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Waterdeep: Dragon Heist» Forums » Sessions

Subject: Jasper Dms Adventure League Waterdeep Heist rss

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Waterdeep Heist Chapter 1.
Pc killed 0. Monsters killed 20. Villainscaptured 1. Bad guys escaped 1.
Advancement Points 4. Treasure Points 4. Renown 1 Downtimedays 10.
Adrik has Waterdeep knowledge. Anything requiring a DC 10 orless about Waterdeep no need to roll.
I had four players with about a fourth level APL. So I wassometimes doubling monsters, adding hp, or other minor changes. Adrik leveltwo, Lafan level three, Drew and Rick were both level five. I am also using the city and weatherencounters from the Waterdeep Encounters.
The weather was sleeting with a chance of snow as ouradventurers met at the Yawning Portal. It was fight night. Krentz and the X guys(X-men was copyrighted in Waterdeep) against Yagra and the Zhents. I got tiredof trying to say Xanathar.
Rick a gnome was able to persuade the Zhents to stand down.Grr 19 on the dice and then some. Thegroup was spoiling for a fight when two trolls climbed out of the pit. Yes, Idiscovered this was way too much during the fight. Even with Duran shouting “NoFireballs” they were handling the first troll okay. Rick impress Lafan by sculpting a burninghands around him. Duran came in to save the day, aka covered the DM mistake.
Volothamp Geddram (think Harcourt Fenton Mudd) sinks theplot hook with tales of his Sprits and Fizzy Drinks of the Realms. And offersgold, mention in the foreword of the new book, and autograph copies.
The blood in streets the group notice some the bar fightersare dead in the street. Turning thecorner onto Fillet Lane the dwarf Adrik nearly shat himself as a Beholder waswatching the party. The party enters old Zoloft shop (Old Xoblob don’t know whyI messed there). This was fun. As I was describingthe room and color scheme Adrik asked Where is Barney. Thus, BARNEY is the nameof the stuffed beholder in Xoblob shop.
At the Skewered Dragon they discover the drunk sees twinsFloon and Renear Neverember. Again, this was fun and a DM can stretch the timeout here or shorten. Also. I see why the city map was proved. Most of thelocations and directions have street names attached.
First major what happen as I was drawing out the map ofhideout. Map 1.1 on page 26. The warehouse is described as two story. The mapsays lower level (yard level). Upperlevel (street level). But you are on Candle Lane directly across the warehouse.So, you are already on street level. It threw me. And first box text page 25. Before is “thekenku hide as describe above”.
The group use silence and fireball to kill the kenku.OOOPPPPPS. Find Renear. Find the USELESStreasure room. All AL DMS should just remove Z3. I had Renear do the info dump.Find the paper bird. Once I describe the paper bird abilities they startthinking to send a message to Floon and just follow it. So, I had the cops bustin. I do suggest dms read carefully thewhole of the Watch Arrives.
It was fun watching the dice go south on the group as theywere trying to the right sewer cover. The Xanathar Hideout made me go to my DMscreen. Torch Light has 20-foot radius. Lafan the monk casts pass with out atrace. So, some encounters were skipped. In the sleeping area they find Krentz,another bar brawl member, and a duergar. (told I was adding). This was fun.Bluff and counter bluff. Rick asked to join the X guys. Krentz counters sureshoot the faction agent Order of the Gauntlet Adrik. Think any action undercover cop. Beforeinitiative, we had Rick holding a fireball in his hand. Lafan trying to chokeRick. Adrik going for his weapons. I hadto call a time out and disallow some things. I would not all Rick to tell Lafanoff board that he could sculpt spells. The player had seen this earlier.(Beside it was more fun with the party about to drawn down on each other). KABOOM. And good rolls on the fireball and bad rolls on the dm ended thisencounter. Alas the poor grey ooze nevergot to be a hunk of hunk burning love.
I added hit points and extra intellect devourer. Spacing and positioning counted in this fight.The mind flayer tried to flee. And the group did not want to cast area ofeffect spells so not to kill Floon. The Nihiloor had to flee with his 3-inchstone eyeball orb by plane shift. The mage Grum’shar used misty step to thegetaway passage. But he did not get away. Lafan is at INT 3 and needs a Greater Restoration spell. I will have to admitthe group did think things out and did protect Floon during the fight.

The next morning, they awoke from their rooms to the soundsof EXTRA EXTRA. Captain Hyustus Staget rescues kidnapped noble Renear Neverember.Extra Extra Captain Staget in daring midnight kills Boss Grum’shar minor bossof Xanathar Guild.
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Waterdeep Heist Chapter 2.
Pc killed 0. Monsters killed 21. Villains captured 9. Bad guys escaped 1. C
Candy Corn 4, Treasure Points 4, Advancement Point 4. Downtime 10. Renown 1. Renown does not include renown gained from the small side missions.
Time Ches 21- Ches 30 Weather was partly cloudy and windy to thunderstorm. Weather played not affect during combat.
I had an APL 3 part and 3 returning Players. 2 players passed because they want to play in later chapters without leveling out. 1 new player was present playing a rogue.
The group was wary of Volo and his so-called special offer. But they gradually came around. They were understanding about the letter of credit aka I.O.U. instead gold. And they started looking at various ways to shorten the 12 days before opening. Each of the players joined a different guild to help with process. Poor Kenchi he got the dirty end of stick. He was the last one to chose so he is in the Dungsweepers. Adrek was able to work a few nights at the Steam and Still. The group did discover Milo Far Shot was the previous owner.
Volo surprised them with FREE CASK OF BEER from the Yawning Portal. Aka the IMP BEER. The group were very kind and put in the pantry. The first three nights they had dealings with Lif. He wrote on the walls and floors things like CLEAN YOUR ROOM, BRUSH YOUR TEETH, WIPE YOUR FEET, LIGHTS OUT, GOOD NIGHT. This was fun for me as I was writing out what Lif was saying on a white board and not speaking. Lif finally got his salary and then some. I think the party threw a total of 5 GP into the cash register. Of course, they had trouble opening the till. But they did find an IOU from VOLO worth 3 GP, they are current trying to figure out how much interest Volo owes.
The group took a side bet of whether they would live and stay in Trollskull manor which would get them 750 Gp in credit.
The first mission was interesting, the order of Gauntlet demanded Adrek Frost Beard to find out what the publisher of the Waterdeep Wazoo knew of the Black Viper. They had trouble with the words of three-man shop and kept demanding to speak with the writer of the broadside. Final Gaxly Rudderbust grabbed his umbrella and walked them around the block and then back inside. Since the Black Viper was the twin sister of Ammalia Cassalanter, they had problem. Two ten days ago two of pcs had gotten Ammalia arrested. They did not follow up on that case. So, they decide to split the party, the Dungsweepers would use the sewers to try to get into villa and the lookouts would try to bluff, go over the wall etc. Two problems. (Note I am using the Waterdeep City Encounters add on and have made the group roll percentile dice to pregen extra encounters). The Dungsweepers met Ammalia coming down from the sewer entrance. The look outs at the same time saw Ammalia exiting a coach and gripping about her sentence. The group discover the Black Viper was really a doppelganger.
The second mission was with Force Grey. NOTE. Text conflict in the book. Page 36 gives renown but the paragraph on page 37 states no renown is given. Give the freaky renown. The group was able to make athletics check to roll out to the ship wreck and dive on the wreck. NOx the wizard and Sky the rogue and new player decide to stay in the row boat. Zelifarn a young brass dragon decides to shake down the couple. Ok, I was mainly trying to get the new person into the play of the game. NOx offers up his magical ring and just as Zelifarn was about to eat the young rogue, Adrek embarrasses and shames the dragon. The group talks to dragon and gets one favor. Zelifarn will help the party out once if they are in harbor waters. (Hey if I can’t give out gold, I can do ad hoc story awards). NOx has a great idea which got him inspiration. He visited Corellon’s Crown and swapped out his potion of water breathing for five potions of healing. Sky got in on the deal too.
I decided to throw in another wandering encounter. Tally the carpenter ask the group to run off or capture some muggers. So, I threw eight thugs at the group. We did have a discussion of death by double maximum damage. I did five and then ten points of damage to Sky who only had seven. For sky deal from max damage would have been fourteen or more in one shot.
The final mission of the night was just roll play. Joseph a bard in the order of Harpers was task by Mattrim Mereg to try interview some doppelgangers. He flunked four of them.
Trollskull Manor opened in a ten day. Lif likes the group and will help run the bar. You have 370 GP left in your operating expense budget.
Guild contacts and other VIP. Broxley Fairkettle Fellowship of Innkeepers, Hammond Kraddoc Brewer’s Guild, Justyn Rassk Guild of Butchers. Ulkoria StoneMarrow Watchful Order of Magists and Protectors, owner of Trollskull Manor before Ollie Far Shot. Emmek Frewn owner of the Frewn’s Brew (a tavern) which is across from the book store (T6 on map). Savra Belabranta Order of Gauntlet contact. Mirt order of Harper’s contact. Vajra Safahr Owner of Blackstaff aka Force Grey a private security outfit. The Bent Nail is ran by Tally who sell wood canes, staves, shields. Steam and Steel Embric and Avi are the owners. They are the contacts of Smiths and Metalforgers. Contact for Armorers, Locksmiths, and Finesmiths. Fala owns Corellon’s Crown a potion shop.
Players notes. You own Trollskull Manor. Once you leave the hardcover you still can run the manor. You will have to spend 10 downtime days and then consult page 41 of Waterdeep Heist and page 129 of the Dungeon Master Guide on Running a business. It costs 60 GP per ten day in expenses. You can spend 1 GP to add 1 to your final result. If you are in the hole subtract 1 for every 1 GP owe.
Roll a d100 add 10 and consult the chart on page 129. Or here is the chart
01-20 Lose 90 Gp
21-30 Lose 60 GP
31-40 Lose 30 GP
41-60 Yea! You broke even. Lose 0 GP Gain 0 GP
61-80 Roll 1d6 * 5 = Profit.
81-90 Roll 2d8*5 = Profit
91 or higher 3d10 *5 = profit. Cousin Quark would be proud.
End of Chart.
Okay what does Shadow Quack mean? It in my notes but does not ring a bell.
Dm notes. Chapter 2 is very light on combat. Depending on your group you have excellent roleplaying hooks and activities. I recommend the dm keeps a book mark on the chapter to weave the npcs back into the story. However, you will have to roll with the group make up. The chapter is short and if you want to bulldozer through it you could get done in two hours.
 
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Waterdeep Heist Chapter 3
PC Killed 0 Monster kills 29 Captured 11 Villains Escaped 3
Ap 4 TP 4 Renown 1 Downtime 10 Candy Corn 14
I had a group of four with APL 4 so no adjustments were need. Jimmeh a somewhat chaotic beep. Um, let me just say he roleplaying an oath breaker well. I had three returning players who two were owners of the Trollskull Manor. I also am using the Liar’s Night add on. Also, all week I was half tracking on everything, so I was not on par to really pay attention to game prep and the game.
Lif was deciding on whether to toss the drunken paladin or call for back up with the rest of party came down for breakfast. Being Tarsahk 3 the kids were out trick or treating. 10 kids came asking for treats. Sky said she bake them a cake two kids with sticky cotton candy hands started dragging her to the kitchen. The paladin found out a bag of candy to just below the waist and above the knees will hurt. Adrek was nearly knocked out by an all-day sucker which kind had three days of fuzz on it. They group did not kill the kids but did kill the monster who was hanging out with them.
The kids fled when the Cleric summoned the Kissing Bandit. Then a huge explosion was heard on the south side of Trollskull Alley. The clues drove the group in various directions and a dm should be prepared to roll with it for a little while before telling the group which clue is a dead end
The paladin and the group some how got arrested. Most of the charges were Assaulting the Kids. The Paladin was arrested for looting the dead woman of her pants. Unlawful questioning of a ghost. And Hampering Justice. Some excellence role play was going on. And Sky (her second session) was poking fun at her dad’s pc. So, I just rolled with and arrested all of them. NOx was the only one who pled guilty and turned state evidence. Jimmeh background did help with this. Due to his background I gave him advantage on his persuasion rolls during the court case.
The speak with dead I pulled out my sand timer. every DM should have one. I played the Q and A with the dead in real time but occasionally needed to stop the timer for player to dm questions. The group did split up. Jimmeh when to check out Gralhund Villa. This is where I told the other three players to take a break. Some of them went to get take out. The Paladin was spotted by the forth precinct, who arrested him for hampering police stake out. I did the reserve and made the paladin player leave the group. The other three follow up false clues before I told them they were barking up the wrong tree.
Ok. The group was having trouble working together. And missing some of information I was giving them. I called a quick halt. Did a summary and got the group back on track. I advance the day and got them to the temple. Weather Mistake. I had prerolled heavy fog, which gives only 5 feet of visibility. Does not work well with the sparrow encounter. The group got the detector. Then had trouble on how to search the city. This where I should brought the dm’s city map with me. But the group decide on searching the North Ward first.
They discovered the Nimblewright assassin was in Gralhund Villa. The group splits three ways. The paladin goes to the back gate (ok there was some confusion here. As I could not find the map of villa early and was winging the description). The cleric goes to talk with the stake out city watch. The rest watch the front. While Adrek is talking with watch, Jimmeh decides to go over the back wall. He was spotted by the gardener and his two greyhounds.
Jimmeh gets back just in time to hear Jimmeh yelling about an assassin in the house to the gardener. (okay I was flipping back and forth between the two. And I thought for a minute the paladin was going to start a fight). Since the cops were with the group, they called back up.
The watched did discover Urstul Floxin and the Nimblewright got away. The Black Network had been holding the household hostage for a ten day. And this ending the chapter.
The group unlocks a necklace of fireballs. The city watch is ticked at Jimmeh and another court appearance will not go well for him.
 
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Waterdeep Heist Chapter 4 Part 1 Session
AP 4 TP 4 Candy Corn 4 Renown 1 Downtime – 10 that negative 10.
PC Killed 0 Monsters Killed 76 Villains Captured 12 Villains Escape 4
APL 5 strong group with 5 players. Bonus all the pcs were owners of Trollskull Manor.
THE LAW SUCKS
The group decide to meet with a MS Istrid Horn a beardless dwarf in the City of Dead. It seems Horn needed a resting place as the City Watch found out about her unauthorized duplicates of dragons. And her loan Bulette operation. The 10 pp up just for meet up came in handy later that night. They agreed to put her up in the attic bed room. As a ten day has pass they got to roll on the business table. They rolled a 28 which caused them to lose money.
Roll a d100 add 10 and consult the chart.
01-20 Lose 90 Gp
21-30 Lose 60 GP
31-40 Lose 30 GP
41-60 Yea! You broke even. Lose 0 GP Gain 0 GP
61-80 Roll 1d6 * 5 = Profit.
81-90 Roll 2d8*5 = Profit
91 or higher 3d10 *5 = profit. Cousin Quark would be proud.
End of Chart.
The next morning as Joseph and Aukan were walking down to breakfast, Aukan suddenly stopped. In the hall they saw Milo the barber cutting a well dress if out of fashion suit gentleman’s hair. Lif had set a mismatch pure silverware set in front of the gentleman. Joseph had to push Aukan forward to get moving. Joseph was not comfortable when the gentleman call Aukan a minion and demand he be called Mr. Morlin. A couple of the other owners were not happy to be woken up by Lif and made to come downstairs. The group will great reluctance agreed to let Baron Blood Morlin stay in the spare second floor bedroom. They also would leave his luggage in the beer cellar alone. Rick the wizard got a little mouthy but finally bit his tongue. Or did the Baron suggest he would bite Rick’s tongue.
As the lavender paint and the painting crew arrived, word came to the group about the location the Nimblewright. They found the Nimblewright in one of the Dock Ward alleys. They destroy it in under two rounds. As they were investigating the remains, Officer Bobby arrive with 5 other city watch. Just as Bobby was suggesting the group come down to the ward station for questioning; Drew’s Angry Ally Cat attack which let the group flee. The bard was able to snack a map. (I love this the player threw down the certificate like it was a trump card. She got the cert last week the local con.) The group escaped into the heavy rain and read the map.
The map took them too Grinda Garloth place. As they approach, four bandits led by a Norska who left forearm had been replaced by heavy crossbow were trying to break into Grinda’s house. 3 different leveled Sleep spells made short work of the bandits. The barbarian was making short work Norska when the merrow sprang from the water harpoon Rick and dragged into the water. From the Kraken’s Folly sprang 10 bandits to back up Norska. Joseph stuck his head in the water to call for Zelifarn a young brass dragon.
Ok did they fire off two shatter spells and fireball spell. Or one shatter spell and one fireball spell. When Zelifarn appear after the combat was over 14 bandits were dead, a merrow was dead, Grinda’s house was on fire, which was being put out by the heavy rain. The stern of Kraken’s Folly was in ruins and had to collapse on the docks. Office Bobby with fresh cat scratches on his face arrived having heard the shatter and alarm bells ringing. Seeing 14 citizens floating in harbor, the charges were filed.
14 Counts of murdering a citizen with justification.
Arson of Grinda’s house.
This would be all but Rick had to open his mouth and offer the watch free beers at Trollskull Manor. When the Bobby reminded attempted bribery was illegal. Rick kept talking. And digging himself deeper. It did not help the widow and child were crying about daddy not coming home to the watch.
Addition Charge against Rick Attempted Bribery.
Judgement was immediate. 14 Counts of murdering a citizen with justification. Guilty. Fine 250 GP paid to the families. Exile of 1 year suspended for Joseph, Aukan, NOx, Drew, and Rick.
Arson charge dropped.
Attempted Bribery 12 Gp for the beer. But. Rick. Exile for 1 year. 3 days to settle outstanding debts before exile. Before Rick could be taken back to the mansion to pack, suddenly Joseph’s ally cat attacked the watch! Again, toss on the table like the Ace of Spades.
Which let group flee with the key to Grinda’s family crypt. They discover a silver key by a dead rat and were attacked by some Duergar. The key belongs to Volkarr Kibbens who lives in an old windmill in the South Ward.
Ok the group only hit two of the encounters out ten but we all had fun. They have disguised Rick with makeup and other stuff. The check is 16 perception to beat. The whole group is making up various plans to hide or get around the exile. We shall see.
 
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Waterdeep Heist Chapter 4 Part 2 of 2
AP 3 TP Downtime 3 days 2 Pm Tarsahk 10 to 8 AM Tarsahk 12 4 hours before Rick has to leave town.
PC Killed 1 Monsters Killed 107 Villains Captured 13 Villains Escaped 4
I had four players Joseph Bard 5, NOx Wizard 6, Aukan Barbarian 5 and Yaar Druid 1. Average group but still over powered.
After getting out their quick sentencing from destroying low income housing, setting some docks on fire, murder with a good excuse; our heroes pick up Yaar. One of Baron Morlin’s street urchin shows the group where the Stone of Golorr was last seen. In the sewers again. NOx makes a quick shopping trip to a buy a scroll and away the group goes.
In the sewer they find the Necromancer Losser Mirklav’s lair. They make short work of twelve of his skeletons but Yaar is injured to TKO twice. First level druids should not lead the charge. The group then slowly and quietly enters the main lair to hear Mirklav being shaken down by some Kenku. The group does something smart. They turn Aukan invisible and he sneaks up to mage. The whole group watches as a fight breaks out between Kenku, Skeletons, and a Mage. Aukan gets majorly upset twice when a Kenku stomps on his toes twice. (Ok I made him rolled an opposed check not to be discovered since he did not want to leave the square the Kenku wanted to be in.) The mage wins only to be nearly killed by Aukan. He surrenders only to have Yaar try to stone him to death. One fireball later by the mage, most the party is hurt. The mage is out cold and placed in the beer keg that was suppose to be for Rick. The group returns to Trollskull Manor.
Yaar is not to happy staying inside and Aukan gets him to sleep on the roof. Yaar notices he did not get the full tour and knows someone is sleeping in the attic. Aukan turns Mirklav over to Baron Blood. One afternoon snack later the Baron tells the group the Kenku got away with the stone but his people will look for it. He also requests room service pick up his empty and deposit it in the cellar. Aukan waits to closing to do so. As he explores the cellar he notices a six-inch hole leading to the sewer. Rats pour out the sewer, dismember the body of Mirklav. They both dine on him and take parts away for second snackage. Yaar does learn of this.
Tarsahk 11 8 AM in the morning Yaar has a nice breakfast with Baron Blood and the rest of awake adventures. A blind man could see something is up with the Baron. Morlin informs the group the current location of the stone is in Old Mage Tower. As the group approaches two street urchins (who the group beat up before and stole their candy) go to approach the group but are scared. Yaar calms them and discover that Squiddly was snatched by a Kenku, who fled up the tower. (Ok, they broke the DM during the next part). Yaar discovers a potion of Healing Flight on the second landing.
The group confronts the Kenku who is holding Squiddly out the window with a 40-foot drop. The group trades the potion for the kid, but as the kid reaches for the potion. The group attacks. Aukan snags the stone out of Kenku’s hand. NOx whips out his spell scroll of FINGER OF DEATH. It fails. The Kenku dodges the next series of the attacks. His back up arrives. Three Gazers. The Barbarian misses his attacks. NOx casts FIREBALL! Fireball in an old wooden tower. The good part only the bad guys and barbarian are in the blast area. Bad part. Tower is on fire. And the group knows if the cops catch them, they are done for. (yes, there was some out of character discussion about the scroll and fireball. So, I just kept initial going. I picked two different dice shapes which were a blue d12 and purple d10. No one saw the dice I chosen. The die result would be the watch response time. NOx chose blue.)
Joseph turn invisible and started for the window. Aukan fled downstairs and out the tower, yelling Squiddly was safe. Yaar drunk the Healing Flight potion and flew out the window. The top of the tower was in flames. Joseph casted fly and flew away toward the manor. NOx jumped out the window and casted feather fall. The whole group escaped in four different directions. NOx fled out the South Gate of Waterdeep. (Told the player he could sneak in and do the Mad Mage which I got last night).
The keys to the vault are. A brass dragon scale. Zelifarn wants twenty percent of the haul. Istrid Horn a female dwarf wants ten percent of haul. I let the guy playing NOx choose the other key, which was a Drunken Elf. Yaar an elf stated he is not getting drunk. So next chapter they going to kidnap someone from their bar.
 
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Waterdeep Heist Chapter 5
If you are going to railroad, bring a bigger train.
AP 3 TP 3 Downtime 5. People remember you get 1 renown every 4 AP, so check your previous sessions. APL 4.
PC Killed 1 Monsters Killed 121 Villains Captured 5 Villains Escaped 4
Magic Item Unlocked Ring of Mind Shielding.
My group was having a pot luck dinner at the store (thanks Visions), so I rushed some stuff, and dropped some stuff.
The Group got a brass scale from their friend in the harbor. Istrid Horn a female beardless dwarf agreed to go along for a cut. But a drunken elf what to do. Aukan and Joseph as co-owners of the Trollskull Manor decide to post flyers. “Notice to all elves. Which of you can handle the IMP beer. Winner gets part ownership in Trollskull manor. Note must sign a waiver and contract to hold Trollskull Manor owners and operators non-liable.” Yes. They got a bunch of elves drunk. The winner Frank of Stein was happy and blurry eyed as he signed the papers. He did not notice the new paperwork said he first had to enter the vault unknown and survive.
Except for the black pudding and Brick the Kenku barbarian taking a fall the group entered the vault. The vault is actually a lair. The lair of ADULT Gold dragon Aurinax. Aukan starts to suck up to dragon. Yaar who turned in a sugar glider start dripping down the back of Joseph shirt. Frank starts talking about what big eyes the dragon has. SNAP! CHEW! CHEW! No more Frank! Aurinax thanks the party for the snackage. The party is just now worried. They discovered Lord Neverember did deposit a few, a bit, just a tiny whiny amount of gold pieces. Such beautiful, glistering, soft singing gold pieces. Um. Yes, Lord Neverember did leave the small amount of 500,000 GP in the dragon’s care. And he cares very much about it. The group does not have the correct password to release the gold. What to do? Other than to leave now or become second snackage. Aurinax was mad too. He had to paid to have the vault keys rekeyed.
What to do? What to do? The group is discussing this as they leave the vault. BOOM! Brick closes the vault door which locks with a huge CLICK. Such a huge click which covers Xanathar’s gang of 6 bugbears, a gazer, and minion dwarf thug Norska, are able to surprise the group. Five minutes later they are in ropes and shackles. Thirty minutes later the druid makes his move. Fog cloud appears covering the arrival of the cleric Salaz Soothsayer. They win the fight easily. But what to do/
They have three choices. Find the HQ of Xanathar. Wait until Xanathar attacks the manor. Go to authorities. Then they remember Renear Neverember owes some of them a favor. So they decide to talk to the dragon again. Now aided by Renear, Salaz the goblin cleric of Bahamut (who is wearing a bucket of butter on his head), and new keys they enter the dragon lair. Ok here I gave one the players an information dump on Renear, so he could play the noble. I played the dragon. The bard Joseph did the talking mostly for the party. They did talk the dragon out the deposit. But are left holding the bill to replace the walkways they broke on the way in.
The group told the authorities who recovered the gold. As a reward, they dropped all charges and all sentences against all people who help recover the gold. This include others who were not present at time. So everyone is pardoned. Well except for Rick. He has to serve out his sentence.
The bard rolled 86 on the manor money chart. So Trollskull Manor Operating Money 340 gp. Two days before the Mr. X and his boys come calling.

I have two more modules to run and post in this thread.
Problems. Ok. I did not have one player sit through the whole book. This did lead to some problems of me trying to remember details of the adventure which should been passed on to other players. I could see no legal way of making explore Chapter 5 fully after they defeated Xanathar’s goons.

As GM who does adventure league. DON'T RUN THIS BOOK! With the season 8 changes of not awarding treasure at all, the game has reverted back to my old bad habits. AKA. LISTEN YOU BEEPING PLAYERS THIS IS TONIGHT'S ADVENTURE! YOU CAN PLAY IT MY WAY! OR I CAN GO HOME EARLY! YOUR CHOICE.
 
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Ok, these were cross posted on Enworld, and my local Adventure League Facebook page. I have others from both Heist and Mad Mage. And I cover the AL adventures too.
I started posting these to ENworld just for kicks in Sep 2016. And also so people could correct me if I posted something and it was against the game rules. Some examples other posters found were giving lair actions to baby dragons (hint not a good idea).
Also if a forum exists for this stuff. A link would be nice. Feel free to comment and ask questions. And yes I am a horrible writer and speller.
 
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