Gregor is going to head to Dock Ward and check in with the guards stationed in the area.
Along the way to the ward, he'll start talking to whoever is accompanying him, once he checks to ensure that no strangers are close by and listening in, "Things are going to proceed a lot smoother if everyone knows where this information came from. You remember the Zhentarim agents who had kidnapped Floon? They were a... cousin organization to my own branch here in the city. I assure you that they did not act in line with our interests or with our blessing, and frankly everyone I've talked to seems quite pleased they are gone. This tip off came from one of my superiors. We might be criminals, but we operate best when things are relatively stable, and murder is usually bad for business. A serial murderer, especially so. I'm telling you this both because keeping secrets from business partners is tiring, and because I want you aware that it's not just the Guard that could end up looking on us favorably for this job."
When he arrives at the dock ward, Gregor is going to try to locate any guards that he knows are in the Zhentarim's pocket as primary contacts.
Falshen and Akai head out of the City and return to the Undercliff region, arriving at the area of the eight farms described by Melannor just as dusk is settling over Waterdeep. Inquiring at the nearest farmhouse, the residence of the Tullys, they are given dinner, as well as permission to camp out in the fields close to the spot where the scarecrow was last sighted - a wheat field not far from the central commons.
Gregor, Ian, and Irma, meanwhile, descend on the Dock Ward for a night of investigation that gradually becomes an hours-long bar crawl, as question after question takes them to tavern after tavern. All of the victims seem to have been elven or half-elven sailors who turned up dead not long after departing some local watering hole, more often than not three sheets to the wind. Shortly after midnight, looking for leads in the Muleskull Tavern on Ship Street, Ian spots one drunken half-elven seaman stagger out the door, obviously the worse for wear, and notably alone.
Irma notices the half elf seaman as well, "Looks like we have a place of interest but I would also like to follow the drunken sailor, discreetly follow him."
Irma wants to investigate the Tavern as well as follow the sailor, a possible new victim. Irma will follow along with the group's decision and lend his investigation roll in any person that wishes to roll for investigation.
Ian will proceed to tail the drunken half elven seamen. He will use his perception to check the area as he tails the seamen and his stealth to stay hidden from the killer (he is well aware of his own half elven status).
Assuming Irma is going to go along with Ian, I'll ask for a Perception check, with Advantage, from the bard. The bard and the paladin will also need to make separate Stealth checks.
Waiting for a declaration of intent from Gregor. If the wizard goes along with the other two, he can make his own Perception and Stealth checks.
Assuming Falshen takes first watch and Akai elects to get some rest, I'll ask for a Perception check from the rogue.
Gregor will follow about 30 feet behind Ian and Irma. He'll send his spider familiar out ahead of them to keep tabs on the drunk, with instructions to contact Gregor mentally if the Fey construct notices anything suspicious. Gregor will then Message his companions or, if the drunk is in immediate danger, the drunk himself.
If possible, Gregor would like to try to actually get the spider ON the drunk, but not if that would put it out of the 100 foot telepathy range.
Irma will follow the drunken sailor with Ian and Gregor following behind. His weapons will be sheathed and he will be casually looking at the area around the group walking in a relaxed pace.
Slipping out of Muleskull Tavern in pursuit of their tipsy quarry, the bard, wizard, and paladin plunge into the gloomy labyrinth of the Dock Ward’s alleys and twisting lanes. Gregor, doing his best to keep some distance between himself and his comrades, loses both them and the drunken half-elf after a couple of sharp turns. While Ian and Irma manage to *****foot through the shadows while keeping the sailor in sight, Gregor, trying to predict the course of the chase, attempts a shortcut, only to slam slap-bang into the young seaman as he stumbles around a corner. The bard and paladin, some thirty feet away, see the wizard's collision, and hear as the half-elf shouts in indignant alarm.
“Hands off!” the sailor yells, flailing clumsily at the wizard. “Hands off, yeh mother-buggering barnacle! Step off or I’ll gut yeh!”
This post has potentially manipulated dice roll results.
Bivouacking under the stars, Akai and Falshen settle in for the night as they keep watch over the fields of the Tully farm. The rogue takes first watch, while the kobold sorcerer tucks in for a rest. The hours pass, and naught befalls as the night draws on. Then, just as Falshen is about to wake Akai to take his watch, a tattered shadow looms out of the dark, a misshapen caricature of a man with spidery limbs and a sackcloth head. Before the rogue can move or cry out, the thing strikes!
Gregor is going to head to Dock Ward and check in with the guards stationed in the area.
Along the way to the ward, he'll start talking to whoever is accompanying him, once he checks to ensure that no strangers are close by and listening in, "Things are going to proceed a lot smoother if everyone knows where this information came from. You remember the Zhentarim agents who had kidnapped Floon? They were a... cousin organization to my own branch here in the city. I assure you that they did not act in line with our interests or with our blessing, and frankly everyone I've talked to seems quite pleased they are gone. This tip off came from one of my superiors. We might be criminals, but we operate best when things are relatively stable, and murder is usually bad for business. A serial murderer, especially so. I'm telling you this both because keeping secrets from business partners is tiring, and because I want you aware that it's not just the Guard that could end up looking on us favorably for this job."
When he arrives at the dock ward, Gregor is going to try to locate any guards that he knows are in the Zhentarim's pocket as primary contacts.
Falshen and Gregor may make Investigation checks, with Advantage due to the assistance of accompanying party members.
Falshen Investigation check with advantage: 25
Investigation: 25
Falshen and Akai head out of the City and return to the Undercliff region, arriving at the area of the eight farms described by Melannor just as dusk is settling over Waterdeep. Inquiring at the nearest farmhouse, the residence of the Tullys, they are given dinner, as well as permission to camp out in the fields close to the spot where the scarecrow was last sighted - a wheat field not far from the central commons.
Gregor, Ian, and Irma, meanwhile, descend on the Dock Ward for a night of investigation that gradually becomes an hours-long bar crawl, as question after question takes them to tavern after tavern. All of the victims seem to have been elven or half-elven sailors who turned up dead not long after departing some local watering hole, more often than not three sheets to the wind. Shortly after midnight, looking for leads in the Muleskull Tavern on Ship Street, Ian spots one drunken half-elven seaman stagger out the door, obviously the worse for wear, and notably alone.
Irma notices the half elf seaman as well, "Looks like we have a place of interest but I would also like to follow the drunken sailor, discreetly follow him."
Irma wants to investigate the Tavern as well as follow the sailor, a possible new victim. Irma will follow along with the group's decision and lend his investigation roll in any person that wishes to roll for investigation.
Ian will proceed to tail the drunken half elven seamen. He will use his perception to check the area as he tails the seamen and his stealth to stay hidden from the killer (he is well aware of his own half elven status).
Unless Akai wishes to do so, Falshen will take first watch.
Assuming Irma is going to go along with Ian, I'll ask for a Perception check, with Advantage, from the bard. The bard and the paladin will also need to make separate Stealth checks.
Waiting for a declaration of intent from Gregor. If the wizard goes along with the other two, he can make his own Perception and Stealth checks.
Assuming Falshen takes first watch and Akai elects to get some rest, I'll ask for a Perception check from the rogue.
Gregor will follow about 30 feet behind Ian and Irma. He'll send his spider familiar out ahead of them to keep tabs on the drunk, with instructions to contact Gregor mentally if the Fey construct notices anything suspicious. Gregor will then Message his companions or, if the drunk is in immediate danger, the drunk himself.
If possible, Gregor would like to try to actually get the spider ON the drunk, but not if that would put it out of the 100 foot telepathy range.
Irma will follow the drunken sailor with Ian and Gregor following behind. His weapons will be sheathed and he will be casually looking at the area around the group walking in a relaxed pace.
Stealth check: 13
Gregor's Stealth: 18
Gregor's Perception (with advantage): 14
Ian's Perception Check (with Ad): 10
Ian's Stealth Check: 18
Falshen's Perception Check for nightwatch: 6
Slipping out of Muleskull Tavern in pursuit of their tipsy quarry, the bard, wizard, and paladin plunge into the gloomy labyrinth of the Dock Ward’s alleys and twisting lanes. Gregor, doing his best to keep some distance between himself and his comrades, loses both them and the drunken half-elf after a couple of sharp turns. While Ian and Irma manage to *****foot through the shadows while keeping the sailor in sight, Gregor, trying to predict the course of the chase, attempts a shortcut, only to slam slap-bang into the young seaman as he stumbles around a corner. The bard and paladin, some thirty feet away, see the wizard's collision, and hear as the half-elf shouts in indignant alarm.
“Hands off!” the sailor yells, flailing clumsily at the wizard. “Hands off, yeh mother-buggering barnacle! Step off or I’ll gut yeh!”
Bivouacking under the stars, Akai and Falshen settle in for the night as they keep watch over the fields of the Tully farm. The rogue takes first watch, while the kobold sorcerer tucks in for a rest. The hours pass, and naught befalls as the night draws on. Then, just as Falshen is about to wake Akai to take his watch, a tattered shadow looms out of the dark, a misshapen caricature of a man with spidery limbs and a sackcloth head. Before the rogue can move or cry out, the thing strikes!
Attack: 21 Damage: 2
Stick-like claws rake across the rogue's chest, gouging cruelly. In the sackcloth head, two yellow eyes burn like lurid lantern lights.
Falshen, please make an Initiative roll, and a Wisdom saving throw.
Akai, please make a Perception check, with Disadvantage.
Irma seeing the commotion ahead slows his movement and backs into the shadows and watches intently.
If the sailor attempts to attack Gregor, Irma will leapt towards the two and attempt to separate them, acting as if he does not know Gregor.
If Gregor is able to separate himself without incident he will continue to shadow the drunken elf.
Falshen cries out in both surprise and pain!
Initiative roll: 22
Wisdom Save: 14
Gregor tries to get up while remaining as nonthreatening as possible, "Easy there, stranger, didn't see you there. Are you hurt?"