Wednesday, July 30, 2025

7-30-25 Game Notes: 3rd of Elient to Morning of 4th of Elient



3rd of Elient


Chapter 1:  Arriving in Waterdeep 


The group started out standing before the portal to the Library (Font of Knowledge) in Waterdeep. Bookworm asks when we will want to come back.  Atalaya says, “Doesn’t work that way.  When we solve the problem we will be ready to come back.”   Atalaya, Boz, Nevil, Inman and Sorrow took one last look at each other and stepped forward and into, well, Waterdeep.  After quick greetings from the library staff, they asked how long we would be. “We're not sure how long our business here will keep us.” Nevil responded.  “But we will need a ready trip back when we are finished,” added Atalaya.


The group stepped out onto the busy street (to the west of the Market, close to Swords Street) coming in via portal was an odd way to orient oneself to a city.  Dropped right in the thick of town, it took a moment to gather thoughts on a plan.  Nevil suggested a beeline to the Yellowcrest Manor, but Atalaya, ever the pragmatist, noted a Yellowcrest tannery across the street.  It wouldn't make sense to double back, so they went in.


Atalaya didn't say a word.  She just began studying the leathers, but Nevil seemed to take to a false identity a little too easily.  She quickly made a story to inquire about the whereabouts of Lord Faerl.  “I am so embarrassed.  I came to town expressly to try to meet with him, but I have lost my letters with his address.  Could you tell me how to find Lord Faerl?“


The merchant states that Lord Faerl manages the tannery and visits town periodically to conduct business, leaving his residence in Greenfast, a little village outside of Waterdeep.  He is due soon.  With additional banter, the shopkeep reluctantly describes his employer as being a high maintenance, very particular and showy wood elf who has expensive and flashy tastes.


Hoping that fate would have him stopping in the shop in the next day or two,  Nevil asked to leave a note and asked what restaurant the lord would prefer.  “Lord Faerl, I was in town on business and was hoping to discuss our trade.  I was hoping to double the order.  It would be wonderful to dine and discuss the possibility of terms.” Nevil intentionally scribbled a false name and smudged it beyond recognition.  “Oh, damn.  Well that's good enough.” She said out loud intending the shopkeeper to hear.  


The group thanks the man and leaves to make way toward the Yellowcrest Manor.   


Hoping to draw less attention, Nevil asks a random unassuming mother with children for directions.  We start making our way,  but decide to get a room in a mid priced (modest) inn for the night so that they will have a place to change clothes before going to dinner.  


GINA:  Have you ever decided where the inn is and what its name is?


Chapter 2:  Yellowcrest Manor


  Realizing that the manor was well on the other side of town, the party hires a rickshaw and makes haste to the manor.


After spending a moment to strategize on the street, the group decides to play the role of “distant cousin” of Sara's and to ask about her whereabouts and condition directly at the manor.  Atalaya, points out that Sara was human and that might be a claim too far for Atalaya to make.  So Nevil again attempts deception. The clearly inebriated and socially deprived Arnulf,  new owner (or maybe steward?) of the manor is surprised and very generous.  He welcomes the group into the home and asks if they'd like a glass of wine several times.  Nevil plays shocked to hear of Sara's murder.  After much discussion the man explains that Lord Viallis of Yellowcrest (i am so bad with names) lives outside the city.  The group asks for his address to be able to extend their thanks for generously employing Sara for so many years.  They learn that Sara was believed buried in the city.   The family plot where the lord lives in Greenfast.  The group lastly asks if he knows where Sara's possessions were taken and the location of her lover Sir Vecken.  Just before leaving, Nevil is moved to step up her level of deception.  She asks the man if he would like her, a devout woman of the cloth, to banish spirits which may haunt the residence after such horrific murders.  He agrees no doubt because he's drunk.


The party searches room to room with Nevil putting on a show of searching for spirits and blessings her way through the house.  Then in the study, the group’s attention is drawn to the faint outline of a ritual circle.  Knowing they have likely found the spot Sara referenced, they search thoroughly.  With Boz's help breaking into the desk, Inman discovers notes of someone who was clearly a magic user and multiple figures of different ritual circle arrangements.  With a nat 20 for his investigation roll, Inman is gobsmacked to discover that the present circle’s destination is none other than Parabor.  


The group briefly staggers, absorbing the revelation and openly speculating about the relationship between their deceased family members, the master, the eye, etc.  However they cut speculation short being that they are not in a safe place to discuss the topic.


Inman takes the notes and drawings for later study. Nevil reassures the man that the spirits seem to be settling and they leave to seek Sir Vecken.



Chapter 3:  Meeting Sir Vecken


As they approached Sir Vecken’s house.  Nevil asked Atalaya how they should approach him.  Atalaya suggested that they ____________.


Sir Vecken answered the door himself.  He appears threadbare, stout and has a friendly face. They spin their tale.  He checked out our garb and obvious weapons and looked dubious, but let them in.  He continued to look at them suspiciously.  Once inside Atalaya asks if we could be truthful.  He said that he preferred that.


Sir Vecken was out adventuring recently himself but came home to care for his father.


Atalaya tells him the truth:  That Sarah’s spirit contacted us while we were at Candlekeep and wants to be put to rest.  Sir Vecken is shocked.  We talked with him and got as much information as possible.  He thinks that Sarah’s body was taken by Lord Viallis and buried with his family in Greenfast.


Nevil asks if Sarah would prefer to be interred here or with her family.  Sir Vecken doesn’t know what she would prefer.  


He tells us some things he heard from Sarah.  “Think she told me some strange things while she was there.”  “I think she trusted the family, especially Mistress Maria.”  “People were coming and going from there that she was worried about.”  “I feel that if she was afraid she would have left.”  


He explained that he learned some new skills and left home, explored and had some adventures.  Then his father was having difficulty and needed his help.  His father is getting older.  


He gives us more information about dealing with Lord Faerl, telling us that Faerl is a wood elf.  He also says that he never liked the guy.  “He’s a prick.”  He says that Faerl has bluish skin, looks like he is in the shadows all the time, is thin, and has red flashy clothing.  Carriage with lots of bodyguards and a big hat.  


We ask if the bodyguards also wear red, thinking they might be Thyains.  Sir Vecken replies that some might wear red. 


When we can think of no more questions, we take our leave and exit the house.  We head back to the inn where we have rooms for the night to prepare for dinner.  Once we are in our fanciest garb we make our way to the expensive restaurant, The Mermaid on the Dolphin.  The dinner costs 8 sp per person.  Lord Faerl does not show up. 


We eventually returned to our inn for the night.  


4th of Elient

Chapter 4:  Heading for Greenfast


We ask the innkeeper about where we can hire horses for a few days.  We are directed to a stable.  We can rent horses for 5 sp per day, but must put down a deposit of 50 gp per horse rented.  Sorrow is going to ride Nevil’s Shep.  


We enter from the north of town and make our way through the farming village.  We find a tavern, The Bulging Cauldron.  We reserved a couple of rooms and stabled our horses.  



Game ends


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Game Notes 8-27-25 4th of Elient cont.

  Chapter 1:  Fight Aftermath The game opens with Boz picking the lock of the house the blue man, Faerl is hiding in.  We have killed  3 (2 ...