Started with an interrogation of the Zhent prisoner in the cellar of TSM who yielded somewhat useful information about what the Zhentarim were doing in Waterdeep and about Urstul Floxin having infiltrated the Harpers.
The party decided to head to Gralhund Villa but were disturbed by a City Watch patrol who noticed Byron climbing the gate. They gave chase but were tricked by the Halfling's cunning illusion of their squad leader's voice. After making a hasty retreat from the Villa, our group then decides to make their way to Kolat Towers to confront the Zhentarim holed up there.
Binky the familiar, is sent up to investigate and spies a rag tag bunch of characters including Urstul. Fully expecting a fight, they are surprised when they are invited in and a somewhat shocking revelation is made.
The Zhents are packing up to leave as Waterdeep has become too hot for them.
The group also learns about the Stone of Golorr and that it is in the possession of the Gralhunds. The Stone is a magical key that can lead them to a vault where a vast hoard of gold is stored. There are a couple of issues however. The gold belongs to Waterdeep as it was embezzled by Lord Dagult Neverember (Renaer's father). When Lord Neverember was driven from the city, he hid the Stone but it fell into the hands of the Xanathar Guild who naturally, wanted it for themselves. An agent of Lord Neverember managed to retrieve the Stone and was attempting to return it but he was killed outside TSM.
Urstul was one of three, pursuing the Gnome and the only survivor of the fireball. Despite being wounded, he retrieved the Stone and made it back to the Gralhund Villa where they took the Stone from him and a fight broke out between the Zhents and their Gralhund hosts.
For the third time, the party heads to Gralhund villa and slips in under the cover of darkness. Farraine growing bored of Beef's attempts at opening a locked door, decides to kick it in. Beef gently restrains him, with a reminder that they are trying not to wake the household. The group heads upstairs. Farraine, hindered by his heavy armour wakes Lord Gralhund who is about to raise the alarm.
Beef thinking fast, uses magical charm to convince the Noble that he is one of the servants and that he should go back to sleep. Finn pops his head through the door and makes sure they're asleep with magic of his own.
A brief search of the the room unearths the Stone of Golorr and some weird cultist robes which Beef stashes.
With the Zhentarim and Gralhunds effectively removed from the chase, the party must decide what to do next whilst keeping the Stone of Golorr safe. They head back to the Manor.
No comments:
Post a Comment