Whither the Murder Hobos? A Session Where We Don’t Attack Things We Aren’t Supposed to Attack!

The Saturday Game, Recapping 6/20/20 – Back at Trollskull Manor, we spend time identifying the items from Manshoon’s five chests and brewing enough healing potions for everyone to have two. Our next task is to obtain the last Eye of Golorr from the Xanathar. At a meeting with Mirt, our contact at the Harper’s Guild, we learn the lair is located beneath Waterdeep through a staircase in the Castle Ward. Mirt also tells us of an informant named Thorvin Twinbeard who has spoken about the gladiatorial games that occur there. Joining these games becomes our cover story for entering the lair.

In the Castle Ward, we find an entrance marked by the symbol of the Xanathar. As we proceed through a hallway, a dwarf approaches.  We ask about the games and he describes the rules and the lively betting that occurs. The Cleric volunteers for battle and enters the gladiatorial pit. Other party members place bets. After three rounds against some formidable opponents, the Cleric collects a handsome sum. While this is happening, other party members note an eyestalk protruding from the ceiling. We surmise it is part of a security system.

After the fights we continue searching the lair. Towards the entrance is a fresco of a tree covered with lidless eyes, one of which looks like a switch. After disarming a trap, we open the door to find five bald dwarves intently viewing a scrying circle. Above, a large bronze bell hangs ready to alert for intruders. The Rogue sneaks in and alters two of the runes; thus, disabling the surveillance system.

Opening a door in a circular hall leads to the audience chamber of the Xanathar himself. Surrounded by cheering followers, he mumbles some incoherent propaganda. We sneak to a door to the south. This opens into a room where a dwarf guards two fishbowls. The Wizard puts the dwarf to sleep. We talk to the druid disguised as a fish in the smaller fishbowl. We know him from a previous adventure where we installed him as a spy for the Harper’s Guild. He swims up and down to indicate a chest in the larger fishbowl does contain treasure. After pulling the chest out, we open it to find the final Eye of Golorr and other items. Successfully, we extricate ourselves from the lair.

Back at Trollskull Manor, we secure the final eye to the Stone of Golorr, reaching an experience milestone. The Paladin attunes to the stone. Through it, he determines the treasure vault is in the City of the Dead in the Brandath family mausoleum. As it so happens, our friend Renaer Neverember is related to the Brandath family and he escorts us there.  Searching within, we discover a wall disguising a staircase leading down. In the hall is an exploded glyph of warding. The Rogue disarms another. At the end is a collapsed tunnel, but we detect that it is a magical illusion and proceed. After avoiding another trap, we approach a vault door marked with the symbol of Dumathoin and dwarvish runes. Using the Stone, the Paladin casts legend lore on the door which reveals there are three keys required: a dragon scale (a gift from a bronze dragon we helped while disrupting the drow mercenaries), a source of light (taken from the Xanathar) and a hammer (taken from Manshoon). We perform a ritual which opens the door.

The ceremonial vault has several frescos depicting dwarven history. Searching, we find a secret room of the architect Harlsod Darkshine’s filled with treasure, but not the amount we need for the Cassalanters. We find a hammer and anvil room where we repeat the ritual and gain resistance to fire for twenty-four hours. In another room, an inscription states telling a secret never told before will part the lips of a statue of Dumathoin. As we do, a trap door can be opened revealing a staircase down. We take a short rest before descending into a cavernous vault containing a massive pile of treasure. On top, sits a red dragon.