Dekhan looks up and down the street as if he might catch a glimpse of one of the bandits even now. That is a strange thing, the canceling and reordering of the banquet... and the young lord seemed to take offense to something I said, the way he turned about and left so quickly. But I’d say our fiery friends are the first order of business. We have a score to settle with them.
Must be the rot gut but I tought we was the ones burned and killed THEM
...oh they did have that one ballbag what nearly fried me short and curlies. Vaz made quick work o' him though, just like. Ye tink they had the courage te openly attack the streets in town? They likely had the stupid.
The night drags on as you consider what you have learned and who you have encountered so far in one evening in Waterdeep. Though it seems the night's activities will continue, you are all still tired from your travels of the day, and so you head back to the Blushing Mermaid, pay for a night's rest, and head to your beds. (Pay 1 gold piece each. Soodi and Luskain are stabled for no additional charge.)
Varinth, please make a WIS saving throw.
You wake and gather for breakfast, and consider your plans for the day.
(If you have nothing you particularly want to accomplish in Waterdeep, we can skip ahead. There is a storyline here, but my intention is that it will find you, or you will stumble upon it, as you go about following some of your own interests - what would your character want to do in the biggest city in the world? Shall we start with Varinth's search for tobacco?)
Scupper can't stay in the dock ward without taking in the ships. So he'll spend the morning on the actual docks...maybe buy some local fresh food from the sea and getting the gossip:
which ships carry what, and who's been attacked at sea by whom, and where the Sea Witch is at these days.
He'll let his reputation carry if it happens, but doesn't try to announce himself at every chance.
Strix will wake early, eat breakfast alone and in silence, then go outside to wait for a fight to break out, so he can ensure he corrects the combatants' form and posture. If anyone needs company on a trip around the city, he's happy to accompany but quietly so - the hustle and bustle and constant looming threat of social engagement has him on edge.
Strix, sadly there are no fights in the early morning, just the aftermath of the previous night's fun. A couple of tavern employees are sweeping up and they glance at you warily but continue with their work.
Shortly after breakfast is concluded, you all find yourselves trailing in Scupper's wake as he marches confidently down a narrow street which opens up abruptly into the full majesty of the Waterdeep docks. It stinks, really bad. There's fish, but there's a lot of other things going on. It's not completely unpleasant. At best you'd describe it as 'characterful'. Also very hard to ignore. It's up to you whether it makes Scupper feel energised or nauseous.
Not everyone recognises Scupper. Plenty of people don't, exactly. This city's not short on pirates or other dangerous people. But there's a fair few who do, and back away into side alleys at the sight of him strutting ahead of your well-armed group. There's more who just recognise the general air of menace and make the decision to choose a different road today, or maybe hang back a couple of minutes more before setting off. You don't have any trouble pushing through the crowds.
So now you stand dockside, with several tall-masted sailing ships and lots of humbler fishing vessels moored here and there, with little sense of organisation, around the dock. On the waterfront itself, rows of shops, taverns and other places of business. If you want fish, there's fresh fish in bulk, and also sellers of seafoods and other things wandering the streets touting their wares. Several stalls sell foods of all kinds for a reasonable sum (2 copper for a fish on a stick, for example), and even in the early morning there's folk clustered around, eating and drinking and chatting. As Scupper approaches, they welcome you all, though one or two older men look alarmed at your arrival. If you want to get information out of them, roll a Persuasion check.
(I'm assuming that everyone is tagging along, unless told otherwise.)
Dekhan is energized by the fresh salt air and general hubbub of the docks, he enjoys playing the pirate heavy as he sees the dangerous types making way for his friends and him. “Now Scup, that ship there with the single mast and the two sails, is that a sloop? It looks fast!”
When he gets a chance Dekhan will slip off in his own for a few hours and see if there’s any normal Harpersign anywhere, three candles in a window, a bookshoop with a copy of Torillian Brandies on display, or of course the sign of the moon and the harp placed inconspicuously. If he can locate any he’ll attempt to report in and see if there’s anything to be learned about the bandits, the cancelled banquet, or any other pressing matters.
((Sorry for my absence, guys, it was a bit of a weekend.))
Scupper, people are talking about bandits with strong magical abilities, and burned corpses; there hasn't been an attack for a couple of nights, but people are wary and the old gangs of Waterdeep are keeping their heads down. You don't hear any rumours of the Sea Witch, though it's clear she hasn't docked in Waterdeep for many months. There's not much action at sea at all - a bit suspicious, or at least a bit like the calm before a storm... There is supposedly another former crew member of the Sea Witch in town, according to one drunk old woman, but she doesn't seem to know a name, and no-one else has heard about that.
Is there anything else Scupper wants to accomplish at the dockside? If not, then you can split up - Dekhan headed off on his own, and the rest with Varinth to look for tobacco?
Varinth, you have a street name, Vellar's Lane, and part of a shop name, Orsabba's, but not a clear set of directions, so it takes you most of the rest of the day to find Orsabba's Fine Imports, a rather grand-looking shop in the Trade Ward. You enter, an the initial impression is favourable - there are a wide variety of strange and exotic goods on display, but more importantly there is a definite smell of smoking in their air, coming from another room. A large counter is in the corner, and behind it a rather keen-looking elf. Welcome to Orsabba's Fine Imports! she cries, the exclamation mark very evident in her words. How can I help you?!
(Unless anyone wants to do something in particular, I assume that Strix, Incantis and Scupper are following Varinth?)
Dekhan, you wander off by yourself, through the Dock Ward and also into the Trade Ward, though taking a different path to the rest of the party. You are very familiar with the Harpers and their signs: please roll an Perception check with advantage to find what you are looking for.
This post has potentially manipulated dice roll results.
17
Dekhan, you are walking down a beautiful alley in the Trade Ward. People here take excellent care of their plants; their window ledges and the sides of the street are decorated with greenery, most in larger tubs or small pots. Many flowers are in bloom, and though the insects are common, it's a delightful place. You notice a painted dark blue door with a small round windows set into it. The glass is unremarkable, except that when you pass at a certain angle, the light glints and shows the symbol of a harp. You pause, and...
Well now, no prizes for guessing what you're after, says a voice behind you. An elven woman sits in a little alcove that you had not noticed before, knitting. Better go in, Sir Obvious, otherwise your clumping and clanging will have half the gangs of Waterdeep on your tail as the easiest mark who ever lived. She stands, and points to the door. In. And try to be at least a little clandestine about it, otherwise the neighbours will talk. I have a reputation, sonny.
The woman follows you into the building and closes the door behind you both. And locks it. And bars it. And draws little curtains across the window in the door, and then larger curtains across the main window into the room. Then she lights a candle, which illuminates once again the pleasant sitting room, with a circle of cushioned wooden armchairs and much evidence of knitting.
Sit down, Dekhan Vale. Yes, I know who you are. Little Ella, sorry, Sister Garaele, sent word. Now, dear. She begins making a pot of tea. Have you come offering aid, or seeking it?
Dekhan is not entirely surprised by the amazing quality of inter Harper communication and takes the revelation in stride. Perhaps both, my lady. On our to Waterdeep we came across murdered guards. We tracked there killers back to a cave hide out and routed them there. They were bandits with a fire mage among them. Now we hear that bandits are burning men to ash her in the city. Also, something we heard about the Divlayne family struck me as strange. They canceled a banquet and then reordered double the food. Now there son Harric frequents the seedier taverns of the dockward. Does any of this sound familiar to you?
(Unless anyone wants to do something in particular, I assume that Strix, Incantis and Scupper are following Varinth?)
(Strix will happily follow Vaz, trying to tap into his animalistic side to see.if he can help guide their path (though you can't really hear tabacco). Sorry I'm not contributing much recently, he's not great for the social stuff!)
Dekhan looks up and down the street as if he might catch a glimpse of one of the bandits even now. That is a strange thing, the canceling and reordering of the banquet... and the young lord seemed to take offense to something I said, the way he turned about and left so quickly. But I’d say our fiery friends are the first order of business. We have a score to settle with them.
Must be the rot gut but I tought we was the ones burned and killed THEM
...oh they did have that one ballbag what nearly fried me short and curlies. Vaz made quick work o' him though, just like. Ye tink they had the courage te openly attack the streets in town? They likely had the stupid.
The night drags on as you consider what you have learned and who you have encountered so far in one evening in Waterdeep. Though it seems the night's activities will continue, you are all still tired from your travels of the day, and so you head back to the Blushing Mermaid, pay for a night's rest, and head to your beds. (Pay 1 gold piece each. Soodi and Luskain are stabled for no additional charge.)
Varinth, please make a WIS saving throw.
You wake and gather for breakfast, and consider your plans for the day.
(If you have nothing you particularly want to accomplish in Waterdeep, we can skip ahead. There is a storyline here, but my intention is that it will find you, or you will stumble upon it, as you go about following some of your own interests - what would your character want to do in the biggest city in the world? Shall we start with Varinth's search for tobacco?)
Wisdom: 7
Varinth isn't aware of anything save his hangover.
Scupper can't stay in the dock ward without taking in the ships. So he'll spend the morning on the actual docks...maybe buy some local fresh food from the sea and getting the gossip:
which ships carry what, and who's been attacked at sea by whom, and where the Sea Witch is at these days.
He'll let his reputation carry if it happens, but doesn't try to announce himself at every chance.
Strix will wake early, eat breakfast alone and in silence, then go outside to wait for a fight to break out, so he can ensure he corrects the combatants' form and posture. If anyone needs company on a trip around the city, he's happy to accompany but quietly so - the hustle and bustle and constant looming threat of social engagement has him on edge.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Oh and I didn't mean to imply he'd be alone. Scups will welcome anyone who wants to join him and explain nautical features of the ships and whatnot
Strix, sadly there are no fights in the early morning, just the aftermath of the previous night's fun. A couple of tavern employees are sweeping up and they glance at you warily but continue with their work.
Shortly after breakfast is concluded, you all find yourselves trailing in Scupper's wake as he marches confidently down a narrow street which opens up abruptly into the full majesty of the Waterdeep docks. It stinks, really bad. There's fish, but there's a lot of other things going on. It's not completely unpleasant. At best you'd describe it as 'characterful'. Also very hard to ignore. It's up to you whether it makes Scupper feel energised or nauseous.
Not everyone recognises Scupper. Plenty of people don't, exactly. This city's not short on pirates or other dangerous people. But there's a fair few who do, and back away into side alleys at the sight of him strutting ahead of your well-armed group. There's more who just recognise the general air of menace and make the decision to choose a different road today, or maybe hang back a couple of minutes more before setting off. You don't have any trouble pushing through the crowds.
So now you stand dockside, with several tall-masted sailing ships and lots of humbler fishing vessels moored here and there, with little sense of organisation, around the dock. On the waterfront itself, rows of shops, taverns and other places of business. If you want fish, there's fresh fish in bulk, and also sellers of seafoods and other things wandering the streets touting their wares. Several stalls sell foods of all kinds for a reasonable sum (2 copper for a fish on a stick, for example), and even in the early morning there's folk clustered around, eating and drinking and chatting. As Scupper approaches, they welcome you all, though one or two older men look alarmed at your arrival. If you want to get information out of them, roll a Persuasion check.
(I'm assuming that everyone is tagging along, unless told otherwise.)
Persuasion. 11
Varinth tags along looking very sorry for himself. The sight of the fish on a stick immediately makes him gag.
Never again. he says, lying.
Dekhan is energized by the fresh salt air and general hubbub of the docks, he enjoys playing the pirate heavy as he sees the dangerous types making way for his friends and him. “Now Scup, that ship there with the single mast and the two sails, is that a sloop? It looks fast!”
When he gets a chance Dekhan will slip off in his own for a few hours and see if there’s any normal Harpersign anywhere, three candles in a window, a bookshoop with a copy of Torillian Brandies on display, or of course the sign of the moon and the harp placed inconspicuously. If he can locate any he’ll attempt to report in and see if there’s anything to be learned about the bandits, the cancelled banquet, or any other pressing matters.
((Sorry for my absence, guys, it was a bit of a weekend.))
Scupper, people are talking about bandits with strong magical abilities, and burned corpses; there hasn't been an attack for a couple of nights, but people are wary and the old gangs of Waterdeep are keeping their heads down. You don't hear any rumours of the Sea Witch, though it's clear she hasn't docked in Waterdeep for many months. There's not much action at sea at all - a bit suspicious, or at least a bit like the calm before a storm... There is supposedly another former crew member of the Sea Witch in town, according to one drunk old woman, but she doesn't seem to know a name, and no-one else has heard about that.
Is there anything else Scupper wants to accomplish at the dockside? If not, then you can split up - Dekhan headed off on his own, and the rest with Varinth to look for tobacco?
Varinth, you have a street name, Vellar's Lane, and part of a shop name, Orsabba's, but not a clear set of directions, so it takes you most of the rest of the day to find Orsabba's Fine Imports, a rather grand-looking shop in the Trade Ward. You enter, an the initial impression is favourable - there are a wide variety of strange and exotic goods on display, but more importantly there is a definite smell of smoking in their air, coming from another room. A large counter is in the corner, and behind it a rather keen-looking elf. Welcome to Orsabba's Fine Imports! she cries, the exclamation mark very evident in her words. How can I help you?!
(Unless anyone wants to do something in particular, I assume that Strix, Incantis and Scupper are following Varinth?)
Dekhan, you wander off by yourself, through the Dock Ward and also into the Trade Ward, though taking a different path to the rest of the party. You are very familiar with the Harpers and their signs: please roll an Perception check with advantage to find what you are looking for.
perception 11
17
Dekhan, you are walking down a beautiful alley in the Trade Ward. People here take excellent care of their plants; their window ledges and the sides of the street are decorated with greenery, most in larger tubs or small pots. Many flowers are in bloom, and though the insects are common, it's a delightful place. You notice a painted dark blue door with a small round windows set into it. The glass is unremarkable, except that when you pass at a certain angle, the light glints and shows the symbol of a harp. You pause, and...
Well now, no prizes for guessing what you're after, says a voice behind you. An elven woman sits in a little alcove that you had not noticed before, knitting. Better go in, Sir Obvious, otherwise your clumping and clanging will have half the gangs of Waterdeep on your tail as the easiest mark who ever lived. She stands, and points to the door. In. And try to be at least a little clandestine about it, otherwise the neighbours will talk. I have a reputation, sonny.
Dekhan smiles sheepishly and ducks as surreptitiously as he can into the door.
The woman follows you into the building and closes the door behind you both. And locks it. And bars it. And draws little curtains across the window in the door, and then larger curtains across the main window into the room. Then she lights a candle, which illuminates once again the pleasant sitting room, with a circle of cushioned wooden armchairs and much evidence of knitting.
Sit down, Dekhan Vale. Yes, I know who you are. Little Ella, sorry, Sister Garaele, sent word. Now, dear. She begins making a pot of tea. Have you come offering aid, or seeking it?
Dekhan is not entirely surprised by the amazing quality of inter Harper communication and takes the revelation in stride. Perhaps both, my lady. On our to Waterdeep we came across murdered guards. We tracked there killers back to a cave hide out and routed them there. They were bandits with a fire mage among them. Now we hear that bandits are burning men to ash her in the city. Also, something we heard about the Divlayne family struck me as strange. They canceled a banquet and then reordered double the food. Now there son Harric frequents the seedier taverns of the dockward. Does any of this sound familiar to you?
(Strix will happily follow Vaz, trying to tap into his animalistic side to see.if he can help guide their path (though you can't really hear tabacco). Sorry I'm not contributing much recently, he's not great for the social stuff!)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin