22nd of Tarsakh – Waterdeep

(Session 6) The party decided to pursuit the Hammer of Moradin which they discover is hidden within the Blue Alley, a sort of extra-dimensional dungeon located within Waterdeep created by the wizard Keilier as a “strange sort of obstacle course, established by a crazed wizard to test the greedy, the venturesome, and others who wander into it… Vast treasure is said to wait there for any who can take it, but from what I heard, the place is studded with inescapable traps that claim almost all who enter.”

As the group entered the Blue Alley they were met with a podium with a guestbook containing a list of names. To proceed further they were forced to write their name in the guestbook to advance past the invisible wall, which then closed again behind them. On the wall ahead of them was a mural depicting party members being mutilated by various grisly traps.

The group managed to avoid a pit of spikes and a levitating hallway that would send them into a deadly barrage of lightning, and come to a room with a yellow tiled pathway leading to the next door. Here Elspeth was nearly slain when the nimblewright “Kim” set off a trap by stepping off the pathway which summoned a nasty pair of specters.

In the next room the all the surfaces was covered in a single magic mirror along with a mirrored podium that held the silver war hammer of Moradin. However written above the door it said “Everything you see is mine” and after testing the room with a barrel attached to a rope they learn that once something enters the room it can’t get back out and is instead teleported back to the center of the room.

(Session 7) After the mirrored room them moved on and encountered another room filled with smoke and floating disks hanging from the ceiling. They managed to deal with the smoke mephits and found the source of the smoke to be coming from large smoking cauldrons. Bartok hauled one of the cauldrons into the mirrored room to fill the room with smoke to obscure the mirrors and then managed to enter the room to retrieve the hammer without getting stuck in the room.

The party then proceeded through the dungeon until they found a silver key guarded by a mimic and used it to open the silver door that was previously locked to them. With the silver key in hand they bypassed a few more traps, fought some skeletons, stole some skulls with jewel encrusted eye-sockets that summoned a shadow when the gems were removed, and encountered another long hallway protected by scything blades.

Bartok managed to slip past the swinging blades by taking on the form of a spider to reach the end where he retrieved a single copper coin commemorating the golden anniversary of the reign of Lord Piergeiron the Paladinson which they hoped was the “key” they needed to unlock the golden door in another room.

21st of Tarsakh – Waterdeep

(Session 4) The party awakens after their first night in Trollskull Manor to a fireball exploding just outside their new home. In the street just outside the manor are nearly a dozen bodies and a wagon and horses on fire along with several onlookers.

After questioning the witnesses they discover that a gnome named Dalakhar had been the target and that he was pursued by three Zhentarium agents. A metal construct slew the gnome and the Zhentarium agents with a bead from a necklace of fireballs and then removed something from the gnome and ran from the scene, followed by the only surviving agent of the Zhentarium.

Shortly after being questioned by the City Watch concerning the incident the party was visited by Renear who revealed the name of the gnome as Dalakhar and that he was an agent working for Renear’s father, the previous Lord of Waterdeep Dagult Neverember. Dagult embezzled a fortune in gold from the City of Waterdeep during his reign as the Open Lord of the city before he was discovered and then exiled. Before he could be questioned by his fellow Lords he placed all his knowledge concerning the whereabouts of the gold into an artifact known as the Stone of Golorr, a sentient device capable of storing and removing memories. With his knowledge of the treasure placed in the stone, Dagult then erased the information from his own mind as to not reveal the location of the gold when he was questioned by the Lords. The Stone of Golorr was then given to his trusted agent, the gnome Dalakhar.

With the Xanathar and the Zhentarium close upon his heels, Dalakhar knew he had to get out of Waterdeep. Not knowing who to trust with a whole city looking for him Dalakhar approached Renear Neverember. While Renear and his father were long estranged from each other Dalakhar knew of no one else to turn to. Renear, having few friends he felt he could trust with his life, sent Dalakhar to Trollskull Manor to meet with the party that had recently rescued him. Renear had planned on meeting Dalakhar at Trollskull Manor but was delayed when he sought out another friend, Meloon Wardragon, a group of elite adventurers who work under the orders of The Blackstaff who deal with threats to the city that are too unconventional for the City Watch.

It was Renear’s plan to convince Dalakhar to turn the gold over to the City and back into the hands of the people of Waterdeep, but Dalakhar was ambushed and killed before he could even arrive at the Trollskull Manor.

Renear also revealed that the warehouse that was used by the Zhentarium where he was held after being kidnapped also belonged to House Gralhund, a noble family in Waterdeep with a Villa in North Ward.

The party decided to take Renear with them to track down further leads and began at the House of Inspired Wonders, a temple dedicated to Grond, and home to an array of clockwork wonders, including a nimblewright named Nim. There they discovered that Nim had created another of his kind and that it was Nim’s creation that was responsible for killing Dalakhar and stealing the Stone of Golorr. Nim gave the party a device that would help them track the renegade nimblewright. Using the device they tracked it to the Gralhund Villa.

(Session 5) Amarill took the face of Hurv, the Villa’s groundskeeper, and climbed up an exterior balcony and entered the villa through the master bedroom where he saw the villa guards engaged in a battle with some Zhentarium thugs, among whom was Urstul who survived the fireball and headed to the Gralhund Villa with some back up to confront Yalah Gralhund.

During the conversation between Urstul and Yalah it was revealed that Yalah had been working with the Zhentarium but betrayed them to take the stone for herself which she then had her nimblewright deliver to her new allies.

As the fighting drew to an end the nimblewright returned from its errand clutching some kind of map. Yalah chastised the creature and ordered it to leave and get rid of it. She then turned to Amarill who was still disguised to look like her servant Hurv and ordered him to see to it that the creature was disposed of to eliminate any loose ends. Amarill then left to follow the nimblewright and then asked it to come with him back to Trollskull Manor which the nimblewright readily obeyed.

As the group met back up at Trollskull Manor Ellywick quickly adopted the nimbewright and named it Kim and altered its appearance to better disguise it. They had examined the map and found that it was a rough sketch showing the location of a mausoleum belonging to the Cassalanters within the City of the Dead within Waterdeep.

They entered the mausoleum to discover some kind of ritual taking place with some strange looking elf like cultists. They managed to slay the elves but not before they summoned some kind of fiendish creature dressed in red and white robes carrying a birch stick, a large sack, and sprouting horns from its head. After slaying the creature they recovered the Stone of Golorr that had been left laying on the stone alter, perhaps as an offering to the fiendish creature they just dispatched to whatever plane it came from.

After returning to Trollskull Manor With the Stone of Golorr in hand they became aware through the telepathic link to the artifact that the location of Lord Dagult Neverember’s hidden treasure was in the Vault of Dragons hidden underneath a decrepit old windmill in the Southern Ward of Waterdeep, but that it required three keys to open: a bronze dragonscale, the Hammer of Moradin, and a pint of vintage dwarven ale.

The Vault was also guarded by a Gold Dragon that Lord Neverember made some kind of deal with to guard his treasure until he could return to claim it.

20th of Tarsakh – Waterdeep

(Session 3) Morning arrives with the party staying at The Yawning Portal where they finalized the transfer of the deed from Volo. They then visit the North Ward to examine their new property and find the manor, now tavern, in dire disrepair. As they make arrangements to begin some repairs, starting with the replacement of a roof, they discover signs of a haunting by the tavern’s previous owner now in the form of a poltergeist.

They hire a cleric to help deal with the poltergeist but instead encounter something far more sinister, the spirit of a hag that once owned the manor and used it as an orphanage. The orphanage however was only a front for the hag that was later discovered had been eating the children. She was slain by the Church of Torm but the restless souls of the hag and her victims still remained until the party was forced to slay the hag and free the souls of the children.

19th of Tarsakh – Waterdeep

(Session 1) The adventure begins in the late evening at The Yawning Portal in Waterdeep when a brawl breaks out at a nearby table between Yagra, an agent of the Zhentarium, and a group of thugs working for the Xanathar’s Guild. Shortly after the brawl a troll climbs up out of the Pit along with several stirges and engages the group in battle. The party is victorious in their battle and attract the attention of Volo.

Volo hires the group to rescue his friend, Floon Blagmar, who was last seen the  night before at a seedy tavern in the Dock Ward named the Skewered Dragon. The party heads to the location to question the locals and discovers that Floon met with a friend, later discovered to be Renear Neverember, and they both left together followed by a group of suspicious looking thugs known to be associated with the Zentarium. The group is given a location; a warehouse off of Candle Lane in the Dock Ward where the thugs are known to hang out at.

The party arrives at this warehouse and discover the aftermath of a bloody battle between the Zhentarium and the Xanathar’s Guild with the Xanathar’s Guild being the victors. The three surviving Xanathar agents are subdued and questioned, but it turns out they knew nothing of Floon and that it was Renear Neverember that they were after. The party discovers Renear hiding in a closet where he escaped notice shortly before the battle began.

(Session 2)

It seems the Zhentarium and the Xanathar are both interested in Renear Neverember because of his ties to his father who hid a stock-pile of gold somewhere in the city. Floon was captured along with Renear, and when the Xanathar showed up to capture Renear from the Zhentarium Floon was captured by mistake while Renear hid in the closet.

The party learns from the Xanathar captives that Floon (who they thought was Renear) was taken to a hideout in the sewers for questioning. The party heads to the sewers where they fight some goblins and other agents of the Xanathar’s Guild where they rescue Floon and encounter a mind flayer who was there during the interrogation but only as a projected illusion.

The party then returns to The Yawning Portal with Floon to collect their reward but find Volo rather lacking in funds and unable to deliver the promised gold he had agreed to. Instead Volo presented the party with the deed to a piece of property he owned called Trollskull Manor within the North Ward. Volo warned the group that the manor/tavern was rumored to be haunted and that he had bought it for that reason to be used as research for his next book Volo’s Guide to Spectres and Spirits.





longbow, rare (requires attunement by someone proficient with longbows)

Damage: 1d8
Damage Type: Piercing
Range: 150/600

This longbow grants a +1 to attack and damage rolls made with this weapon. In addition arrows fired from this bow count as magical, and are imbued with lightning that deals a further 1d4 lightning damage.

In the hands of a Ranger, a successful attack with the Stormbow can also deliver spell like effects when the Ranger consumes one of their spell slots to fuel the power of the bow (new spells may be added as the ranger levels and gains access to higher level spell slots).

Lightning Surge (level 1 spell slot)

Your attack deals an additional 1d10 Lightning damage. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d6 lightning damage.

Thundershot (level 1 spell slot)

A wave of thunderous force sweeps out from your target. Your target, as well each creature within 5 feet must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Zephyr Strike (level 1 spell slot, requires concentration)

You can cast this spell upon yourself as a bonus action. You move like the wind. Until the spell ends (up to 1 minute), your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one attack roll on your turn using the Stormbow. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

You can also use an action to cast one of the following spells on any arrow fired from this bow without using any spell slots: Light, Locate Object (5 mile range, 10 minute duration), Misty Step (see below).

Misty Step: as a bonus action you can cast Misty Step and teleport to the location (or within 5 feet of it if the target location is occupied) of your last arrow fired as long as it has been no more than 1 minute.

Staff of the Ogre Shaman

This staff is adorned with many feathers bound to the staff with strips of leather

Staff of the Ogre Shaman

Staff, rare (requires attunement by a bard, cleric, or druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier:

Chromatic Orb (1 charge per spell level, up to 3th)
Cure Wounds (1 charge per spell level, up to 4th)

The following spells can be cast at their lowest level:

Lesser Restoration (2 charges)
Acid Arrow (2 charges)
Flaming Sphere (2 charges)
Scorching Ray (2 charges)
Spiritual Weapon (2 charges)

You can also use an action to cast one of the following Spells from the staff without using any charges: Control Flames, Detect Magic, Detect Poison and Disease, Purify Food and Drink

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.

Ring of the Magi

This ring is made up of a pair of gold and platinum dragons, their tails forming a double band that wraps around the finger, the two dragon
heads meet to form the setting where their claws clutch at a brilliant blue sapphire.

Ring of the Magi

Ring, Rare (requires attunement by a wizard, warlock or sorceror)

Spell Absorption
While wearing this ring, you can use your reaction to absorb a spell that is targetting only you and not with an area of effect. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. The absorbed spell’s effect is canceled, and the spell is stored in the ring. However if the absorbed spell brings the total number of charges above 10 then the absorption fails and the ring becomes overloaded and releases all of its energry into the wearer dealing 5d10 damage and resetting the charges to 0. A successful Arcana check with a DC of 10 + the spell’s level will allow the wearer to recognize the spell before deciding whether or not to attempt to absorb it.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

The ring can store up to 10 levels worth of spells at a time.

You gain a +1 bonus to AC while wearing this ring.

You can also cast one of the following Spells from the staff without using any charges: Mage Armor (as an action), Feather Fall (as a reaction), Mage Hand (as an action).

The Half Way Inn

1. Street View
The sign hanging from a tall post out front lets you know
that you’ve arrived at The Way Inn. With the thick stone walls, barred windows, the sturdy iron gate, the inn looked like a fortified outpost ready to with stand an invading army; yet the gate stood open, and the sounds of music and merriment within was warm and welcoming.

There’s a tall barn on the east side of the property that’s connected to the tavern by a low wooden fence. The space between the two buildings forms an open yard that is rutted with the tracks of wagon wheels and marked by the prints of horses. Most of these lead to the double doors on the side of the barn.

2. Courtyard
A short dirt track leads from the gates to the barn, while a second track leads up to the tavern. The tavern has a long porch in front with some benches and chairs on it. A second short fence connects the barn to the tavern in back. Through the gap between the buildings you see a second yard, some outbuildings, and a well.

3. Barn

The front half of the barn is an open space large enough to house at least two wagons. There are shelves and worktables against the walls, a pile of crates in one corner, and a short pyramid of hay bales. The barn appears to be well stocked in supplies and also serves as a general goods store for the surrounding countryside.

The room smells of warm straw, oiled leather, and animals. There is very little manure smell, and the floor is amazingly clean. Whoever manages the stables is clearly a stickler for cleanliness. The back half of the barn has six stalls for stabling horses, mules, draft animals, or donkeys. There are barn doors on the north, south, and west sides of the building.

4. Main Room

Grand murals of rolling hills, forested valleys, and serpentine rivers cover every wall of the tavern’s main room. The large room is lit by paper-paned wooden lanterns hanging at intervals from the rafters, and is warmed by a huge stone fireplace that takes up most of the wall on the west side of the room. Long tables lined with benches fill the center of the room, while booths and smaller tables line the walls. The east wall is dominated by a long bar lined with stools. Mugs, bottles, and tankards are stacked high on a shelf behind the bar.

There is a small stage in the northeast corner with a door beside it, and a seat in the southeast corner. You also spot a pair of potted olive trees; one is by the entrance, and another is next to the chair. In addition to the door by the stage, there is the main entrance, a door behind the bar, and a fourth door on the south wall near the fire.

The fireplace is built from local fieldstone, and the hearth is a single slab of slate from the quarries northeast of town. It’s nearly fifteen feet from end to end and five feet deep.

The bar doesn’t have any flourishes or fancy carvings. It is simple but solidly built. The most distinctive feature is the bar surface, which is made from a single, massive board. The board is oak heartwood, and has a beautiful grain, and shows hardly any signs of wear.

The tavern has four types of seating. The first are the long tables which are always used for communal seating. When you sit at the long table, you are indicating that you’re there to socialize and open to conversation.

The second are the round tables. These aren’t necessarily communal seating, but if the long tables are full, one is expected to share the table with others.

Third are the high stools along the bar. The bar is the preferred choice for a person that is alone, but who doesn’t really want to socialize with the rest of the crowd.

Finally there are the booths. By unspoken agreement, the booths are a place where a person can talk privately. If a group of patrons select a booth, the rest of the crowd generally leaves them alone. The high backs and dim lighting make them perfect if you don’t want everyone else to overhear your conversation.

5. Private Rooms

On the outside of each door is painted some kind of animal; bear, wolf, stag, or coyote. Inside, you find a clean, private room. There is a bed in one corner with a small table next to it, a desk and chair, and a chest with a lock. The room has a glass window, and you can see from the hinges that it opens to let in fresh air. The windows facing west however are protected by iron bars. Each bed has a straw-stuffed mattress and a down pillow. It has linen sheets and wool blankets.

There is a chamber pot under each bed, plus a portable coal stove that can be pulled out and stoked on particularly cold nights. All the private rooms have good wooden doors that lock. The animal painted on the door corresponds to a matching painted animal on the wood placard attached to the guest’s key. The room has an oil lamp that is kept full.

6. Bunk Rooms

This large room has three sets of bunk beds and a small table with a few chairs around it. These rooms are rented by the bed or by the room and sleeps up to 6 people.

Bunk rooms offer more privacy than the common room, but a guest might still end up bunking with a stranger. Like all the other rooms, the bunk rooms are neat and clean. There are chamber pots under the beds, and a coal stove for especially cold nights.

The bunks are rope beds with straw mattresses and down pillows, but neither the pillow nor the mattress is stuffed quite as well as in the private room. Beds have linen sheets and wool blankets. The room has a few oil lamps, but guests in bunk rooms are expected to take them down to the bar if they need them refilled.

7. Common Room

A pile of bedrolls lay in one corner of this large, open room, and a few bedrolls are unrolled and lying on the floor. The room is relatively clean, but it smells of sweat and other body odors. This large open space is a cheap, communal sleeping area for anyone that can’t afford one of the bunks or private rooms.

8. Backyard

A small, stone building that appears to be quite old sits behind the barn. The areas in between the buildings are fenced in, creating an enclosed yard. There is a rabbit hutch built against the wall of the barn and next to it is a chicken coop. Nestled between the barn and the stone building is a small pig sty, and in the center of the yard is a stone well.

The stone building is the tavern’s kitchen. It has a slate roof, a chimney in the northeast corner, and a second chimney on the east wall. It has a cellar underneath that is accessed through a pair of cellar doors on the west side of the building.

9. Kitchen

The smell of fresh bread, roasted meat, and onions fills the space inside the stone building. In the northeast corner is a small bread oven, and on the east wall is a stove. Every other exposed wall is covered by shelves, tables, and piles of crates and barrels. The center of the room is dominated by a table, and strings of onions, sides of dried meat, pots, pans, and utensils hang from the ceiling.

Notable NPCs

Dannru: Innkeeper/Owner, human, late 20s, bald dome on his head from premature balding, crown of light brown hair. Wears a stained leather apron over a simple cotton tunic.

Dela: Innkeepers wife, human, short white hair and gray eyes. Late 20s.

Mia: Dannru and Dela’s 8 year old daughter who recently went missing.

Harmin: Bartender, older dwarf with a mostly grey beard with streaks of red. Wears a leather apron that covers most of his front. Has a large round nobby nose, and has large calloused hands.

Edwaild: A retired soldier in his late 30s. Edwaild is heavyset, with silver hair and sharp brown eyes. He wears chain mail and wields a long sword.

“He’s a good man. A retired soldier. He has seen some action too from what I have heard. He is retired now, he came here to settle down and live the quiet life and to take up farming. Hmph,” the dwarf chuckled. “Some men just aren’t cut out to be farmers. Now he runs the Brotherhood.”

“The Brotherhood of Wolves, they call themselves. They are mostly retired soldiers, like him, who came out here expecting to find the simple life but found out that they didn’t quite have the knack for it. They take it upon themselves to patrol the area and look after the farmers and other folk that live around here. In exchange Dannru gives them free room and meals any time they stop by.”


Service Cost
Private Room 5 Denarii per night
Bunk Room 2 Denarii per night per bed
Common Room 1 Denarii per night
Stabling (Includes Feed)
Horse 5 Denarii per day
Mule 7 Denarii per day
Pony 4 Denarii per day
Meals 2 Denarii
Mead 5 Sestertii per mug
Bath 5 Sestertii
Laundry 1 Denarii

The Lighthouse

As you head up the stairs you rise up to the level of the windows and are able to get a clear view outside. One window in particular is right next to the stairs so you can get a really good view outside and below.

You appear to be near the edge of a rocky cliff with a clear view of the ocean waves as they crash against the shore. You can also see a cozy looking stone cottage with a tiled roof near the base of the structure that you are in. Both structures are on a small rocky island surrounded by sea. Behind you away from the shore is a small stand of trees. Shortly beyond that you can see more ocean surrounding you forming a small island. Only a few hundred feet away is the mainland.

The mainland looks like a rocky coastline with a few shallow cliff faces with the occasional break into a sandy beach. The beach is swarming with sea birds of all types digging into the sand looking for food.

Further down the coastline towards the east and just barely within sight you can see what might possibly be the mouth of a river but it is at the very least a few miles away.