Falshen will work for his family (if such work is currently available) as per his reasons for being in Waterdeep. Otherwise, he will do what he can to prepare Trollskull (if there is anything he can do at this time) until/unless one of his companions requests his aid.
Gregor will make sure Yagra is settled in, and once she's in a talking mood will share what he knows. Afterwards, if she doesn't paste him for incompetence, he'll do some digging around the city to check for a wizard strong enough to replicate a teleportation sigil.
Gregor will make sure Yagra is settled in, and once she's in a talking mood will share what he knows. Afterwards, if she doesn't paste him for incompetence, he'll do some digging around the city to check for a wizard strong enough to replicate a teleportation sigil.
Gregor will make sure Yagra is settled in, and once she's in a talking mood will share what he knows. Afterwards, if she doesn't paste him for incompetence, he'll do some digging around the city to check for a wizard strong enough to replicate a teleportation sigil.
Irma returns from the Paladin Order with new Armor (Plate Armor), "The Order has told me that Xanathar thugs are now freely roaming Mistshore, seems like another potential starting point. They have asked me to scope out the area, would anyone like to join me?"
Irma returns from the Paladin Order with new Armor (Plate Armor), "The Order has told me that Xanathar thugs are now freely roaming Mistshore, seems like another potential starting point. They have asked me to scope out the area, would anyone like to join me?"
"I will. I've found a few possible leads on wizards of sufficient power to rework the teleportation sigil sequence I memorized, but it will not be cheap. If we happen to liberate some coin from our rivals in the process of observing them, so much the better. Shall we plan for subtlety, or do we intend to engage?"
Irma returns from the Paladin Order with new Armor (Plate Armor), "The Order has told me that Xanathar thugs are now freely roaming Mistshore, seems like another potential starting point. They have asked me to scope out the area, would anyone like to join me?"
"I will. I've found a few possible leads on wizards of sufficient power to rework the teleportation sigil sequence I memorized, but it will not be cheap. If we happen to liberate some coin from our rivals in the process of observing them, so much the better. Shall we plan for subtlety, or do we intend to engage?"
"Akai will join!" pipes in the smallest of the adventurers. "Much potential for conquest in city's Undermountain, and Xanathars are one party in the way! Weaken their grip, make it easier to clear them out of caverns!"
Irma returns from the Paladin Order with new Armor (Plate Armor), "The Order has told me that Xanathar thugs are now freely roaming Mistshore, seems like another potential starting point. They have asked me to scope out the area, would anyone like to join me?"
"I will. I've found a few possible leads on wizards of sufficient power to rework the teleportation sigil sequence I memorized, but it will not be cheap. If we happen to liberate some coin from our rivals in the process of observing them, so much the better. Shall we plan for subtlety, or do we intend to engage?"
Irma nods in appreciation at Gregor and Akai, "For now as subtle as we can, I am not planning to sneak around the area. More so casually stroll in as any passerby would."
Mistshore is a rundown Dock Ward neighborhood that reeks of fish and scorched timber, a riotous assemblage of rickety homes made of wood from old ships and inhabited by impoverished Waterdavians. Several buildings were reduced to ash by a fire last year, leaving only burned-out shells with (at best) sails for roofs. Although some were rebuilt, others were ruined beyond repair and are now used as dens by homeless children and rats. The largest structure in the neighborhood is the Kraken’s Folly, a beached pirate ship that some residents of Mistshore use as a tenement.
Arriving in the neighborhood as dusk settles over the city,the party find the area strangely deserted, while furtive eyes peer out from windows and around walls. A crashing noise, and the shouts of a strangely familiar voice, bring them upon their breakfast guest, Noska Ur’gray the crossbow-handed dwarf, urging on a gang of four unsavory fellows as they attempt to break down the door of a ramshackle house cat-a-corner from the Kraken’s Folly. Across the way, a melange of apparently unaffiliated ruffians lounge along the gunwale of the ship, cheering and placing bets.
Mistshore is a rundown Dock Ward neighborhood that reeks of fish and scorched timber, a riotous assemblage of rickety homes made of wood from old ships and inhabited by impoverished Waterdavians. Several buildings were reduced to ash by a fire last year, leaving only burned-out shells with (at best) sails for roofs. Although some were rebuilt, others were ruined beyond repair and are now used as dens by homeless children and rats. The largest structure in the neighborhood is the Kraken’s Folly, a beached pirate ship that some residents of Mistshore use as a tenement.
Arriving in the neighborhood as dusk settles over the city,the party find the area strangely deserted, while furtive eyes peer out from windows and around walls. A crashing noise, and the shouts of a strangely familiar voice, bring them upon their breakfast guest, Noska Ur’gray the crossbow-handed dwarf, urging on a gang of four unsavory fellows as they attempt to break down the door of a ramshackle house cat-a-corner from the Kraken’s Folly. Across the way, a melange of apparently unaffiliated ruffians lounge along the gunwale of the ship, cheering and placing bets.
Irma eyeing the commotion moves to take cover behind the nearest building, he motions the group to do the same and observes the scenery in front of him.
Irma, sidling across the alley as he heads for an inconspicuous corner, stumbles across a bit of fallen lumber and goes crashing into the middle of the street.
Noska Ur’gray whirls about at the noise, crossbow raised.
"Who goes?" he demands, and his eyes flick across the group.
"You have come." he says. "You did not heed my words. Go now. Or you will not have a good time."
The men with him have left off hammering at the door of the besieged house, and are beginning to lay hands to the hafts of various violent-looking implements.
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Ian has an errand to run this afternoon and will also work as a busker in the evening while advertising for our new watering hole’s grand opening.
Falshen will work for his family (if such work is currently available) as per his reasons for being in Waterdeep. Otherwise, he will do what he can to prepare Trollskull (if there is anything he can do at this time) until/unless one of his companions requests his aid.
Akai will check around to see if there is a kobold presence in the city.
Investigation: 10
Gregor will make sure Yagra is settled in, and once she's in a talking mood will share what he knows. Afterwards, if she doesn't paste him for incompetence, he'll do some digging around the city to check for a wizard strong enough to replicate a teleportation sigil.
Irma will visit the Paladin's Order of the Gauntlet and see if they have information to share regarding the current situation.
Investigation check please.
14
Irma returns from the Paladin Order with new Armor (Plate Armor), "The Order has told me that Xanathar thugs are now freely roaming Mistshore, seems like another potential starting point. They have asked me to scope out the area, would anyone like to join me?"
"I will. I've found a few possible leads on wizards of sufficient power to rework the teleportation sigil sequence I memorized, but it will not be cheap. If we happen to liberate some coin from our rivals in the process of observing them, so much the better. Shall we plan for subtlety, or do we intend to engage?"
"Akai will join!" pipes in the smallest of the adventurers. "Much potential for conquest in city's Undermountain, and Xanathars are one party in the way! Weaken their grip, make it easier to clear them out of caverns!"
Irma nods in appreciation at Gregor and Akai, "For now as subtle as we can, I am not planning to sneak around the area. More so casually stroll in as any passerby would."
Ian voices his interest,
”Aye, I’ll tag along as well.”
With a nod, Falshen agrees, "Sounds as good a lead as any. Should it not pan out, I may have a few others we can try."
It is now early evening, the 20th of Eleint.
Are you proceeding to Mistshore now, or turning in for the night and going in the morning?
Falshen is good to go or (boringly) wait, as the party chooses.
Mistshore is a rundown Dock Ward neighborhood that reeks of fish and scorched timber, a riotous assemblage of rickety homes made of wood from old ships and inhabited by impoverished Waterdavians. Several buildings were reduced to ash by a fire last year, leaving only burned-out shells with (at best) sails for roofs. Although some were rebuilt, others were ruined beyond repair and are now used as dens by homeless children and rats. The largest structure in the neighborhood is the Kraken’s Folly, a beached pirate ship that some residents of Mistshore use as a tenement.
Arriving in the neighborhood as dusk settles over the city, the party find the area strangely deserted, while furtive eyes peer out from windows and around walls. A crashing noise, and the shouts of a strangely familiar voice, bring them upon their breakfast guest, Noska Ur’gray the crossbow-handed dwarf, urging on a gang of four unsavory fellows as they attempt to break down the door of a ramshackle house cat-a-corner from the Kraken’s Folly. Across the way, a melange of apparently unaffiliated ruffians lounge along the gunwale of the ship, cheering and placing bets.
Irma eyeing the commotion moves to take cover behind the nearest building, he motions the group to do the same and observes the scenery in front of him.
Irma, please make a Stealth check, at Disadvantage.
Stealth: 3
Irma, sidling across the alley as he heads for an inconspicuous corner, stumbles across a bit of fallen lumber and goes crashing into the middle of the street.
Noska Ur’gray whirls about at the noise, crossbow raised.
"Who goes?" he demands, and his eyes flick across the group.
"You have come." he says. "You did not heed my words. Go now. Or you will not have a good time."
The men with him have left off hammering at the door of the besieged house, and are beginning to lay hands to the hafts of various violent-looking implements.