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<blockquote data-quote="jasper" data-source="post: 7520610" data-attributes="member: 277"><p>Waterdeep Heist Chapter 4 Part 2 of 2</p><p>AP 3 TP Downtime 3 days 2 Pm Tarsahk 10 to 8 AM Tarsahk 12 4 hours before Rick has to leave town. </p><p>PC Killed 1 Monsters Killed 107 Villains Captured 13 Villains Escaped 4</p><p>I had four players Joseph Bard 5, NOx Wizard 6, Aukan Barbarian 5 and Yaar Druid 1. Average group but still over powered.</p><p>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.</p><p>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.</p><p>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. </p><p>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.</p><p>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.) </p><p>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). </p><p>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.</p></blockquote><p></p>
[QUOTE="jasper, post: 7520610, member: 277"] 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. [/QUOTE]
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