WATERDEEP: Chapter Seven

Trollskull Manor:

The adventurers reunite Volo with Floon and Renaer, Volo gives them a rather sheepish look as he explains their reward, which include Trollskull Manor.

Volo: “I confess that I have but few coins to spare. But never let it be said that Volo reneges on a promise. Allow me to show something much more valuable.” He holds out a scroll tube. “The deed to a remarkable property here in Waterdeep! We’ll need a magistrate to witness the transfer of ownership. I’ll arrange a meeting with one after you’ve inspected the estate and deemed it satisfactory.”

The tube holds a deed to Trollskull Manor, a historic building in the North Ward that the adventurers can claim as a home base. The deed has been notarized and appears legitimate (because it is).

If the adventurers accept their reward and visit Trollskull Manor, Volo will also set up a meeting with a Tiefling magistrate named Kylynne Silmerhelve.

Volo, Floon, and Renaer all express their gratitude through camaraderie. If the adventurers need to call upon their new friends for an occasional favour, any of them are happy to oblige. Floon has little to offer the characters, but friendship with Volo and Renaer has its perks.

The same patrons of the Yawning Portal who show interest in the adventurers once again continue to watch the party as they eat and drink the night away. Zarek and Alley ask their new friends about the patrons and they tell the adventurers that they are the subsequent:

  • Three Strings the Human Bard
  • Jalester Silvermane A Human Patron
  • Meloon Wardragon A Famous Human Adventurer
  • Dbaya Uday A Human Cleric of Waukeen
  • Yagra Stonefist A Half-Orc Mercenary?
Jalester Silvermane - Trollskull Manor
Jalester Silvermane

Zarek and Alley have a few questions that they ask Renaer about.

Zarek questions if they should not all go to the ‘City of the Dead’ as he believes that if they found something in Ivory Mourning Locket of Lady Alethea Brandath, then that is where they must be heading too next.

Renaer is unsure if that is the case and believes that it was just a convenient way for his farther to use him to hide something without him knowing.

Renaer Neverember: “I think these matters are better dealt with by professional and the City Watch are best equipped to do so, do you two not both think.”

Floon: “I think I need another glass or two of the ‘Temple Under Rock ‘wine.”

Volo: “That is one of the more expensive wines available, are you sure you would not prefer some ‘Glowfire’?”

Alley was enjoying her wine and it looked like she was not accustomed to the grape as she became a lot more relaxed and open.

Zarek and Alley ‘Message’ each other and they agree to spend the night at the Yawning Portal, at Volos expense, where they can then discuss the recent events and the hidden cache of Silver Bars and possible Valuable Paintings in the Zhentarim Warehouse.

They continue to eat and drink and talk. Zarek agrees that he needs to Join the Watchful Order Of Magists And Protectors and to also register for tax. Now that they both are property owners.

There are also questions for Volo concerning Trollskull Manor. Alley is very interested in the idea and mentions that,

Alley: “The North Ward is Waterdeep’s quietest ward. It is also one of its wealthiest. The North Ward is home to most of the middle class and lesser noble families. This ward has few notable landmarks other than the Cliff watch, and it all but shuts down at dusk.”

Zarek agrees but will wait to see the place before he commits completely as Volo seems guarded about information concerning Trollskull Manor.

Floon Blamer’s wife eventually arrives and takes her drunken husband home. Alley and Zarek retire to their quarters and leave Renaer to his drinking and Volo to the bill.

Later that night, in their rooms, Zarek and Alley sit together.

They agree to go to the Zhentarim Warehouse, having rented either a Coach or Cart with which to move the swag.

The adventurers also chat about finding the equipment in the Zhentarim warehouse

Zarek: “What about the ‘Black Army’ that the Zhentarim are gathering and equipping Alley?”

Alley: “I think this is something that we really should allow the City Watch to handle as they have the resources and contacts. Not forgetting they have the biggest gang in the city.”

Alley: “The Black Network’s business must be recruiting, training, and equipping sellswords. Just like the ones we found dead in the Warehouse and those murdered in the streets.”

Zarek: “But the crates were packed with weapons, rations, boots, black uniforms, and other.”

Alley: “All now taken or guarded by the Watch.”

The pair feel a little worse for wear and Alley show-off one of her many Spells to Zarek. Alley asks Zarek to stand at the end of the room, some 30’ feet away from her, and to close his eyes. As he does so, the Rogue can suddenly hear her voice in front of his face, “BOO” says Alley. Zarek can see a rapidly fading Silvery Mist where Alley was standing.

Alley: “We can use this Spell to get into the Zhentarim Warehouse.”

 “You are a dark house Alley, what more are you keeping from me?” Zarek thinks to himself.

The adventurers talk over what to do about the Xanathar Hideout and the Mind Flayer, etc. They conclude that the City Watch are not prepared to venture down into the Sewers and that they should, “Keep the blood off the streets.”

Alley: “Well we know where it is and maybe a secret way in if we ever need to share the information or return.”

Zarek goes through his gear, as he was taught by Iomhar ‘Bodee’ Rackham and finds the pouch that he found on the Duergar who was in the Xanather Hideout.

Inside he finds the very light, yet full, pouch is filled with a ‘Glittering Multi Coloured Powder.”

Zarek was about to tell Alley but finds that she is gently snoring in his bed and so Zarek goes to Alleys room after covering her up, leaving the powder in his backpack forgetting to spend time with it to try and discern it properties.

The next morning, a very hungover, Alley casts ‘Misty Step’ into Zarek’s Ring with the Spell Gem (Amber).

Candle Lane:

Zarek and Alley then head off to a recommend stables, by Bonnie the human barmaid from the Yawing Portal, and there they hire a cart. Zarek takes the time to use his ‘Disguise’ Spell before he enters and Alley waits outside. Zarek has no problem renting the cart for 3 days and they both setoff to the Zhentarim Warehouse.

Once they get there, they see that, as it has not even been a day, the City Watch had a presence inside and outside the Warehouse.

Zarek: “I think we will need to come back under the cover of darkness Alley.”

Alley: “I think you be correct, lets continue around and see what else we have to contend with.”

The adventures find that there are guards on the main gate, in the courtyard, inside the warehouse and a small patrol that takes some 5 or so minutes to make it around the building.

Zarek and Alley head of to view their new residence in Trollskull Alley. The weather has been terrible day, rain wind and cold. The day gets progressively worse as they trundle north to the North Ward.

Trollskull Alley:

Trollskull Alley is a narrow, winding lane tucked away in the North Ward of Waterdeep. It’s a quiet side street compared to the city’s bustling main roads, but it’s brimming with charm and character. The alley is lined with a mix of residential homes, small shops, and local businesses. The area has an old, lived-in feel, with cobbled streets, cosy lanterns, ivy-covered buildings, and the occasional stray cat darting through the shadows.

The centrepiece of the alley is Trollskull Manor, a once-abandoned tavern that will become the base of operations for the adventurers.

Four stories tall and boasting balconies, a turret, and five chimneys, the abandoned building is one of the grandest that the adventures can see in Trollskull Alley.

Eventually arriving at Trollskull alley, Zarek and Alley are met by the impressive and forlorn sight of the building. There is no mistaking the old manor, its corner tower rising above the neighbouring shops and houses.

Shingles are missing from its sharply peaked roof, and the exterior speaks to better times of smooth plaster and white paint, now fallen into grey and mouldy disrepair. A large Elm tree has overgrown its planting, and long branches brush against the facade, shadowing the entrance. The wet alleyway beyond is empty lacking any activity, and yet the road that crosses in front of the manor is also quite empty aside from the two adventurers.

Zarek: “Did you see that; something went towards the front door.”

Alley: “Are you afraid of the Ghouls and Ghasts of the night Zarek?”

Zarek: “Actually yes, they are very dangerous creatures and not to be trifled with.”

It rained last night. The storm that can be quite pleasant when passed in a dry and warm household. The whole city was cloaked in morning mist, as the sun worked hard to burn off the heavy moisture, only for the heavens to open up again.

Trollskull Manor:

Zarek and Alley make their way to the front door and find that it is stuck or wedged shut. Zarek gives the door a shove and falls into the Trollskull Manor Taproom, alerting three figures within of his presence.

The ground floor is strewn with debris. Broken chairs and tables dot the floor, while a large circle of mould grows over the old bar, fed by a steady drip of water from the cracked plaster ceiling. The hearth is cold, with several stones missing. Between the ever-constant cobwebs and broken windows, the whole place is an abandoned mess.

Zarek spots that the intruders have a lantern sitting on the floor in the corner of the room which now provided enough light for the Rogue to see that all three figures are small of stature.

One of the intruders falls off and the bar, screaming out and then the sickening sound of something fleshy hitting stone and a cracking noise is also heard. The next of the intruders turns to face Zarek with a sword in hand, whilst the third turns to run behind the bar after his companion.

Zarek: “What are you doing in here, you are trespassing and need to leave now.”

The figure with the sword, who Zarek can now see is a girl, just stares at the Rogue and does not answer, as if she ignored him or had not heard him.

Alley moves closer and steps into The Taproom behind Zarek.

Intruder Two: “Jenks has fallen don into the cellar and he’s not moving, I can see a lot of blood, please somebody help him.”

Zarek sensing a trap of other enemies rushes to hide behind an upturned tale as the female intruder glowers at the Rogue and his strange behaviour. Alley runs over to the bar and joins the second intruder. The female intruder just stands silently watching the hidden Rogue.

Alley: “Zarek I need your help; the child needs to be healed and I need to climb down into the cellar and bring him up to me.”

Zarek: “Alley are you sure, I think we…”

Alley: “Now Zarek, I can see him slipping away.”

Intruder Two: “Please lady, you have to save Jenks.”

Alley: “It’s OK, everything will be fine, that’s what me and Zarek are doing. My name is Alley, what’s your name?”

Squiddly: “Squiddly my Lady.”

Zarek: “She’s no lady, oh… and you’re a Tiefling.”

Zarek Infernal: “You there boy, what are you doing in the place, you know it is forbidden.”

Squiddly is a slim 9-year-old Tiefling boy with an eye patch, a small bow, and a quiver of toy arrows. He rarely thinks before he talks or acts.

Squiddly looks puzzled at Zarek’s words.

The Three Urchins
The Three Urchins

Zarek then take his rope from his backpack and attaches it to the bar. Alley grabs the lantern and illuminated the Cellar. The Rogue can now see the young boy clearly, an Turami child, and the fearful sight of a pool of blood gradually getting bigger under his head.

Alley: “Quickly, hurry Zarek.”

Trollskull Manor Cellars:

Zarek takes a quick glance into the cellar before he rappels down the rope to recover Jenks.

Zarek can see some collapsed roughhewn stairs. At the bottom there is a cramped cellar. To the north the Rogue can see a pile of barrels and kegs, most of them look clearly empty. To the west the Rogue sees a narrow corridor. The whole place is cold and damp, clear evidence of water infiltration along the walls.

Zarek: “It will have to be re-sealed before it can be safely used as a cellar again is my guess.”

Zarek expertly recovers Jenks’ body and Alley can cast ‘Cure Wounds’ on the poor child. Yet another ability Zarek did not know of, interesting.

Jenks is a portly 9-year-old Turami Human boy with a cloak, a toy wand, and a stuffed owlbear “familiar?” He’s shy around strangers but brave when it comes to helping his friends.

Jenks comes too and Squiddly is extremely happy and thanks Alley, while Jenks siles and nods at Alley. All the while the Human Illuskan girl stays silent.

Zarek attempts to lighten the mood and casts a ‘Minor Illusion’ of a plate of steaming food, which he twirls around and them thrusts it into Squiddly’s face. Once again, Squiddly is unsure as to the actions of the strange person.

The girl then communicates with the Jenks and Squiddly, using hand signs and facial expression. Both Alley and Zarek can’t decern their meaning.

Nat is a lanky, 10-year-old Illuskan Human girl with a wooden toy sword. She appears to be the leader of the group and communicates using a sign language with her friends.

The Urchin boys all talk to Alley.

Squiddly: “Thanks again lady but we are going to make like an Uldoon Trail Banana, and split.”

Jenks: “Thank you.” As he holds up his stuffed Owlbear.

The girl remains silent and backs out constantly keeping her eye on the ‘Hiding Rogue’.

Alley: “Well that went well, I guess you didn’t spend much time with children on your travels.”

Zarek: “What do you mean by that. Anyway, I think we need to look around our new property as I have a funny feeling about this place. I will check the Cellar first.”

Zarek climbs down his rope once more and investigates Trollskull Manors Ale and Wine Cellar. The first and most troubling thing the Rogues keen eyes notices is the pool of blood, from Jenks fall, had vanished and Zarek checked the area for gaps or cracks but find neither.

Zarek: “I have a bad feeling about this.”

Zarek searches the Ale Cellar once again and initially only finds a short tunnel, heading south, that had been blocked and which had clearly been patched at some point in the far past, but the water damage has eroded the mortar.

Zarek then explores the adjacent chamber to the west and the Rogue finds that it is a Wine Cellar. The area is filled with wine shelves, though they stand mostly empty. There are only a few bottles of rancid wine here, as Zarek discovers when he uncorks one and sniffs.

Zarek then returns to the Ale Cellar and has a closer inspection as he feels something unnatural is occurring. After moving some of the barrels the Rogue finds an old dirty Doll. As the Rogue picks the Doll up it utters the flowing words:

Creepy Doll: “Hello, what would you like to play today?”

Zarek drops the Talking Doll and feels like someone had just walk over his grave.

Not wanting to spend any more time in the Cellars, Zarek checks the Wine Cellar once more and notices that the area also has a small corridor, but this one ended at a bricked-up wall. The Rogue has a closer look and decerns that the work was not the same as that of the original walls and must have been constructed by another of the landlords of Trollskull Manor.

Here he finds 3 bottles of Whirling Wind Calimshan Red, which must have been misplaced and left or hidden behind a spare barrel The bottles are fairly valuable given the war presently raging through Calimshan.


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