Session 9
Links
Recap
- The dead gnome killed in the fireball outside your door had the stone of Golorr.
- Stone was taken by an injured man limping away.
- Nimblewright launched the fireball. You have a nimblewright detector, and are standing outside the temple of Gond.
Secrets
- “The Stone of Golorr is some kind of ancient creature transformed into an artifact. It knows the location of a hidden vault in Waterdeep containing half a million dragons.”
- “House Gralhund has been bankrolling Black Network operations in Waterdeep, including the plot to kidnap Renaer Neverember and the plot to steal the Stone of Golorr from his father’s gnome spy, Dalakhar.”
- “My wife was frustrated with the Zhents and their inability to secure the artifact. She gave a necklace of fireballs to her mechanical servant and sent it out to help retrieve the stone. It was careless and caught the Zhents in the fireball by mistake.”
Getting there
Gralhunds a rich and power hungry family, Lady Gralhund especially. Not the cleanest reputation (orgies, possible links to Zhentarim).
- Can follow the Nimblewright tracker to the estate.
- Encourage a choice between daylight and night.
Infiltrating Gralhund Villa
- 12 ft high walls. DC 15 Athletics without climbing gear / rope.
- Anything loud calls city watch in 1d6 + 4.
- As soon as they get close to initiative, they hear a blood curdling scream coming from a feminine voice.
- Standing outside too long, neighbours notice (percepetion check).
- G1 Break (25 Athletics) pick (20)
- Break in through G3 stables. DC 20 Dex picklocks.
- Breaking into the Villa to G6: DC 20 Athletics. Makes noise. Guard is called.
G1 Locked Gates
DC 25 Athletics - force them open. DC 20 picklock. Arcane lock (DC +10).
G2 Yard
PCs see the balcony. DC 17-18 Athletics to climb up without gear. 20 ft above ground.
Evil groundskeeper. Can avoid with (DC 13) Stealth.
- Yells “intruders!” Cult fanatic
- 1 Death Dog with Seeming cast on it.
G3 Stable door
Thick door, DC 20 to pick. Maybe treasure in saddlebags. Maybe outfit to travel.
G4 Guard barracks
- Footlockers with personal effects.
- Lets players know there is a personal guard here.
G5 Kitchen
An unlocked wooden door leads from the yard to the mansion’s kitchen, which is stocked with cookware and utensils. A large fireplace is used for cooking meals.
G6 Pantry
This pantry is lined with shelves containing dry foodstuffs, spices, folded tablecloths, and jars of preserves. Casks of fresh water, ale, and wine are also stored here.
Barred Door. A back door leads out to the street. This sturdy wooden door is barred shut on the inside. Forcing it open from the outside requires a successful DC 20 Strength (Athletics) check and makes a lot of noise.
Corpses. The Zhents have killed two servants, an older male human (the head butler) and a younger male halfling (a cook), and left their bodies on the floor.
G7 Laundry Room
This room is where servants wash clothing. It contains scrub buckets, wash basins, soap, mops, and chamber pots.
Corpses. The Zhents have killed a servant, a middle-aged female human (the head maid), and left her body on the stairs leading up to the servants’ quarters (area G19). The maid has a ring of keys on her belt that opens all the locked doors in the mansion as well as the cabinets in area G8.
G8
The floor is strewn with bodies. Two thugs holding bloody weapons stand over them. A third figure ascending the stairs, dressed in robes, turns to confront you.
- Evil Mage
- Veteran Outlaw Has a hostage.
- 2 Thug
Session 10
Recap
- The stone reveals the treasure. A gnome was coming to your bar with the stone. He got fireballed outside your door. The nimblewright that threw the fireball came here. The burned man who retrieved the stone is upstairs trying to kick down a door, a noble is cowering inside. You broke into an estate (broke a law). There are Zhents killing guards and servants. If you want to know WTF is going on here you will have to figure it out.
G9 Parlor
Perception - makeshift prison. Corpses.
G10 Den and Trophy room
Hawk and window.
G11 Orond’s Study
DC15 locked. Homo erotic books, statues, and wrestling mat.
G12
In one corner stands an iron lectern with a closed, locked, leather-bound tome resting on it.
DC 15 lockpick. 3 specters appear.
G13
A battle rages between 6 Zhent thugs (20hp) and 4 guards (Veterans with 30hp). A noblewoman wearing chain mail atop a beuatiful gown, and who looks as formidable as she does magnificient, shouts “the Watch are on their way!” The southern door is ajar and you can see the burned cloak man hacking through a door.
- Make them choose who to help.
Every round: 1d8. On a 1-3, a guard dies. On a 4-8, a thug dies.
G14 Ballroom - DC15 locked.
G15a
You see a wounded man wearing burnt clothes trying to kick down a door.
Urstul Floxin with 50 hp and no poison.
- Wants to trade Orond for stone.
G15b
- teleportation circle on the floor
- snakes in a cage
Orond knows:
Please! Don’t hurt me! I’ll tell you want you want to know! Oh, you’re not here to kill me?
- “The Stone of Golorr is some kind of ancient creature transformed into an artifact. It knows the location of a hidden vault in Waterdeep containing half a million dragons.”
- “House Gralhund has been bankrolling Black Network operations in Waterdeep, including the plot to kidnap Renaer Neverember and the plot to steal the Stone of Golorr from his father’s gnome spy, Dalakhar.”
- “My wife was frustrated with the Zhents and their inability to secure the artifact. She gave a necklace of fireballs to her mechanical servant and sent it out to help retrieve the stone. It was careless and caught the Zhents in the fireball by mistake.”
G16
You see Lady Gralhund pass a map and a stone to the Nimblewright. It runs out the balcony and leaps off.
End of battle
What are you doing in my home? What do you want? The watch will deal with you! ** Start timer **
- They can wait until the watch arrives, or run off.
Run away
- The nimblewright detector is out of charges. Roll 1d6 at sunrise to see if it regains a charge (5-6).
- Wake up in the morning to a regular showing a newspaper article where Yalah Gralhund heralds them as the heroes of Gralhund Villa, and laments the death of Orond.
- The watch soon shows up to question them and corroborate the story.
- Players can lie, or face consequences of breaking in.