onsdag 9 augusti 2023

A DnD Tale: Waterdeep: Dragon's Heist - The Plot Thickens

So back into the campaign they are contacted once again by the Zehntarim Davil Starsong with yet another request, this time by getting some potions of mind reading and delivering it to a woman in a purple cloak. Easy Peasy and they earn some rather needed platinum to stabilise the economy. I mostly put it in here because it was a bit weirdly placed if you went through the chapters. Somehow it appeared like they at the end of the chapter they were in we either went from level 2 to 3 or 2 to 4. Which would screw up the game since the end of the chapter causes an event that affect Davil and take him out of the game and you are supposed to already gone past that part of the game, but I seemed to miss that. Anyway, they do the deed and start the wine delivery to the Gralhounds villa. 

 They appear in the middle of the day and knock the door to the inner garden of the villa. No sound. They enter and they hear a skirmish within the villa. They climb the balcony and find Yashal Gralhound and her bodyguard trying to block the door to the hallway as fighting happens outside. The gang agree, jumps down and enters through the kitchen and kills the two zhentarums in the hall and at the top of the stairs they see three Zhentarums fighting four guards while Lady gralhouse shouts that the city watch is on the way. They hear a sound from a nearby door where they rush in and find Urstul Floxin who tries to break down the door to a room where lord Gralhouse is hiding. They try to attack him, but truth be told I cheated a bit. Every hit landed that was supposed to land, but I gave him the ability to just run through them to get out. Didn't stop Freya to throw confusion on him, but I lucked out so that he was able to escape on his own until he shacked of the effect of confusion and could escape. I also gave him and the zhentarim full life (if they are supposed to be level 3 and they came up with level 8 I say that feels a bit more equal). Also, the zhentarim was able to push the guards into the bedchamber, block them and then began attack our heroes, which easily dispatch them anyway. All zhentarim are killed, but Floxin escapes out the garden and then the City Watch shows up and freezes the scene. 

Freeze, this is the City Watch! Hands over your heads!

The Watch is unable to capture Floxin, but is able to take statements from the survivors. The constables that have been on the case from the beginning make a snarky comment that the gang and them seems to run into each other a lot, but since they seems to have saved the Gralhounds they share some information with them what appears to have happened. The gang heads home. During the night Hope is contacted by Istrid Horn, Davils second in command that needs her help. Meeting at the cemetery the next day she tells her that Davil has been taken in for questioning by the City Watch as know operative for the Black Network. Istrid needs a place to hide during her Currency fraud and wants to stay at the gangs pub. She appears the next day completely dressed up like a male dwarf named Jorn that will stay with them for a tenday. Meanwhile the Emerald Enclave sends them on another mission to patrol the cemetery for a tenday in order to capture the Necromancer that have started troubles. After four days they are attacked by 6 skeletons that rises from their graves and they fight them off, the most damage on our heroes coming from their own attacks as Freya once again casts Confusion and hits all but one. They get paid for their job and then a couple of days later Istrid leaves the pub, paying for her full stay soo they are a bit awash in cash for the moment, so I gotta mitigate that. But first they make a visit back to the Gralhound Villa where they wonder if they should deliver the wine and also to get some information from Lady Gralhound. Freya decides to read thoughts and get the gist that the Gralhounds tried to kill Floxin that was injured from the fireball attack caused by the nimblewright that gathered the stone and now again was lost.

They recall they sent the private eye on a quest for looking into the necklace of fireball they found at the attack in Troll Skull Ally. They get to his office and he is a great way to get them to speed on everything they missed since they skipped the morgue scene as well as skipped most of the juicy information they could have gotten in the Gralhound Villa as well as alert them on the different factions fighting for the stone of Galorr. I also realise they wont like the search of the city for the nimblewright so I basically reveals his true form as a Rakshasa and gives them an opportunity to pay 600 gp and lend him the nimblewright device, which they do. And we pretty much quits there.

Things I think of adding later on the campaign. Pretty much do most of the factions quest since they add pieces to certain characters. For example they first meet the Black Viper giving her the potions of mind read in the beginning of this session, but she also appears in the Order of the Gauntlet quests and I know she appears in one of the main "dungeons" of the bad guys. They also been exposed to the necromancer that appears in the next chapter, but I'm thinking of bumping him up from a mage to a Wizard Necromancer (which I read in the Monster of the Multiverse as I put the statistics into my Ultimate Reference Guide that I uses to plan the battle encounters), it will at least be a bit more tuned to their level, even though I gotta put the cleric I made, Parker Bronzebeard, to heal and crowd control the undead. That will be fun.

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