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.