also, having my Orb of Direction should be helpful staying on course.
Mokiakia begins to lead the group upstream and eventually comes to a bifurcation on the tunnel. She looks closely around the walls and indeed can find a small yellow marking on the left path. Mokiakia can only tell it is yellow due to Sim's torch, as her own darkvision cannot discern color in the dark. The symbol is drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference.
After a few more forks on the road and a small yellow symbol helping you make the decision at each of them, you jointly conclude that the hideout of the Xanathar Guild operatives who snatched up Floon is deep in the city’s labyrinthine sewers. These markings and the Orb of Direction help the group navigate the sewers with little issue. That's until you come across a large collection pool, where many unspeakable nasties are floating in the dirty water. A close inspection of the walls around the four possible exits reveals no yellow marking. You suspect the symbols may be erased by members of the Xanathar Guild or the Dungsweepers’ Guild every so often.
Excluding the way you came from, you can then choose between a west, an east, or a north tunnel. Please make your choice and then roll a survival check, each of you.
LORE BOX (THE CITY'S SPLENDORS: THE GRIFFON CAVALRY - PART 1 OF 2 AS WRITTEN BY VOLO)
Waterdeep doesn’t have the fabled flying ships of Halruaa, but it does deploy an aerial defense force. Brave warriors of the City Guard (i.e. the military; not to be confused with the City Watch, who are the police of Waterdeep) light out from the Peaktop Aerie atop Mount Waterdeep, riding fearsome griffons that have been bred and trained for that purpose. Each of the riders is equipped with a ring of feather falling — not merely to prevent death from mishap, but to allow them to perform stunning feats of aerial acrobatics.
In both martial displays and in real battles against flying threats such as manticores, harpies, and outlaw wizards, the griffon riders actually leap off their mounts into the open air! For a breath-stealing moment, they fall like stones, closing in on their targets at incredible speed. Their opponents rarely see the death blow, distracted as they are by other mounted griffon riders. When they are past the danger, the free-falling riders then suddenly halt in the air, drifting like feathers until their griffon companions swoop in and they regain their saddles. Working in concert with one another in this fashion, members of the Griffon Cavalry can rapidly eliminate any threat to the city — and even catch the body of the offender before it hits the rooftops below.
This post has potentially manipulated dice roll results.
Survival: 6
"I vote we head to the West. I have heard tale of one of dubious noble birth named North West. West's parents have a large horde of undeserved treasure for their 'talents.' Any thoughts?"
The group does their best to not look highborn. You all do a good enough job, except for Adrasteia's Armor of Gleaming, which magically does away with any dirt and grime poured on it (any fabric or skin showing would still be smeared though).
With the help of Sim's familiarity with the Dock Ward, Mokiakia's Orb of Direction, and everyone's memory, the party makes it back to the Skewered Dragon without a problem and in record time. The few patrons in the tavern are still having breakfast.
LORE BOX (THE WARDS OF WATERDEEP)
Newcomers to the city of Waterdeep are often confused by the importance that Waterdavians give to wards. In other cities, such as Baldur’s Gate and Neverwinter, districts are bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street — a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a ride to an adjacent ward.
Each ward has its own history, legends, and traditions based around who lived there in the past, famous or infamous events, and the uncanny things that continue to occur. For example, children (and even some adults) hop on one foot when crossing Asmagh’s Alley in the Castle Ward. Why? Well, Asmagh was an apothecary who poisoned many patients, then buried them upright beneath the alley under cover of night. He was discovered, and some say that as many as eighty bodies were subsequently pulled up from holes under the alley’s wide flagstones. Though this happened over a century ago, children passing through the alley still sing a song: “Hop for the hollows, hop for the dead, hop on the flagstones, hop on their heads.” As you stroll down Warrior’s Way or the Street of Silver, listen for the children’s delighted screams and go give it a try.
These shared stories and traditions impart to each ward a different culture, just as much as distinctions of class and wealth. Yet nothing drives residents to identify with their wards as much as festivals and sport. Nearly every race and parade in the city features a competition between wards as part of the festivities. On such days, homes and businesses fly the colors of their wards, trot out their mascots, and sing rousing songs that celebrate where they live. If you stay in the city for even a month, you’re sure to see some version of this display of civic spirit.
Off to the Skewered Dragon, again! I'm happy to lead the way to the Docks.
I am ready to be led to our next location. Although I would like to run an Investigation (?) check to see if I can remember more of our path this time. 8
Since we already are at the Skewered Dragon, I walk up to the bar, signal for a mug of ale and quietly people watch for a few minutes. Then, I run an investigation check for anyone with Zhentarim or Xanathar's tatoos or uniforms. 18
(@Adrasteia: That would be more of a straight INT check or a survival check, I think. Let's stick with survival, which would transform your 8 into a 9.)
(@Mokiakia: What you are doing would be a perception check instead. Therefore, your 18 becomes a 17.)
Adrasteia remember enough of the way to know that they are going in the right direction, but the cleric is still thankful to have Sim lead the way and Mokiakia help out with her Orb of Direction.
Once at the Skewered Dragon, Mokiakia keeps her eyes peeled for any gang member around and is relieved once she finds none. A few of the patrons recognize Adrasteia in her full shining armor, as well as Renaer, who is already sharing a drink with one table of locals.
LORE BOX (THE CITY'S SPLENDORS: AMENITIES - PART 1 OF 3 AS WRITTEN BY VOLO)
A description of each of the features that cause Waterdeep to be called the City of Splendors would require a library’s worth of paper. This chapbook can’t hope to encompass them all, no matter its author’s expertise with a quill. However, I shall endeavor to enlighten you about several sights that have not been mentioned earlier, and to expand upon some previously covered.
You’ll find no city on the Sword Coast or in all the North half as civilized as Waterdeep. It’s not just the law of the land that makes this so, but also the comforts that life here provides.
In most other towns and cities, you’ll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep, many buildings are connected directly to the sewers. Public facilities for those out and about can be found all around the Market and the Field of Triumph, and near the largest city squares. In places without ready access to sewers or public outhouses, members of the Dungsweepers’ Guild make multiple rounds each day, collecting urine and excrement separately — for use in industry and agriculture, respectively. Take comfort that in Waterdeep, you’ll always find a pot to piss in.
I want to do a Perception check to see if I recognize any familiar faces apart from the staff. 10
Figuring it would be good to split up to gather as much information as we can, I take a seat near some patrons who I think I recognize from yesterday, and try to charm my way into their good graces by talking about the next upcoming ward festival. Persuasion: 14
I use my perception to spot the anybody who may work as a tradesman related to sanitation/public services because they may know how to best get to the sewers and or provide a map for the underground. 14
Adrasteia recognizes the patrons the party spoke with in their first visit here, and remembers that they were quite helpful once the group decided to buy them a round of drinks. Noticing the same, Sim steps forward and starts some sports banter regarding the upcoming festivals and the accompanying Ward competitions. The patrons are more than happy to discuss the races, although they are not too confident about the Dock Ward champions this time around. Mokiakia does not find someone who obviously works for the Dungsweepers' Guild in this venue, but is able to join in the discussion that Sim started and casually drop a question or two about possible entrances to the sewer. Renaer was drinking with a separate table of patrons in a corner, and as far as you can tell, was not helpful in finding an entrance to the sewers at all.
Half an hour of fraternization later, the group has two options for entrance into the sewers, and more than a few friends among the Skewered Dragon regulars. The first option is a circular metal cover inset in the pavement of a back alley a couple of streets over. The second option is a gated entrance to the sewers just under an overpass, but reaching it would require a 10-minute walk.
LORE BOX (THE CITY'S SPLENDORS: AMENITIES - PART 2 OF 3 AS WRITTEN BY VOLO)
Notice how clean the streets of Waterdeeo are kept. This upkeep is due in large part to the hard work of the Dungsweepers’ Guild. Dungsweepers can be seen working their brooms and carts at every hour of the day — and for a few hours after dark — all over the city, removing not just animal dung but other refuse. This service is free to all, paid for by taxes rendered to the city — although an egregious amount of trash left for pickup does result in a separate bill from the guild.
Another amenity soon appreciated by visitors is Waterdeep’s water system. With public fountains and wells all about the city, clean water is plentiful. Many buildings have pumps of their own to draw water from the local supply, and some even possess taps that pour out water with the twist of a knob. This convenience is made possible by the inventiveness of the Gondar, the industry of the Cellarers’ and Plumbers’ Guild, and the magic that Waterdeep inherited from the Illefarni elves.
Conferring with the group, I try to determine which entrance I think is the better option...maybe it's more likely that the back alley entrance is a less-guarded one, versus a gate, which could be more of a main entrance? However, it would be easier to sneak up to and observe the gate to see what kind of security Xanathar might have in place.
I concur that the back alley entrance is likely our best bet. We are likely to draw less attention to ourselves--especially me in my splendid armor.
...to the back alley entrance, i vote.
The three of you rescue Renaer from his drink and follow the instructions you got on how to reach the back alley. As promised, a circular metal cover inset is indeed covering a hole. What's even better, this back alley seems to be quiet enough for you to slip into the sewers without any curious eyes noticing you. The cover is easily lifted, revealing a ladder down into the sewers.
The first thing you notice once down there, is that the sewers have no natural light. Mokiakia's serpent-like eyes grant her darkvision, but everyone else, including Renaer, sees only pitch black. Your other senses are well-served, though. No one has any trouble inhaling the horrible smells of this place or hearing the scurrying of rats and splash of what certainly is quite the disgusting flow of excretions.
Mokiakia describes what she sees to the group: a putrid stream flows along the sewer tunnel you find yourselves in. You may follow this tunnel either upstream or downstream, but walking in the dark will be hazardous.
LORE BOX (THE CITY'S SPLENDORS: AMENITIES - PART 3 OF 3 AS WRITTEN BY VOLO)
Waterdeep is also a city of light. Continual flame spells illuminate many signs and streetlamps in the wealthier parts of the city. Elsewhere, the Guild of Chandlers and Lamplighters keeps the streets lit (excepting the Field Ward and the most dangerous areas of the Dock Ward). Not only that, but hundreds of driftglobes bob about the City of the Dead at night, departing to float over the rest of the city each morning. Such is not typical behavior for driftglobes, I assure you!
Lastly, no city in the world is as literate as Waterdeep. Oghma’s priests from the Font of Knowledge offer free instruction in reading to all who desire it, and the city has over thirty publishers of broadsheets in addition to chapbook printers and book publishers. Large paper advertisements are plastered onto alley walls, and smaller ones are passed out by those hired by businesses to trumpet their services. Printed menus can be found posted in the windows of most eateries and are handed out to those who dine within. Admittedly, you’ll see less reading material in the Dock Ward and the Field Ward, but this fact is notable only because of its preponderance elsewhere.
I take out and light my torch to help those of us without reptilian advantage, trying to ignore the sight of the stream.
"I have no particular inclination toward upstream or downstream, other than that upstream may be slightly...fresher..." I grimace.
I also vote for heading upstream. I will hold off on lighting my torch in an attempt to keep our light sources to a minimum.
I continue to lead the group cautiously through the darkness, despite having a torch lit, I think it is best I stay ahead looking for yellow signs the Kenku mentioned: Investigation check:19 . Also, having my Orb of Direction should be helpful staying on course.
"Upstream it is, then!" Renaer agrees.
Mokiakia begins to lead the group upstream and eventually comes to a bifurcation on the tunnel. She looks closely around the walls and indeed can find a small yellow marking on the left path. Mokiakia can only tell it is yellow due to Sim's torch, as her own darkvision cannot discern color in the dark. The symbol is drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference.
After a few more forks on the road and a small yellow symbol helping you make the decision at each of them, you jointly conclude that the hideout of the Xanathar Guild operatives who snatched up Floon is deep in the city’s labyrinthine sewers. These markings and the Orb of Direction help the group navigate the sewers with little issue. That's until you come across a large collection pool, where many unspeakable nasties are floating in the dirty water. A close inspection of the walls around the four possible exits reveals no yellow marking. You suspect the symbols may be erased by members of the Xanathar Guild or the Dungsweepers’ Guild every so often.
Excluding the way you came from, you can then choose between a west, an east, or a north tunnel. Please make your choice and then roll a survival check, each of you.
LORE BOX (THE CITY'S SPLENDORS: THE GRIFFON CAVALRY - PART 1 OF 2 AS WRITTEN BY VOLO)
Waterdeep doesn’t have the fabled flying ships of Halruaa, but it does deploy an aerial defense force. Brave warriors of the City Guard (i.e. the military; not to be confused with the City Watch, who are the police of Waterdeep) light out from the Peaktop Aerie atop Mount Waterdeep, riding fearsome griffons that have been bred and trained for that purpose. Each of the riders is equipped with a ring of feather falling — not merely to prevent death from mishap, but to allow them to perform stunning feats of aerial acrobatics.
In both martial displays and in real battles against flying threats such as manticores, harpies, and outlaw wizards, the griffon riders actually leap off their mounts into the open air! For a breath-stealing moment, they fall like stones, closing in on their targets at incredible speed. Their opponents rarely see the death blow, distracted as they are by other mounted griffon riders. When they are past the danger, the free-falling riders then suddenly halt in the air, drifting like feathers until their griffon companions swoop in and they regain their saddles. Working in concert with one another in this fashion, members of the Griffon Cavalry can rapidly eliminate any threat to the city — and even catch the body of the offender before it hits the rooftops below.
Survival: 6
"I vote we head to the West. I have heard tale of one of dubious noble birth named North West. West's parents have a large horde of undeserved treasure for their 'talents.' Any thoughts?"
I try to remember anything we’ve learned or seen so far that would give a clue about which direction we should go. (Insight? 10
survival: 8
Survival: 14