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Fantasy Dragon Heist (Completed)

I took two hours to catch sight of the faint green glow. The cabin of the apparatus had a plethora of spells woven in, and you had enough air to stay submerged that long. When you finally spot the greenish hue, the night is getting lighter as well. You have enough time to locate it in the darkness and Regongar swims out to collect it, then hands it to you once he's back in the cabin.

As the day dawns, you start noticing different glows all around the ocean bed. Coins, chests and marble statues litter the bottom all around you. Many ships sunk here during the time and while most of the wood has rotted away, the treasure still remained.

- Dig for treasure (roll for Intelligence check).
 
Dig for treasure (rolled 16).
Time passed lethargically below the waves, the claustrophobic black pushing down upon them as Iselas searched for a glimpse of emerald. When they finally find the Stone, glowing and lonesome in the dark, she cannot help but breathe under the sheer weight of her relief. Regongar's return to the dry safety of the cabin is punctuated by a warm hug and a murmur of genuine thanks.

Now they just had to collect some treasure for Grinda as payment. They didn't have to wait long before the pale sunlight streamed down from the surface; illuminating the ocean floor. Iselas' heart might have actually stopped beating for a moment at the sight. Maybe this wouldn't be so difficult, after all? She really loved treasure.
 
You dig with the pincers of the apparatus and then swim out to the surface with handfuls of gold and silver and ivory. Grinda takes a bit of time to measure every item and coin you got out, turning it over in her hands, then she promises to sell it all as soon as possible.

About two hours later, you have 160 gold pieces which is the half of the treasure's worth. And most importantly you have the Stone. You can feel it now, it's warm in your hands, and feels nothing like the fake one. As soon as you surfaced you felt a faint voice whispering in your head, which has been getting louder if you paid enough attention. This Stone is sentient and it's undoubtedly real.

The location of the Vault is at the tip of your fingertips, but you still have the City Watch on your heels. The longer you delay dealing with them, the worse the sentence could be, but if you deal with them now, more drow elves might come to take back the Stone.

- Examine it.
- Give it to Regongar and deal with the City Watch.
- Bury it somewhere and deal with the Watch.
 
Examine it.
A couple of hours -- and a legendary Stone and 160 gold dragons -- later, Iselas found herself at the precipice of another hard decision. The Watch were undoubtedly on her tail now and delaying would not only bring more trouble onto herself but onto those that she cared about. But still, the compulsion to discover more was literally at her fingertips now. It couldn't hurt to take a better look at the Stone, to listen to what it was whispering to her, right? Then she'd give it to Regongar for safe-keeping -- it'd be safer with him than it would be with her -- and she'd return back to Renaer.
 
The moment you focus on the stone, the voice gets louder. It speaks in all languages at once, but you are able to discern the ones you understand. Suddenly you see an imagine of an old, crumbling windmill somewhere on the outskirts of the city. But then the image falters and you see something else. Three keys, scattered around Waterdeep. They are not of the kind that unlocks the doors, you now see, they are rather extraordinary items that Dagult Neverember appointed to serve the purpose.

You clearly see their shape now: a bronze dragon scale, an animated construct and a unicorn.

You should have a vague idea where to find the first two, but you've never seen a unicorn in your life.

- Visit Zelifarn for the bronze scale.
- Visit the Temple of Gond to ask for an automaton.
- Ask around about a unicorn.
 
Visit Zelifarn for the bronze scale.
The sudden assault of rapid-fire images caused the young half-elf to squeeze her eyes tightly closed, her nose scrunched up with obvious discomfort. It wasn't that it actually hurt her per se, rather it was the idea of something else being inside her brain that bothered Iselas. Still, the realisation that she was a lot closer to discovering the hidden vault than she initially thought...

Well, it seemed like she had an appointment with Zelifarn today.

"I have to go," Iselas said suddenly, turning to Regongar with a considering look as she pocketed the Stone. "Stay out of trouble while I'm gone?" She managed a roguish grin. And then, because she was a big ol' stirrer who loved stirring, "Love you, Reggie~"
 
"What? Don't think I'll let you leave without me." Regongar scoffs, then follows along.

Zelifarn's barnacle-covered wreck is close to your position and all you need to do is borrow the apparatus again. This time Grinda lets you use it for free, having more trust in you than before.

It doesn't take long for the young dragon to notice you and he swims over, curiously examining the automaton.

"Hello, friends!" He intones. "Did you bring any gold now? Silver? Gems?"

- Persuade him to give you the scale (roll for charisma check).
- Promise payment when you find the Vault.
- Give payment for the scale now.
 
Persuade him to give you the scale (rolled 15).
If Iselas was surprised by Regongar tagging along then she didn't show it; she was, however, delightfully surprised by Grinda's generosity and trust in them. The half-elf made sure to blow her a melodramatic kiss goodbye before they sunk back into the ocean. This time previous experience with the young dragon made their journey a short one and Zelifran was almost exactly the same as she remembered.

"Hello, cutie!" Iselas replied with equal enthusiasm; if she were ever to be reborn then she wanted to be a dragon. "I was wondering whether I could borrow your bronze scale? I'll bring it back!" Actually, she belatedly realised that she might not be able to bring it back. "And, if I don't, then I'll bring you some pretty gems of your choice!"
 
"Oh, of course!" Zelifarn nods eagerly. "I like gems, and I have so many scales already!" He reaches out and plucks a small bronze scale from his back leg, then holds it for the apparatus to take in its pincers.

latest

The scale glows with a copper sheen, and while it's small for the size of Zelifarn, it's so big that it would barely fit in Iselas's backpack. "Bring me some sapphires the next time you come to visit! They are my favourite!" Zelifarn says as he swims away, letting you re-surface.

- Go to the Temple of Gond next.
- Ask around about a unicorn (roll for investigation check).
 
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Ask around about a unicorn (rolled 19).
"Sapphires?" Iselas nodded thoughtfully at this comment and filed the information away for later. Zelifarn really was a lovely dragon and he definitely deserved to have some of his favourite gems lying around the place. As they were resurfacing she levelled Regongar with a serious look, "My favourite are opals and diamonds." Like this was a big secret that she was bestowing him with.

"Alright, let's go see what people know about a unicorn."
 
"Well, you can have them once we find the Vault. I don't care in which shape the money comes, as long as I get it." Regongar grins.

--

It takes a day for you two to ask around the slums and markets. In the meantime you take shelter with Grinda, where Regongar had been hiding until now. You spend a bit of gold bribing the people to give you information, until you find that the solution is quite simple. You only need a spell of summoning to summon a unicorn. The catch is that a unicorn is a celestial being, it's not a common dragon, and only the most powerful of mages will have access to these spells. However, you also don't know if the key needs to be a real unicorn. Perhaps a toy would suffice.

- Go to Varja to ask her to give you the spell.
- Buy a toy unicorn on the market (5gp).
 
Go to Varja to ask her to give you the spell.
Summoning a unicorn sounded like something the overly ambitious Dagult Neverember would request. And there was only one person in Waterdeep that Iselas could turn to for such a request. Unfortunately, she wasn't sure how actively the Watch were looking for her and how closely they would be shadowing her regular haunts. Combined with Regongar they now also made a double fugitive target; would Varja even give her spells to a fugitive?

Iselas decided that it was at least worth the risk; because surely, buying a children's toy was not the answer.
 
"No." Varja refuses you flatly when you come to her with the request. You were still let in and granted an audience and Varja doesn't look like she'll hand you over to the Watch. "What would you need to summon a unicorn for?" She asks after a moment, her eyes observing you carefully.

- Tell the truth.
- Don't say anything.
- Lie.
 
Tell the truth.
And that was pretty much the reaction she'd been expecting. Still, Iselas winced as if she'd been struck.

"I... understand that you have no reason to trust me," Iselas began carefully, meeting the other woman's gaze with purpose. Varja had already shown a lot of trust in Iselas, perhaps it was time to return the favour. "But I need a unicorn to open the vault." She doubted that she needed to extrapolate on what vault she'd be opening exactly.
 
Varja Blackstaff thinks it over for a moment, before finally nodding her head. She takes out a white scroll from her desk and holds it in front of you.

"You must set aside a part of the treasure for the good of the city or give me location of the Vault if you are unable to conquer it." She says, before letting you take the spell scroll. "I trust that you will honour the agreement. I'll send work to Meloon to accompany you."

You and Regongar walk out of the Blackstaff tower with the second key. It is dark outside and your search for the keys had taken you three days already. The last key could be obtained at the Temple of Gond.

But, you don't make it there. As soon as you step out of the tower and take cover in a side alley, a bag drops over your head. You are ambushed and knocked out and the world turns black.

--


Chapter V - Maestro's Fall

The first thing you see in front of you when you open your eyes is Jarlaxle Baenre sitting on the throne, surrounded by his subordinates, and wearing a smug smirk.

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"Good evening, adventurers." He greets you. "Did you really think that I wouldn't follow you closely after you so savagely disposed of two of my lieutenants?" He grits his teeth to contain the anger and instead smiles. "I wanted to leave you be, I really did, but you gave me no choice. You kept on trying to find the Stone of Golorr and you really insisted on being uncooperative. You wouldn't go out of your way for a Lord, or a Councillor." He shakes his head in disappointment, then stands up and approaches you.

Your hands are tied behind your back and you are forced to kneel on the ground. Regongar is next to you, in the same state, but with his mouth gagged as well. Jarlaxle squats in front of you and reaches out to stroke your cheek.

"I don't like violence and bloodshed. And I don't like getting my hands dirty if someone else can do my work for me." He smirks. "So, you are going to unlock that Vault, kill the dragon inside it and bring me the treasure. I will be generous and let you have, say... five thousand dragons? It must be far more than you have ever seen and enough to let you live comfortably in Waterdeep for a few years." He pauses, watching you intently. "Or you can refuse and I will very slowly and very painfully dispose of your friend here, then turn you in to the Watch. It's completely up to you."

- Agree.
- Refuse.
 
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Agree.

That opening sight of Jarlaxle Baenre, perched upon his dark throne in all his grandiose glory, was enough to startle Iselas straight back into awareness. Instinctively she tried to move her hands, as if attempting to arm herself, only to find them bound tight behind her back. Glancing over towards Regongar she felt her stomach plummet at the sight -- seeing anyone that she loved bound and gagged was painful, but she really hated seeing Regongar like that.

"Why didn't you just ask me as yourself!?" Iselas demanded, turning her face away from his touch as she sent a worried glance in her companion's direction. Threatening to kill and torture Regongar -- clearly she wasn't as good at hiding her emotions as she thought. Still, if there was a way to get them out of this situation then she'd be a fool not to take it. Rather abruptly the fight washed out of her, and her lips curled downwards in self-directed anger. "Fine, I'll... I'll do it. There's no need to threaten or hurt him."
 
Jarlaxle stops, looking confused for a moment, as if he didn't even think about that option. Disguising himself must have come natural for him, as most drow elves learn to do from their childhood. For some reason, the rest of the races are still more likely to trust a goblin than a drow.

"Are you saying that it would have worked?" He asks, standing up, his eyebrow raised curiously. Then he smiles, white teeth glimmering. "Have I charmed you into submission already?" He turns on his heels and waves to his drow elves.

Two of them step forward and untie your and Regongar's bonds. Regongar touches his wrist, feeling the rope burns on it. Then he gives you a determined look.

"The last man who had me bound is dead and buried. Let's deal with this twerp now and be done with it." He looks pretty angry about being tied up, but it's not surprising, knowing his background.

"Empty threats." Jarlaxle waves a hand dismissively as he returns to his throne. "The deal has been made already. You are free to go, but not without escort." He motions at the two drow gunslingers. "There are my lieutenants, Fel'rekt Lafeen and Krebbyg Masq'il'yr." You recognise Fel'rekt as the one you knocked out in the old tower and he doesn't look happy to see you. "They will follow you to the Vault. Now, be on your way."

- Ask for one of his niblewrights as the third key.
- Ask Jarlaxle something.
- Flirt with Jarlaxle.
- Attack them.
- Go on your way.
 
Ask for one of his nimblewrights as the third key.

"Why am I not surprised that 'charmed' and 'threatened' have the same meaning to you?" Iselas sighed, and it sounded a little sad to her own ears. "And why do all the pretty ones want me dead?" Okay, that definitely sounded woeful. As Jarlaxle returned to his throne she ran her thumb across the tingling sensation that blossomed in her wrists, urging the blood flow back into her fingers. Regongar's anger -- no matter how justified -- was met with a subtle head-shake and an expression that hopefully conveyed how bad of an idea that was.

"Also, before we go," Iselas remembered, drifting closer to Regongar as if they would try to steal him away again. "The third key is a nimblewright. Since we're no longer playing cat and mouse -- can I take one of your ladies?"
 
"I don't want you dead." Jarlaxle chuckles. "I want you to work for me. Consider the five thousand as you paycheck. I think this deal will be prosperous for both of us." He winks at you. "Not to mention that soon enough you will be in favour of an Open Lord and that carries weight in Waterdeep."

He lets you go, and lets you take one of his nimblewrights along, but warns you that they are not for fighting and you better not damage them.

You now have with you quite a party - Regongar, two angry-looking drow elves and a nimblewright. Jarlaxle didn't say anything against bringing more people along and Varja had wanted Meloon to come. A lot of people close to you had taken interested in the Vault.

- Send someone for Amiri, Meloon and/or Renaer.
- Proceed to the windmill with the current party.
 
Send someone for Amiri, Meloon and Renaer.
The heaviness in Iselas' chest lingered after their encounter with Jarlaxle, serving as an unfortunate reminder of what was to come. She'd gone from sneaking around behind the scenes to being pulled into the spotlight for a play that she didn't know the script for. And if this was going to be some grandiose battle then she'd need all the help that she could get.

"We're going to need the others if we want to take down a dragon." Iselas realised with a low, blown out sigh. Tired eyes turned onto the two drow elves who looked very, very unhappy with her. Neither Iselas nor Regongar could venture into the tavern and simply ask their friends to tag along for the ride, which left recruitment up to these sorry characters. Now, she understood why they were angry but they seemed to be forgetting that it was their leader that manipulated her and that it was them who tried to kill her first.

"Alright," Iselas breathed, turning to appraise them with as serious a look as she could muster. "Are either of you able to drop by the tavern and ask for Amiri, Meloon, and Renaer? Or, shall I ask someone else?"
 
After some deliberation, the drows decide that they don't want to skulk around in the open any more than you, so it falls to the nimblewright to fetch your companions. The automaton is capable of understanding and obeying and it takes a written note from you to hand over to others in order to convince them.

--

An hour later Amiri and Meloon arrive to the specified alley in the docks, their weapons drawn, expecting an ambush. When they see you and Regongar standing next to two unfamiliar drow elves, they scowl. It takes a good quarter of the hour to explain your situation to them and just when you finish, the nimblewright comes back with Renaer and you have to do it all over with him.

"Oh, Iselas." Renaer shakes his head, but he quickly comes over to your side, holding your hand protectively. "My father keeps ruining everyone's lives even from across the world. Let's get this over with quickly."

--

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You arrive to the converted windmill in strange company, but at least there's a lot of you now to be semi-confident in dealing with a potential dragon threat. This crumbling, two-story stone building was a windmill long before the city rose up around it. The outer walls are covered with graffiti, and the surroundings are strewn with garbage and detritus. Windows are empty lead frames without glass and the front door is locked.

- Pick the lock (roll for dexterity check).
- Go through the windows.
- Have someone break down the door.
 
Pick the lock (rolled 12).

Surrounded by her most trusted -- and dangerous -- companions Iselas felt marginally better about their odds. Just so long as she didn't think about how she could be leading them to their deaths, of course. That was a sobering and distressing thought. Now that she was standing in front of the converted windmill she retrieved her thieves' tools from her backpack and crouched down at the top of the stairs. She wasn't sure how much luck she'd have picking the lock but it was always worth an attempt.
 
You unlock the door and all eight of you walk into the windmill. It looks deserted, with cobwebs hanging everywhere and dust raising from the ground you stomp on.

"You have the Stone, use it to find the entrance." One of the drows, the man named Krebbyg, says in an unfriendly tone.

Renaer sticks close to you, while the others spread over the inside of the windmill, turning over what little is left of the furniture.

You have to take the Stone in your hand and concentrate on the whispers, until it eventually leads you to the back room and you find yourself standing on a large hatch in the floor. Meloon follows you and offers to pull it open. The hatch is moved aside to reveal a stone staircase, descending quite a way down.

- Go first.
- Let the drow go first.
 
Go first.

Cautiously Iselas leaned over the hatch, peering down the stone staircase and into the concerning darkness below. Taking a step backwards she glanced surreptitiously over to the drow elves, debating whether to send them ahead to scout it out. Her lips turned down at the corners as she realised that that might not be the best idea; they were more useful alive and she didn't want them reporting anything unfavourable back to Jarlaxle.

"Okay, I'll go first." Iselas settled on, reaching out to briefly squeeze Renaer's hand before quickly releasing it. Carefully she inched her way down through the hatch, following the stone staircase down into the dark.
 
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When you all descend into darkness, and your human companions have to form a line, holding each other's hands and then holding onto Regongar, at the end of a long hallway you enter a chamber with a huge stone door raising in front of you. The adamantine double door bear Dwarvish runes. The doors have neither handles nor hinges. The writing on them reads: THE THREE KEYS. BRING THEM FORTH.

"Give me the scroll, I'll read the spell." Regongar says, holding his hand out. The nimblewright walks toward the doors on its own.

- Bring forth the dragon scale.
- Use the scroll yourself.
 

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