"A grudge or two, I can't be sure" Yagra answers a bit coyly to Mokiakia. She then immediately shoves a mug to her face as if to avoid having to answer the question any further.
Meanwhile, Adrasteia makes her rounds in the tavern, asking for updates. Durnan informs her that the clientele has been sparse today, as is common a day after a monster or two pops out of the well in the center of the tavern floor. Bonnie does not add much, but feels victorious to have you back at the Yawning Portal after asking so much about the Skewered Dragon the night before. Threestrings is about to start performing, and as such asks you in a rushed but amicable manner to go sit down and enjoy the show.
LORE BOX (GETTING ABOUT - PART 2 OF 6 AS WRITTEN BY VOLO)
Traffic and Travel
Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee of wagons, carts, horse and pony riders, carriages, buggies, hire-coaches, and Waterdeep’s signature towering drays surges through its major thoroughfares. Fortunately, most roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the fray and wait for traffic to pass.
The city’s centuries-old layout dictates its traffic patterns today. Waterdeep lies on a plateau adjacent to a long mountain that shields much of it from the sea. In the southern third of the city, where the land slopes up from the harbor, the High Road and the Way of the Dragon are the two main south–north roads. These converge both at the Waymoot near the southern gate, and in the heart of the Trades Ward where the city is at its narrowest — bounded by Castle Waterdeep, high on a spur of the mountain, and the walls of the City of the Dead. The conjoined boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle, which it passes hard by). In the middle of the city, six boulevards run north from Waterdeep Way, where they meet the road that encircles the Market. On the other side of the Market, five boulevards continue north.
The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on those streets, and traffic is at its most hectic there. Most other roads in the city run east to west, but regardless of their direction, traffic elsewhere is generally less hectic and thus safer to cross.
To Yagra: "You don't have to tell us all your past, we don't judge. However, it seems we may have common interests and joining us may help you prevent future headaches from those men and their associates." I use my persuasion in hopes for a more fruitful response. 19
Yagra finishes her mug of ale, cleaning her mouth with her own sleeves: "Well, in that case, let me just say that I can't exactly leave the Yawning Portal at the moment... I know it doesn't look like it, but I'm actually working right now. Whatever offer you have, I'll have to decline."
Before Mokiakia can respond, Adrasteia joins the table reporting that the well looks dark, eerie, and that there is no knowing how deep it might go. The robust pulley system and thickness of the ropes suggest it might go down a long way.
Bonnie appears a few moments later holding the four mugs of ale requested by Sim. She lingers by the side of the table surely waiting for payment, inclusive of a generous tip, of course. Yagra is very thankful for the extra round of white morning ale.
On stage, Threestrings begins his song (a faulty version of the tune below). The bard behaves a bit socially awkwardly, and seems to skip a few notes while playing his lute, which only has three strings to it.
LORE BOX (GETTING ABOUT - PART 3 OF 6 AS WRITTEN BY VOLO)
Drays
These towering vehicles are, I believe, unique to Waterdeep. Invented by exiles from Lantan in the last century, a dray is a long, glassed-in carriage with bench seating that provides additional open-air bench seating on its roof. The driver sits at the level of the roof seating, providing a vantage point to see over other traffic and make eye contact with other dray drivers. You can enter this contraption through the back whenever it stops or slows down enough to make mounting the rear step safe.
A fare taker stands at the back of the lower seating area to take your coin (typically 2 to 4 nibs). You can choose to ride inside or ascend the spiral stairway at the rear to ride atop the vehicle. Most drays run on the main north–south boulevards, but some circle the Market, and a few run along the smaller east–west roads in rough areas. Be warned that when the demand for drays is high — during rain or snow, or to get to or from an event at the Field of Triumph — conditions become crowded and perfect for pickpockets.
A dray is depicted in the left-hand side of the picture below:
I wait for Yagra's response to Adastreia offering to help her out on her task. I take a good look around to make a mental picture of all people present perception10.
This is the first time Adrasteia has heard this song. She does not know its name or the name of its composer. Perhaps if Threestrings had done a better job of performing it you could have listened for audio cues, musical signatures, or telling rhymes that would help you identify a source, but alas... Adrasteia's best guess is that Threestrings himself might have composed it.
Yagra responds: "That's very kind of you, lass, but I am afraid it is nothing too exciting. Just protecting some paper-pusher that decided to do his paperwork in his room upstairs. The kind of jobs mercenaries get these days, I tell you.... half of them are not exciting at all!" She then concludes raising the mug Sim bought her "But I do wish you the best of luck in whatever job you are going after. If you like it and ever want to become mercenaries like me, well, let me know." She drinks the last drops of ale and pushes back her chair, signaling the end of the conversation.
As Yagra stands up, Mokiakia looks around. Her eyes catch a glimpse of Yagra's necklace once again. She recalls asking the half-orc about it the day before and the conversation she had with Xoblob. What she initially interpreted as a strange marking on the pendant now makes more sense. It is flying downwards, as if ready to strike: a winged-snake.
(@All: You can each add 55XP to your characters for successful information gathering at the Skewered Dragon and the Old Xoblob Shop.)
LORE BOX (GETTING ABOUT - PART 4 OF 6 AS WRITTEN BY VOLO)
Landmarks
Proud Mount Waterdeep provides a useful landmark for general orientation. It stands stark across the skyline to the west, its far slopes dropping right into the sea. A spur of the mountain juts inland, and atop the easternmost point of this spur stands Castle Waterdeep. If you can see these landmarks, it’s relatively easy to orient yourself. The mountain peak looms over the southern third of the city near the port in the south. The City of the Dead lies opposite the northern ridge of Mount Waterdeep, which descends down to the Field of Triumph, the city’s great coliseum.
One of Waterdeep’s titanic walking statues, no longer mobile, offers another way to orient yourself on a local scale. At nine stories tall, twice the height of any buildings nearby, the Honorable Knight stands guard in a block of buildings between Snail Street and the Way of the Dragon. Positioned as it is nigh the place where four wards meet, you can use it to judge where you stand. If it is south and west of your position, you are in the Trades Ward. North and west? The Southern Ward. South and east? The Castle Ward. North and east? You’re in the Dock Ward.
Thanks DM for reminding us of that detail! So, it could be that the kidnappers and Yagra are part of the same clan. She clearly is not joining us so let's go kick some butt.
I'll get us to Candle Lane quickly and without drawing any suspicious eyes...meet me outside in 5 minutes.
I slip down a shadowy hallway, making sure no one is around to see, and find a forgotten broom closet. I emerge as a scrappy 10-year-old girl wearing clean but plain and worn clothes. No one seems to be around, but I'm extra careful to sneak out of the Yawning Portal without being noticed. (Stealth check? 13)
Mokiakia comes to doubt Yagra's allegiances, but keep her thoughts to herself for now.
Yagra leaves your table and returns to her own. Once she does so, Sim leaves in search of a broom closet and Adrasteia, a bit less secretive about her own thoughts, lets those who can hear know that she does not intend to become a mercenary.
Eventually, Sim comes back wearing a new face. Mokiakia and Adrasteia are aware of Sim's abilities and have, overtime, learned to innately trust a stranger that shows up claiming to be Sim (@Sim: Good call on that stealth check. You can assume no one saw you do your Super-Man transformation.)
The group then leaves the Yawning Portal and returns to the Dock Ward. Sim navigates the neighborhood without issue and you all arrive at Candle Lane. The buildings on either side of Candle Lane are so tall and so tightly packed together that light touches the street only at highsun, which happens to be the time of day at this very moment. Nonetheless, as you arrive near the place you were pointed to, you notice that gloom envelops a narrow alley as dark as a dungeon —and as odorous as one, too. Nearly all the streetlamps have been smashed. The only light that pierces the darkness is a faint flickering from down the lane, like a distant candle. If you'd like to venture into the alley, you'd have to walk a good 60 or so feet before coming close to what appears to be a flickering candle.
LORE BOX (GETTING ABOUT - PART 5 OF 6 AS WRITTEN BY VOLO)
Travel in Winter
The folk of Waterdeep often remain indoors in the colder months, particularly when it rains or snows. The flow of trade and travelers into the city slows to a trickle during winter, and as a result, traffic diminishes and drays and hire-coaches become more scarce. Fortunately, the Fellowship of Carters and Coachmen works with the Wheelwrights’ Guild and the Wagon-makers’ and Coach Builders’ Guild to convert the drays and hire-coaches that do operate into sledges, so that some are available even in the worst weather.
(The three of you do not need to worry about this. As previously mentioned, it is now springtime in Waterdeep.)
Traffic Wardens
During particularly heavy traffic and at congested areas such as the great oval road around the Market, you might see a member of the City Watch serving as a traffic warden. Traffic wardens signal with small blue hand flags for traffic to proceed, and with yellow flags for traffic to hold. A traffic warden can often be heard blowing a whistle. When you hear it, look to the warden to see if you are being signaled. Failure to take care might result not only in accident but also arrest.
"Want to wait here in the shadows while I scout ahead a bit?" I offer. "A lone street urchin draws less attention than two nobles in this neighborhood. I can give you the all-clear once I check it out."
I want to conceal my noble background so I also change clothes prior to leaving the bar, so I put on my adventuring gear. I go to the floor above to change in that bathroom and see the "paper pusher" Yagra alleges to be guarding deception14. Then, I follow 20 feet behind Sim and Adastreia. Since I am a behind Sim, I don't hear all she said but I gather she is scouting. I simply drop prone to the ground before reaching the alleys as if I were a beggar but keeping alert.
Retroactively: Mokiakia was successful in changing her attire before leaving the Yawning Portal. She looks like a standard adventurer now and would only likely be recognized as a noble by someone who know her face. While upstairs, all room doors were closed so she couldn't see anyone in particular, but she did not hear anything suspicious.
Once at Candle Lane, Mokiakia drops and assumes a beggar disguise, but can't be sure of how well she is blending to the environment (please roll a stealth check.) Mokiakia is considered prone for the time being.
In full armor, Adrasteia hides within the shadows provided by a raggedy awning. The area is dark by construction, but the cleric's shiny Armor of Gleaming makes it hard to conceal herself. (Also, Adrasteia, your roll was already pretty low but please remember that you have disadvantage on stealth checks because you are wearing heavy armor. You can check this in your inventory, in the notes column for your armor piece.)
Adrasteia also keeps an eye out. She is pretty sure the three of them are the only ones out at Candle Lane at the moment (Please roll an arcana check while you look around).
After her companions' agreement is clear, Sim sneaks deeper into the alleyway. (Please give me both a stealth and an investigation check.)
LORE BOX (GETTING ABOUT - PART 6 OF 6 AS WRITTEN BY VOLO)
Carriages
The well-to-do — or those who want to ride in luxury during a day out — can hire a full carriage, many of which are as finely outfitted as those owned by the nobility. Up to eight can take such a ride in silken comfort. Prices and services vary, but generally you agree to rent the carriage, the services of the driver, and any attendant servants or guards for a full day.
Hire-Coaches
If you desire to travel in relative comfort and be the master of your destination, simply give a spirited wave and shout to any hire-coach driver who has no passengers. Each of these handsome, two-wheeled black coaches comfortably seats two travelers (perhaps four if you’re quite slim and very well acquainted), who ride facing the road ahead. The hire-coach’s driver sits high and to the rear of the carriage, manipulating the horses by means of long reins and a short whip on a rod. The fare must be agreed upon and paid before the journey, but only rarely will the cost exceed a half-dozen shards.
Two hire-coaches can be seen in the right-hand side of the picture below:
Sim moves quickly and quietly down the alley. Her movements are so calculated that even Adrasteia loses her from sight for a moment. Upon reaching the fence, the roguish changeling inspects her surroundings, although her attention is obviously focused on staying hidden. The flickering light comes from the one streetlamp still intact on Candle Lane. The warehouse is directly across the street from the lamp, which illuminates a black winged snake painted above the door’s handle. The place is a ramshackle two-story warehouse, and stands at the back of an outer yard behind a high fence. The door on the fence is shut.
Adrasteia keeps an eye on the alleyway and focuses on the lamplight momentarily. She is able to determine that the candle is lit by arcane means, but can't quite discern the details.
Meanwhile, Mokiakia provides an impeccable performance as a street beggar. If there was anyone walking the streets here, she'd surely have earned a few copper pieces by now. Adrasteia is already pretty sure no one is looking, but if they were, they'd probably not be looking at the needy beggar on the corner.
LORE BOX (THE UNFLAPPABLE WATERDAVIAN)
Natives of the City of Splendors are notoriously slow to take offense. A Waterdavian plainly states their feelings as a warning, so that one is apt to hear “I don’t find that amusing, friend,” said pleasantly before real anger is shown. Some visitors misinterpret such behavior as cowardice or ignorance (“He was too stupid to realize I insulted him!”). For those who act on such misjudgments, however, surprise and regret are the usual results.
Most Waterdavians are also slow to take fright unless facing magic or monsters. A swaggering warrior threatening them is quite likely to be stared at calmly, or even sneered at. “The only mortals that Waterdavians fear are a few unstable wizards and the Lords,” Durnan often says to those who are surprised by the nonchalance of the Yawning Portal’s regulars concerning the open entrance to Undermountain in their midst. “And only when they’ve incurred the wrath of said persons themselves.”
"A grudge or two, I can't be sure" Yagra answers a bit coyly to Mokiakia. She then immediately shoves a mug to her face as if to avoid having to answer the question any further.
Meanwhile, Adrasteia makes her rounds in the tavern, asking for updates. Durnan informs her that the clientele has been sparse today, as is common a day after a monster or two pops out of the well in the center of the tavern floor. Bonnie does not add much, but feels victorious to have you back at the Yawning Portal after asking so much about the Skewered Dragon the night before. Threestrings is about to start performing, and as such asks you in a rushed but amicable manner to go sit down and enjoy the show.
LORE BOX (GETTING ABOUT - PART 2 OF 6 AS WRITTEN BY VOLO)
Traffic and Travel
Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee of wagons, carts, horse and pony riders, carriages, buggies, hire-coaches, and Waterdeep’s signature towering drays surges through its major thoroughfares. Fortunately, most roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the fray and wait for traffic to pass.
The city’s centuries-old layout dictates its traffic patterns today. Waterdeep lies on a plateau adjacent to a long mountain that shields much of it from the sea. In the southern third of the city, where the land slopes up from the harbor, the High Road and the Way of the Dragon are the two main south–north roads. These converge both at the Waymoot near the southern gate, and in the heart of the Trades Ward where the city is at its narrowest — bounded by Castle Waterdeep, high on a spur of the mountain, and the walls of the City of the Dead. The conjoined boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle, which it passes hard by). In the middle of the city, six boulevards run north from Waterdeep Way, where they meet the road that encircles the Market. On the other side of the Market, five boulevards continue north.
The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on those streets, and traffic is at its most hectic there. Most other roads in the city run east to west, but regardless of their direction, traffic elsewhere is generally less hectic and thus safer to cross.
To Yagra: "You don't have to tell us all your past, we don't judge. However, it seems we may have common interests and joining us may help you prevent future headaches from those men and their associates." I use my persuasion in hopes for a more fruitful response. 19
Before I take a seat to talk with Yagra, I want to do an investigation check on the well to make sure we're not up for another fight. 13
I wait to see how Yagra will respond to Mokiakia. I'm ready to help persuade, but I think she's done a good job already.
I look around for Bonnie and signal for four mugs of ale, so we can enjoy the music properly.
Yagra finishes her mug of ale, cleaning her mouth with her own sleeves: "Well, in that case, let me just say that I can't exactly leave the Yawning Portal at the moment... I know it doesn't look like it, but I'm actually working right now. Whatever offer you have, I'll have to decline."
Before Mokiakia can respond, Adrasteia joins the table reporting that the well looks dark, eerie, and that there is no knowing how deep it might go. The robust pulley system and thickness of the ropes suggest it might go down a long way.
Bonnie appears a few moments later holding the four mugs of ale requested by Sim. She lingers by the side of the table surely waiting for payment, inclusive of a generous tip, of course. Yagra is very thankful for the extra round of white morning ale.
On stage, Threestrings begins his song (a faulty version of the tune below). The bard behaves a bit socially awkwardly, and seems to skip a few notes while playing his lute, which only has three strings to it.
LORE BOX (GETTING ABOUT - PART 3 OF 6 AS WRITTEN BY VOLO)
Drays
These towering vehicles are, I believe, unique to Waterdeep. Invented by exiles from Lantan in the last century, a dray is a long, glassed-in carriage with bench seating that provides additional open-air bench seating on its roof. The driver sits at the level of the roof seating, providing a vantage point to see over other traffic and make eye contact with other dray drivers. You can enter this contraption through the back whenever it stops or slows down enough to make mounting the rear step safe.
A fare taker stands at the back of the lower seating area to take your coin (typically 2 to 4 nibs). You can choose to ride inside or ascend the spiral stairway at the rear to ride atop the vehicle. Most drays run on the main north–south boulevards, but some circle the Market, and a few run along the smaller east–west roads in rough areas. Be warned that when the demand for drays is high — during rain or snow, or to get to or from an event at the Field of Triumph — conditions become crowded and perfect for pickpockets.
A dray is depicted in the left-hand side of the picture below:
I want to run a History check on the song Threestrings is playing to see if I can place the writer/composer and context. 18
I also ask Yagra, "You mentioned you're working at the moment, is there anything we can do to help?"
I wait for Yagra's response to Adastreia offering to help her out on her task. I take a good look around to make a mental picture of all people present perception10.
This is the first time Adrasteia has heard this song. She does not know its name or the name of its composer. Perhaps if Threestrings had done a better job of performing it you could have listened for audio cues, musical signatures, or telling rhymes that would help you identify a source, but alas... Adrasteia's best guess is that Threestrings himself might have composed it.
Yagra responds: "That's very kind of you, lass, but I am afraid it is nothing too exciting. Just protecting some paper-pusher that decided to do his paperwork in his room upstairs. The kind of jobs mercenaries get these days, I tell you.... half of them are not exciting at all!" She then concludes raising the mug Sim bought her "But I do wish you the best of luck in whatever job you are going after. If you like it and ever want to become mercenaries like me, well, let me know." She drinks the last drops of ale and pushes back her chair, signaling the end of the conversation.
As Yagra stands up, Mokiakia looks around. Her eyes catch a glimpse of Yagra's necklace once again. She recalls asking the half-orc about it the day before and the conversation she had with Xoblob. What she initially interpreted as a strange marking on the pendant now makes more sense. It is flying downwards, as if ready to strike: a winged-snake.
(@All: You can each add 55XP to your characters for successful information gathering at the Skewered Dragon and the Old Xoblob Shop.)
LORE BOX (GETTING ABOUT - PART 4 OF 6 AS WRITTEN BY VOLO)
Landmarks
Proud Mount Waterdeep provides a useful landmark for general orientation. It stands stark across the skyline to the west, its far slopes dropping right into the sea. A spur of the mountain juts inland, and atop the easternmost point of this spur stands Castle Waterdeep. If you can see these landmarks, it’s relatively easy to orient yourself. The mountain peak looms over the southern third of the city near the port in the south. The City of the Dead lies opposite the northern ridge of Mount Waterdeep, which descends down to the Field of Triumph, the city’s great coliseum.
One of Waterdeep’s titanic walking statues, no longer mobile, offers another way to orient yourself on a local scale. At nine stories tall, twice the height of any buildings nearby, the Honorable Knight stands guard in a block of buildings between Snail Street and the Way of the Dragon. Positioned as it is nigh the place where four wards meet, you can use it to judge where you stand. If it is south and west of your position, you are in the Trades Ward. North and west? The Southern Ward. South and east? The Castle Ward. North and east? You’re in the Dock Ward.
Thanks DM for reminding us of that detail! So, it could be that the kidnappers and Yagra are part of the same clan. She clearly is not joining us so let's go kick some butt.
Sim, can you lead us through the Dock Ward again?
I'll get us to Candle Lane quickly and without drawing any suspicious eyes...meet me outside in 5 minutes.
I slip down a shadowy hallway, making sure no one is around to see, and find a forgotten broom closet. I emerge as a scrappy 10-year-old girl wearing clean but plain and worn clothes. No one seems to be around, but I'm extra careful to sneak out of the Yawning Portal without being noticed. (Stealth check? 13)
"I have no intention of becoming a sword for hire. I don't want to do anything that Yagra may have to offer. Where should we go next?"
Mokiakia comes to doubt Yagra's allegiances, but keep her thoughts to herself for now.
Yagra leaves your table and returns to her own. Once she does so, Sim leaves in search of a broom closet and Adrasteia, a bit less secretive about her own thoughts, lets those who can hear know that she does not intend to become a mercenary.
Eventually, Sim comes back wearing a new face. Mokiakia and Adrasteia are aware of Sim's abilities and have, overtime, learned to innately trust a stranger that shows up claiming to be Sim (@Sim: Good call on that stealth check. You can assume no one saw you do your Super-Man transformation.)
The group then leaves the Yawning Portal and returns to the Dock Ward. Sim navigates the neighborhood without issue and you all arrive at Candle Lane. The buildings on either side of Candle Lane are so tall and so tightly packed together that light touches the street only at highsun, which happens to be the time of day at this very moment. Nonetheless, as you arrive near the place you were pointed to, you notice that gloom envelops a narrow alley as dark as a dungeon —and as odorous as one, too. Nearly all the streetlamps have been smashed. The only light that pierces the darkness is a faint flickering from down the lane, like a distant candle. If you'd like to venture into the alley, you'd have to walk a good 60 or so feet before coming close to what appears to be a flickering candle.
LORE BOX (GETTING ABOUT - PART 5 OF 6 AS WRITTEN BY VOLO)
Travel in Winter
The folk of Waterdeep often remain indoors in the colder months, particularly when it rains or snows. The flow of trade and travelers into the city slows to a trickle during winter, and as a result, traffic diminishes and drays and hire-coaches become more scarce. Fortunately, the Fellowship of Carters and Coachmen works with the Wheelwrights’ Guild and the Wagon-makers’ and Coach Builders’ Guild to convert the drays and hire-coaches that do operate into sledges, so that some are available even in the worst weather.
(The three of you do not need to worry about this. As previously mentioned, it is now springtime in Waterdeep.)
Traffic Wardens
During particularly heavy traffic and at congested areas such as the great oval road around the Market, you might see a member of the City Watch serving as a traffic warden. Traffic wardens signal with small blue hand flags for traffic to proceed, and with yellow flags for traffic to hold. A traffic warden can often be heard blowing a whistle. When you hear it, look to the warden to see if you are being signaled. Failure to take care might result not only in accident but also arrest.
"Want to wait here in the shadows while I scout ahead a bit?" I offer. "A lone street urchin draws less attention than two nobles in this neighborhood. I can give you the all-clear once I check it out."
"Good idea, Sim."
I want to run a Perception check to see if I can see anything or anyone else on the street from where we are standing. 19
I also want to run a Stealth check to see if I can blend into the shadows of a doorway or another nook to conceal our presence. 8
I want to conceal my noble background so I also change clothes prior to leaving the bar, so I put on my adventuring gear. I go to the floor above to change in that bathroom and see the "paper pusher" Yagra alleges to be guarding deception 14. Then, I follow 20 feet behind Sim and Adastreia. Since I am a behind Sim, I don't hear all she said but I gather she is scouting. I simply drop prone to the ground before reaching the alleys as if I were a beggar but keeping alert.
Retroactively: Mokiakia was successful in changing her attire before leaving the Yawning Portal. She looks like a standard adventurer now and would only likely be recognized as a noble by someone who know her face. While upstairs, all room doors were closed so she couldn't see anyone in particular, but she did not hear anything suspicious.
Once at Candle Lane, Mokiakia drops and assumes a beggar disguise, but can't be sure of how well she is blending to the environment (please roll a stealth check.) Mokiakia is considered prone for the time being.
In full armor, Adrasteia hides within the shadows provided by a raggedy awning. The area is dark by construction, but the cleric's shiny Armor of Gleaming makes it hard to conceal herself. (Also, Adrasteia, your roll was already pretty low but please remember that you have disadvantage on stealth checks because you are wearing heavy armor. You can check this in your inventory, in the notes column for your armor piece.)
Adrasteia also keeps an eye out. She is pretty sure the three of them are the only ones out at Candle Lane at the moment (Please roll an arcana check while you look around).
After her companions' agreement is clear, Sim sneaks deeper into the alleyway. (Please give me both a stealth and an investigation check.)
LORE BOX (GETTING ABOUT - PART 6 OF 6 AS WRITTEN BY VOLO)
Carriages
The well-to-do — or those who want to ride in luxury during a day out — can hire a full carriage, many of which are as finely outfitted as those owned by the nobility. Up to eight can take such a ride in silken comfort. Prices and services vary, but generally you agree to rent the carriage, the services of the driver, and any attendant servants or guards for a full day.
Hire-Coaches
If you desire to travel in relative comfort and be the master of your destination, simply give a spirited wave and shout to any hire-coach driver who has no passengers. Each of these handsome, two-wheeled black coaches comfortably seats two travelers (perhaps four if you’re quite slim and very well acquainted), who ride facing the road ahead. The hire-coach’s driver sits high and to the rear of the carriage, manipulating the horses by means of long reins and a short whip on a rod. The fare must be agreed upon and paid before the journey, but only rarely will the cost exceed a half-dozen shards.
Two hire-coaches can be seen in the right-hand side of the picture below:
I move quietly toward the warehouse door...
Stealth - 20
Investigation - 8
Stealth 20
Arcana check: 17
I watch Sim as patiently as I can while she sneaks up to the doorway.
Sim moves quickly and quietly down the alley. Her movements are so calculated that even Adrasteia loses her from sight for a moment. Upon reaching the fence, the roguish changeling inspects her surroundings, although her attention is obviously focused on staying hidden. The flickering light comes from the one streetlamp still intact on Candle Lane. The warehouse is directly across the street from the lamp, which illuminates a black winged snake painted above the door’s handle. The place is a ramshackle two-story warehouse, and stands at the back of an outer yard behind a high fence. The door on the fence is shut.
Adrasteia keeps an eye on the alleyway and focuses on the lamplight momentarily. She is able to determine that the candle is lit by arcane means, but can't quite discern the details.
Meanwhile, Mokiakia provides an impeccable performance as a street beggar. If there was anyone walking the streets here, she'd surely have earned a few copper pieces by now. Adrasteia is already pretty sure no one is looking, but if they were, they'd probably not be looking at the needy beggar on the corner.
LORE BOX (THE UNFLAPPABLE WATERDAVIAN)
Natives of the City of Splendors are notoriously slow to take offense. A Waterdavian plainly states their feelings as a warning, so that one is apt to hear “I don’t find that amusing, friend,” said pleasantly before real anger is shown. Some visitors misinterpret such behavior as cowardice or ignorance (“He was too stupid to realize I insulted him!”). For those who act on such misjudgments, however, surprise and regret are the usual results.
Most Waterdavians are also slow to take fright unless facing magic or monsters. A swaggering warrior threatening them is quite likely to be stared at calmly, or even sneered at. “The only mortals that Waterdavians fear are a few unstable wizards and the Lords,” Durnan often says to those who are surprised by the nonchalance of the Yawning Portal’s regulars concerning the open entrance to Undermountain in their midst. “And only when they’ve incurred the wrath of said persons themselves.”