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Fantasy Dragon Heist (Completed)

"They will first comb through the Villa and the entire neighbourhood." Renaer says. "Then, they will interrogate everyone nearby. I'll keep an ear out in the coming days to see how it goes." He turns to you and takes your hand affectionately. "Let's split and disappear now, I'll visit you soon."

--

Within days after the events that local broadsheets dub the "Gralhund Villa Bloodbath" the City Watch cracks down on the Black Network. Even members of the Zhentarim who have no known criminal ties are rounded up and interrogated. The broadsheets jump on the bandwagon by portraying the Black Network in the most unflattering light, thus dealing a crippling blow to the faction's already questionable reputation.

Regongar is gone, but he had left a note for your, explaining he needs to keep a low profile for a while until things calm down. He is not on good terms with the Zentharim any longer and they are ready to put the blame on him, should he be caught. He assured you that he will be back soon and petitioned you to take care of his perky barmaids.

The City Watch comes to talk to you as well led by Saeth Cromley, due to your involvement with the recent fireball incident. However, they don't have anything that would tie you to either of those, except your necklace of fireballs that you need to keep well hidden now.

- You tell the Watch everything.
- You tell the Watch some things.
- You don't tell them anything.
 
You don't tell them anything.
The aftermath of the entire situation left Iselas feeling unbalanced and unsure of where she stood. With Regongar gone and the Zentharim forced underground she couldn't help but wonder at the repercussions of her actions. They'd been involved in a massacre, nothing concrete enough to implicate them -- and she definitely didn't give the Watch anything when it came to said information -- but they'd still seen the damage firsthand.

In the days that followed Iselas found herself watching her friends a little more closely, not unlike a dragon that would watch over its treasure. And, when the Watch came sniffing around, she gave them absolutely nothing. She decided that it was best to keep her mouth shut rather than accidently give them something that would give them reason to lock her up.
 
Chapter IV - Dragon season

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Even with Regongar gone, Amiri angrier than usual, and Renaer off to snoop around the Watch, your efforts in finding the nimblewright continue. After all, the Stone of Golorr was supposed to be delivered to you, it is only right that you have it.

Having failed to finish sweeping the whole town with the detector, you set out on the same job once again, starting with the Wards that you didn't go to. They turn out to be no good, so you are forced to go back to the ones already explored.

Finally, after a week of tedious search, the nimblewright detector starts whirring and spinning when you walk through the man street of the Trades Ward. You are alone and slightly tired from your search, but in a good shape to track down the elusive construct.

- Search the main street.
- Search the side alleys.
- Search the shops.
 
Search the side alleys.

Not that Iselas was self-conscious about carrying around a strange device that whirred and made odd noises, but she wasn't trying to attract anymore unnecessary attention to herself. Which was why -- when the nimblewright detector suddenly came to life in her hands -- Iselas was quick to duck into a side alley. Besides, if she was a strange metal figure trying to avoid detection, where would she hide?
 
The nimblewright detector continues spinning faster and faster as you enter and alley and come to a dead end. Here you can see, among the trash cans and piles of garbage, a brass shape that's vaguely human, in a red cloak and a hat.

latest

It looks at you as you approach, eyes empty and devoid of recognition. Then it suddenly attacks you, quick as lightning.

- Dodge (roll d20 for agility check).
- Parry (roll d20 for strength check).
- Run away.
 
Dodge (rolled 1).
Iselas barely had time to register that there was a person -- or rather a figure -- at the end of the alleyway before they were suddenly upon her. From her brief glimpse, however, she immediately determined them to be the nimblewright, the whirring of the detector confirmed that much, but the ornamental garb was what caught her off guard. She wondered whether this was Nim's creation or a different nimblewright entirely? After all, there seemed to be an abundance of them in Waterdeep.

As the figure raised their weapon in preparation for an attack -- and wow, they were fast -- Iselas attempted to side step another impending injury, device clutched protectively to her chest. "Wait!"
 
You call out for it, but the nimblewright doesn't stop. Since you are not fast enough to get out of it's way, his blade pierce's through your shoulder, sending searing pain throughout your body. The detector falls to the ground.

The nimblewright looks at it with disinterest and pulls out its sword from your shoulder, leaving you gasping. The wound is bleeding, but nothing vital was hit. The nimblewright stabs at you again.

- Dodge (roll d20 for agility check).
- Parry (roll d20 for strength check).
- Run away.
 
Dodge (rolled 11).
A pained cry stuttered out from Iselas' chest as the blade pierced through her shoulder, the nimblewright detector now dropped to the alleyway floor. Adrenaline had already flooded her system, numbing most of the major pain but not enough to stop her strangled gasp from escaping. As the nimblewright reared back for another strike -- undoubtedly going for something much more vital this time -- Iselas made to duck the blow, acting on pure instinct at this point.
 
You duck just under the blade this time, the sharp sword trimming a few hairs off your head. Your shoulder is starting to throb painfully and if the bleeding is not stopped soon, you will start feeling faint. However, the nimblewright is not letting you run now, his attacks are coming faster and it's getting increasingly more difficult to dodge them.

- Keep dodging.
- Attack it.
- Try escaping.
 
Attack it.
Iselas wasn't aware what she'd done to warrant such a ruthless attack. But, from the throbbing in her shoulder to the dead silence coming from the nimblewright, she found that she didn't really care anymore. All that mattered was surviving this awful encounter; and if she couldn't continue to dodge the attacks coming her way then she'd have to fight back. Shortsword in hand she moved to duck the incoming blows, shoulder twinging with pain as she swung back to return the strikes.
 
The nimblewright side-steps and deflects your blow with easy. Your limbs are getting heavier and your head is swimming. Your movements are clumsy and imprecise. You see the dangerous weapon move toward you again, and brace for the pain, but it doesn't reach you. Your vision grows dark.

--

You open your eyes to the daylight. The sun is still high and it doesn't look like it's much later in the day. You are moving, but not walking. Slowly, you become aware of your surroundings and feel the strong arms around you, holding you precariously. You look up to see Meloon's ginger beard and grim expression.

"You were lucky." He says, seeing that you are awake. "I was in the neighbourhood and heard the ruckus. Imagine my surprise when I saw an automaton trying to make a skewer out of you." He smiles.

Your shoulder is bound, though the bandage is completely red. You will need a healing potion. Meloon is carrying you like a princess and it is not an uncomfortable position.

- Ask about the nimblewright.
- Ask about your wound.
- Thank him.
- Something else.
 
Thank him.
"Meloon?" Came Iselas' less than eloquent greeting as blue eyes squinted up at him through a bleary sheen. The previous situation suddenly rushed back to her, causing the blonde to groan both in pain and at her own reckless decision making. "Thank you for keeping me unskewered and for being a regular knight in shining armour." Iselas slurred, patting his cheek with her uninjured hand, her humor made to deflect the fact that she'd literally almost died. She shouldn't be as used to that as she was.

"Damn, where did that bastard even go? I swear; can't even take a walk in some dodgy back alley without getting attacked." Iselas grumbled, shamelessly cuddling into Meloon's chest because hey! It was free real estate!
 
"Taking a walk?" Meloon's laugh is deep, as he shakes his head. "Really." He looks down at you, comfortably nested in his big arms. "The automaton is... disassembled." He pauses, for a moment then gestures at his cloak. "I've found something on its body that might interest you. It's in the chest pocket. You'll have to get it."

- Ask to be put down.
- Reach into the pocket.
- Ask him something.
 
Reach into the pocket.

Iselas took a moment to feel amazed at the fact that she could feel Meloon's laughter through his chest. A lopsided grin was flashed up at him in return, delighted by his amusement. Making the people that she liked laugh, even if it was at her own expense, felt pretty great. That could be the blood loss talking -- or, it could be the fact that Meloon had thankfully destroyed that mean nimblewright.

"What's that?" She questioned, curious at what could fall under the category of 'what she'd find interesting'. Iselas took a moment to gingerly maneuver herself into a more comfortable position, one that didn't hurt her shoulder, before she reached into his pocket to retrieve the mystery item.
 
The object you pull out is an ordinary piece of paper. Once you unfold it, you see a neatly drawn map of the Traders Ward of Waterdeep. There is an X on the map in of the alleys, probably making someone's house. It is very close to the place where you encountered the nimblewright. There is a name written next to the X: Fenerus Stormcastle.

"Was that the automaton you were searching for? The one responsible for the fireball?" Meloon asks. "I'm going to leave you at the healer's and contact the City Watch."

Your shoulder needs to be healed, however you also have a restoration potion with you. It is very potent and used to heal serious wounds and illnesses, but if you want to continue on your way without any sidetracking, you can use it for your shoulder wound as well.

- Go to the healer.
- Go to the X.
 
Go to the healer.
A petulant pout tugged at Iselas' lips as the idea of going to the healer wasn't a favourable one. However, she only had one restoration potion left on her person and she intending to hoard that until she genuinely needed it. As in, when she didn't have the option for a healer or bandages anymore.

"Okay, I'll go see a healer." Iselas acquiesced, glancing up at Meloon apologetically. "Sorry for distracting you from your duties by the way." She imagined he'd planned for a much more normal and much less bloody day until fate had intervened.
 
"You didn't." Meloon says as he stops in front of a wooden and stone building with the poultice sign hanging above the doors. "I was close by. Besides, now we are even." He puts you down and ruffles your hair with affection. "I have to leave you to it now, take care not to get into any more life threatening situations today."

The healer you visit is a young half-orc woman in light green robes with a sigil you don't recognise. The clinic is empty and she admits you right away, carefully removing the bandages from your shoulder.

"The wound is clean." She says. "I can give you a poultice, stitch it up or use healing magic. What would you prefer?"

Stitching it up would leave a scar, but it's the cheapest variant, costing only 5 gold pieces. A poultice would work in a couple of hours and it cost 15 gold pieces, and healing magic would close your wound immediately and without any discomfort, but the service costs 40 gold pieces.

- Stitch the wound.
- Buy a poultice.
- Ask for magic.
- Something else.
 
Buy a poultice.
"Ah, no promises~" Iselas chimed after Meloon with a fond smile, fully knowing that she would continue to endeavor putting her life in danger. Once inside she was pleasantly surprised to find it empty and was more than happy to be escorted to the front of the nonexistent line. Iselas definitely wasn't so pleased by the price. Eventually, however, she settled on the poultice; she'd need to rest for a while before attempting to find the X on her newfound map anyway.

"Poultice, please," Iselas decided, and then -- since she was already there -- continued to ask, "Do you sell any medical supplies here too? Potions, bandages, that sort of thing?"
 
The healer applies the poultice on your wound. It stings at first, then your whole arms goes numb.

"It will take an hour or two." She explains. "Please lay back and relax, it's a slow day, so you can wait here for it to heal."

When you ask about the potions she gestures to the shelves lining one wall to the side, filled with all sorts of colourful liquids. You can buy restoration potions, bandages, various poison antidotes, and cures for curses and illnesses, however you have no use for most of the stuff sold in the clinic.

- Buy some restorations potions (35gp each).
- Buy some bandages (5 gp each).
- Don't buy anything.
 
Buy 1 restoration potion and some bandages.
"That's very kind, thank you." Iselas murmured, finding that she actually appreciated the sentiment. It was better than trekking back through Waterdeep with a numbed and useless arm. Upon her instruction she laid back and glanced at the shelves that lined the clinic. Her heart cried at the thought of spending more money, but Iselas was also self-aware enough to know that it'd be a sound investment. She got into far too much trouble to not have a backup plan or 'life insurance'.

"Could I take one restoration potion and some bandages, please?"
 
"Of course." The healer nods and gives you the potion and bandages, which you put in your pack.

The poultice makes you drowsy and you are pretty much incapacitated for the next two hours. When you feel rested and the sword wound is just a reddish scar, the healer says that you can leave the clinic.

- Go find the X.
- Pick up Amiri first.
- Pick up Renaer first.
- See if Meloon is available.
 
Pick up Amiri first.
Now that Iselas' wound was almost completely invisible she was ready once again to move on. A part of her was still a little distraught at having spent so much gold on medical supplies but she mentally negotiated with herself that it was an overall good idea. Even if it made her a bit grouchy.

"Thank you for help," Iselas said politely to the healer, trying not to let her disgruntled expression show as she stepped outside. Instead of continuing straight to the marked X location -- and surely she'd learned her lesson of fighting things out alone -- Iselas decided to make a quick stop to pick up Amiri. Hopefully the other woman wasn't too busy or in too much of a bad mood to come along for the ride.
 
Amiri agrees to come with you eagerly. She seems excited to be outside again and doesn't notice that you have been wounded nor ask how did you get the new lead. She never did ask about details of the mission, all the questioning usually fell on Regongar.

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You follow the map to an old, one-story, windowless stone house with a slate roof that is tucked in the middle of the alley, surrounded by taller buildings. Its doors are made of sturdy wood.

There's no one around.

- Break in the doors (roll d20 for strength check).
- Have Amiri break them.
 
Have Amiri break them.
The Regongar sized hole in their team went unmentioned as the pair descended the alleyway towards the spot marked 'X'. Iselas noted the older builds around them, scanning over the entry points until her gaze stopped on their destination. Her first instinct was to tentatively test the door handle, ensuring that it was locked, before she turned to Amiri with a sheepishly apologetic expression.

"Would you do me the honour of opening this door?" Iselas pitched, flashing Amiri her trademark playful smile.
 
Amiri gets your meaning and smashes the door open with her foot, revealing the front room of a shop behind. You see rows of shelves lined with fabric in various colours, along with jars of buttons and pins. A moment later, you notice the actual state of the store. It's completely ransacked. The front desk is broken down, the drawers drawn open and emptied, chairs broken.

"Blood." Amiri says, sniffing the air.

Painted in blood on the store wall is a circle with ten equidistant lines radiating outward from its circumference: the sign of Xanathar. There's a small pool of blood on the floor behind the desk.

Another door leads from it to the back, to a small room that shows signs of struggle, but beside that it's also empty.

- Leave the house.
- Explore it thoroughly.
- Examine the blood.
- Something else.
 

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