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added more waterdeep notes
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slr71 committed Sep 8, 2024
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Expand Up @@ -86,3 +86,39 @@ When we get back to the manor, our ghost throws a broken chair at Istriid. A cat
city guard is looking for help catching a necromancer.

We're supposed to go up to level 4 next week.

## 2024-08-10

We decide to go to the Yawning Portal to talk to Ambrose about the necromancer. As we're walking to the tavern, Mystiq
notices a halfling that appears to be watching us from a leatherworks store. I talk to the clerk, and she offers me some
Van Bracers. I purchase them, and they'll give me a non-magical +1 to my armor class. Maeve keeps an eye on the hobit,
who has crossed the street, and appears to be keeping an eye on us. The shopkeeper's name is Aliyah Deerrunner. She has
some tribal looking tattoos and braids in her hair. We continue to the Yawning Portal.

We make it to the Yawning Portal just in time for lunch. We order food and drinks and begin munching. Someone orders us
a round of drinks. The halfling that we saw berfore enters and makes a beeline to our table. He bows with a flourish and
he introduces himself as Gordo. We see a gold pin in the shape of a harp. We get another round of drinks. He says that
he wants to welcome us to Waterdeep and ask us of we need anything. He says that he loves to collect stories, and that
he is working on a poem about our early exploits at the Yawning Portal. Sir Ambrose has been spending a lot of time in
the City of the Dead.

We wait a little longer, and a tall knight comes striding in, and goes to a table where some other people are
sitting. He stand there until they leave then sits down. We are to pursue a necromancer who is stealing bones and
animating them. They must be caught and stopped. Sir Ambrose has seen skeletons and zombies. We are to meet him at the
City of the Dead at dusk.

We arrive at the City of the Dead, meet Sir Ambrose, and split up to patrol the area. The night passes quietly, and we
meet Sir Ambrose. He says that he'd like us to help for the next nine days. We return to Troll Skull manor. Istriid has
made significant progress on the manor and expects to have beer on tap after a few days. We see some movement at the
corner of the bar. It's a mug being lifted off of the bar. Istriid says that she's working on it, and the mug slowly
lowers back down.

We eat then search for the nimblewright. We don't get any hits, but Maeve notices a street urchin attempting to steal an
apple from a cart. We meet up with Sir Ambrose. We patrol the south while he patrols then north. Nothing happens on the
next three nights. After the third night, the dwarf is testing out one of the taps. It's a little too foamy, but it's at
least getting closer. We see peanuts floating into a dish at the end of the bar. Jester thanks the poltergeist. We wake
up grab food, wander around the city with no encounters. We do get a brief hit on the nimblewright detector. The his is
to the south, but it stops almost immediately. We go a litle further; it starts spinning and then it stops. Mystiq flies
up to see if she can see anything. Maeve uses her survival skills to see if she can track the nimblewright we didn't
find it, but we have someplace to start. We go back to the City of the Dead. Nothing happens that night, and we don't
see the sheep or the shepherd. We go to pick up Maeve's van braces.

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