The Crown of the North (Copy)
đź’Ą From Yawning Portal to Font of Knowledge**
Sessions 01–04
The adventure began in the heart of Waterdeep, with the party—then employed or financially entangled with the Yawning Portal Tavern—either as staff, performers, or lodgers. Their routine lives were shattered during a tavern brawl that erupted into chaos as a troll burst forth from the gaping well in the floor. Working together to repel the beast, the group earned fleeting praise, only to be fired shortly afterward for their involvement in the commotion.
It was in this low moment that they were approached by the eccentric scholar Volothamp Geddarm (Volo). He spun a tale of his missing friend, Floon Blagmaar, and promised handsomely for the party’s assistance in locating him.
Their first leads took them to Skewered Dragon tavern and Old Xoblob Shop, where they learned that Floon had been abducted alongside a nobleman named Renaer Neverember, son of the disgraced former Open Lord of Waterdeep. These clues led them to a warehouse in the Dock Ward, where they clashed with Zhentarim thugs and rescued Renaer.
With Renaer’s help, the group tracked Floon to the sewers below Waterdeep, infiltrating a Xanathar Guild hideout. After battling goblins, kenku, and other miscreants, they freed Floon from his captors.
True to his word, Volo arranged to meet them at the Font of Knowledge, where they returned Floon to safety. Though Volo confessed his inability to pay the promised reward in coin, he instead offered the deed to a property in Trollskull Alley—a run-down manor that would soon become the party’s base of operations.
đź’Ą Session 05 - Summary
On the steps of the Font of Knowledge, Chauncy confessed that the Xanathar Guild had one of the eyes of the Stone of Golorr and were outraged that the Zhentarim had apparently taken it. As Chauncy was leaving, Nordac suggested she apply to work at the Yawning Portal.
Cashmere Nippleart was accosted by an enormous human, Tavian “The Bastion” Solidor, who had been sent by Cashmere’s parents to bring him home. Solidor, however, appeared to disobey his orders after a Drow voice spoke from an unseen object hidden under his breastplate. The object hissed smoke and said the words "Useful" and "Relations" in a Drow accent. Tavian released Cashmere and rode off in the family carriage.
Everyone returned to their homes.
- In her parents’ abandoned shop, Gilli found an order from Tissina Khyret for crafted glass vials for Liars' Night, placed by the Cassalanters (50 gp total, 10 gp up-front). A drawing of her mother brought back memories and her advice to always follow her curiosity.
- Drumlin was threatened with eviction by his landlord, Fenerus Stormcastle, who demanded all his money or information. Drumlin gave him a small amount, and Fenerus left.
- Cashmere Nippleart returned to Floon’s apartment and searched it, confirming Floon made a living staying silent about a noble’s infidelity.
- Zummyar and Nordac went to Nordac’s three-story apartment, finding Cormelian waiting on the steps with orders to deliver to the watch commander in the Trades Ward. She mentioned spending time with Mattrim “Threestrings” Mereg, the bard from the Yawning Portal. While sneaking in through the back window to avoid Nordac’s strict half-troll landlord, Zummyar spotted a cloaked figure watching her before it vanished. After nearly alerting the landlord, Zummyar unpacked her belongings and spent the evening questioning Nordac until they fell asleep.
The next morning, the party met at the Font of Knowledge and found Volothamp Geddarm. Volo had an emotional reunion with Floon Blagmaar, who had dyed his hair black with shoe polish. Floon thanked the group and returned the gold he had borrowed.
Volo, unable to pay the group, offered the deed to Trollskull Manor, a once-thriving property now dirty but solidly built. After inspecting it, the group accepted the offer, though Drumlin protested. Upset by Drumlin’s frustration, Volo left in tears, comforted by Floon. That evening, Drumlin begrudgingly moved into the manor.
The group was visited by Renaer Neverember, who had recovered from his encounter with the intellect devourer. He invited most of the party to consider joining the Harpers and bonded with Cashmere over their shared struggles as noble children. Strange noises later led the group’s youngest members to sleep together in the front bedroom.
The next morning, Cashmere saw fog form on a window, where an invisible hand wrote "Last Call" and pointed to the street. Looking out, he spotted Renaer approaching the manor, smiling and waving, just before an enormous fireball erupted destroying a neighbors building, leaing Renaer nowhere to be found.
🤖 Session 06 - Summary
Session Summary
The session began with a recap of the party settling into Trollskull Manor, experiencing ghostly disturbances like spectral writings and unseen presences. Morning brought a fiery explosion in Trollskull Alley, reducing a building to rubble. Rainier Neverember was found among the victims, while a heavyset man spoke of an “angel of death,” a mechanical construct seen rifling through the ruins. The man fled after relaying this.
Nordak assisted the City Watch, gaining renown for his insights. On Emmerich Frewn’s roof, the party found footprints indicating the construct’s presence and recovered a necklace of fireballs missing one bead. Frewn, angry about their purchase of Trollskull Manor, threw them out.
Neighbors provided context: a brass Nimblewright with a van-dike and hat, had been seen throwing the explosive and searching the gnome victim, who had sewage-stained clothes and ash in his pocket, possibly from a magical note. Other victims included men with snake tattoos, swords sheathed and a nome clutching a dagger. Cashmere recognized Nimblewrights as constructs from Luskan, known for their Technomancers and a dubious reputation that some wish to improve.
Back at Trollskull Manor, Nordak wondered about opening the tavern, while the ghostly presence seemed to favor him. The party decided to consult Mertrum “Three Strings” at the Yawning Portal. Despite tension with Durnan, they secured a meeting where Mertrum, a secret Harper, shared insights. Rainier’s father, Dagult Neverember, was suspected of embezzling gold during a fabricated dragon threat, now linked to the “Great Game,” a generational power scramble in Waterdeep. Mertrum revealed Rainier had been investigating a misdelivered shipment from Luskan the night he met Floon. He provided the Dock Ward address and expressed interest in using Trollskull Manor as a Harper base.
The party informed Floon and Volo of Rainier’s death via letters and went to the Dock Ward. At a large warehouse, Nordak and Gilly (disguised as City Watch) questioned two workers about shipments from Luskan. The workers led them to an elevated office.
Inside, they were greeted by a dead body, and as the door closed behind them, swords were drawn.
đź§Ś NPC Encountered
Neighbors & Witnesses
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Emmerich Froon
- Cantankerous neighbor; owns property near Trollskull Manor.
- Provided reluctant access to his home and roof for investigation.
-
Half-Elf Carpenter (Bent Nail)
- Witnessed a “brass man” throwing the explosive that caused the explosion.
-
Rizral (Gold Dragonborn, Book Wyrm Bookshop)
- Described the mechanical figure’s appearance and actions post-explosion.
Allies and Associates
-
Rainier Neverember
- A victim of the explosion. His damaged necklace was taken by the party.
-
Mertrum “Three Strings” Murg
- Bard at the Yawning Portal and secret Harper.
- Provided insight into the Harpers and connections to the ongoing mystery.
-
Bonnie
- Barmaid at the Yawning Portal; served drinks to some of the party members.
-
City Watch Sergeant
- Oversaw the investigation at the explosion site.
-
Investigator from the Order of Magists and Protectors
- Present at the explosion site, likely investigating the magical nature of the fireball.
- Spoke briefly with Nordak about the events and victims.
Miscellaneous
-
Suspicious Survivor
- Claimed to be a bystander but fled the scene after providing cryptic information about an “angel of death” (the mechanical figure).
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Warehouse Workers (Dock Ward)
- Two workers (man and woman) inside the Dock Ward warehouse where the party was investigating shipments.
- They lured Gilly and Nordak into a trap
Miscellaneous Mentions
- Volo (informed via letter about Rainier’s death).
- Floon (informed via letter about Rainier’s death).
đź‘®City Watch Renown benefits
City Watch Rank 1: “Watchman” (1 Renown)
At this very low rank, the character is recognized as a new member of the City Watch and is given small responsibilities.
- Basic Resources: You gain access to the City Watch barracks, which allows you to sleep in your City Watch station and receive a free meal for the day.
- Patrol Duty: Once per tenday, you are assigned patrol duty and can question civilians about suspicious activities. The information provided is basic and non-sensitive, but useful for small leads or minor criminal reports.
City Watch Rank 2: “Corporal” (3 Renown)
At this level, the character has earned some respect within the City Watch. They’re given more responsibility and access to basic resources.
- Trusted Guard: You gain access to the City Watch’s armory (located in the Castle Ward) and can request mundane items such as basic weapons, shields, or non-magical armor (leather, chainmail) for use on missions or patrols. These items must be returned after use, and can be used by non-City Watch members if approved of by a Corporal or higher.
- Street Contacts: You know several Watch members who patrol specific wards. Once per day, you can get several (1d4) pieces of basic information about criminal activities in a ward of your choice (1 ward per day). The DM provides information gathered by patrolling City Watch members, such as reports of recent disturbances or known criminal activity.
- Limited Authority: Off duty, you may act as a Watch member within your ward to address minor crimes, question individuals, or briefly detain suspects to assess potential criminal activity. For extended detentions or more serious actions, an on-duty officer should be summoned. Gain advantage on Charisma (Persuasion) checks when invoking your authority.
⚓️🎡Session 7 - Summary
The session began with a discussion of character motivations and goals, including Drumlin’s ambition to create a power company in Waterdeep. Few seem to believe in his vision, so he needs money or influence to do it himself.

The party then returned to the main action, where Cashmere and Nordak were in a warehouse office confronting a dead body and two armed individuals.
Combat ensued in the warehouse, with the rest of the party outside. During the fight, Zymmyar was pulled aside by a drow named Fel’rekt Lafeen, who revealed he was part of the Bregan D’aerthe and gave Zymmyar a sending stone and an eyepatch, offering assistance if needed. Meanwhile, the warehouse was set on fire by the attackers.
The party discovered a crated nimblewright (mechanical person) in the warehouse and managed to escape with it. They named it Sparks. They learned the attackers worked for the Cassalanters, a noble family worried about being falsely accused of Renaer Neverember’s murder since their nimblewright had gone missing. The Cassalanters apparently had people watching Renaer before and after he went missing, and witnissed him be killed by the nimblewright in Trollskull Alley, recognizing the players from there. She relayed that her employeers had told them, if they should come across the players in the future, to invite them over to Cassalanters estate, as they had something they wanted to discuss with them.
Nordak got a candy apple, and a strange look from the apple salesperson.
The group split up, with Drumlin and Nordak taking Sparks back to their tavern in Trollskull Manor. To try and understand nimblewright technology to improve Nordaks power systems. The rest went to investigate the Sea Maiden’s Faire carnival run by Zardoz Zord.
At the carnival, Zardoz recognized Cashmere and revealed several bits of lore about the Stone of Golorr — an artifact containing the location of Dagult Neverember’s hidden treasure. The stone apparently has three removable “eyes” and was used by Dagult to store the location of his vault after erasing his own memory of it. One of the eyes the party beleaves was in a locket belonging to Reieir, which they saw being carried away by a Mindflayer in the Xanathar guilds hideout in the sewer tunnels.
During their meeting with Zardoz, he revealed that the Cassalanters had purchased a nimblewright with a van-dyke from them. The party realized this connected to the Gralhund family, who owned the warehouse where they first encountered the Zhentarim earlier in their adventures.

🕵️‍♂️👹Session 8 - Summary
Their meeting with Zardoz Zord had confirmed that the Gralhunds had purchased the nimblewright connected to the deadly fireball explosion in Trollskull Alley. Before they departed, Zord gifted them enchanted items, raising questions about his true motives.
Back at Trollskull Manor, their attempts to unravel the mystery of their own nimblewright took an unexpected turn. A sending stone was found embedded deep within its chest. When Drumlin activated it, the eerie presence of purple smoke curling from the stone reminding them of the smoke coming from the chest of Tavian “The Bastion” Solidor, the hulking servant of the Amcarthas, Cashmeres family.
Meanwhile, Nordak was summoned to the City Watch North Ward Headquarters, where he was pulled into a game of political shadows. At the encouragement of renound investigator Barnibus Blastwind and his assistant Saeth Cromley, Nordac disguisised himself as a rock gnome and infiltrated the Zhentarim prisoners. He pried from them the fact that Dalakhar had been present at a secret meeting between the Zentharim and the Xanathar Guild before the two had gone to war with eachother, a meeting that had erupted into violence over something of great value going missing during the meeting. Whether Dalakhar had been Zhentarim or Xanathar remained unclear—both sides claimed he was the other, while Nobles testified to him being a right hand man of Degault Neverember, and a house servent of Renaer.
The Cassalanters presented yet another piece of the puzzle. The wealthy noble family revealed to the group that they had lost much of their fortune to Degaults scheme to defraud the city, and had, in order to retain their status, had gambled with Asmodeus, sacrificing their parents’ souls for fortune and power. Now, realizing their mistake, they sought to buy back their souls with a ransom of one shy of a million gold pieces. They believed the Stone of Golorr held the key to Neverember’s missing hoard and were desperate to find it before Harvest Day, when the Lord of the Nine Hells would claim his due. The party negotiated a contract—one that guaranteed actual gold, not empty promises, should they retrieve the Stone, and left it unsigned for now, written on parchment that could transform into a paper bird to fly back to the Cassalanters should they agree to it.
But before they could leave, their curiosity got the better of them. In the Cassalanter library, a hidden compartment revealed an iron lockbox. Inside, Gilly uncovered proof of something far worse than noble greed—ritualistic cultist items tied to Asmodeus himself, including a golden sacrificial dagger, a mask, crimson robes, and several half-gallon jugs of poison. Gilly took the dagger and a jug of poison.
As the party covered their tracks, they prepared to leave—but the Cassalanters had one final request. They wanted them to meet their elderly parents, the souls at stake in their devil’s bargain. It seemed an innocent request, but as the caretaker wheeled them into the room, folks froze.
It was Cormelian, Nordak’s ex.
đź§żSession 10
After a grueling battle and some clever deception by Gilly, the group managed to get in and out of Gralhund Villawithout being seen by anyone who recognized them. Gilly stole a horse and cart and rode it back to Book Wyrm’s Treasure, the bookstore in Trollskull Alley, where she sent a message via raven indicating she would meet the rest of the party there.
Meanwhile, the rest of you narrowly escaped just as the Cassalanter gang entered through the front door. With Urstul Floxin tied up, you dashed out the back—only to find yourselves face-to-face with Zardoz Zord, who arrived in an ornate circus wagon that transformed into a traveling theater. He offered to whisk you away to safety.
While on the road, Zord revealed that he’d come not only to check in on your progress but also because he’d read something disturbing that he believed you needed to see. He handed Cashmere a page from a newspaper—revealing that Cashmere’s mother, Seraphine Amcathra, is sick.


As the sun set outside the closed Book Wyrm’s Treasure, Gilly stole a quick glance inside the box she had taken from Lady Gralhund. Inside, she discovered three small stones, a few pages torn from a book, and—most astonishingly—an Eye of the Stone of Golorr.
Here are the pages that the Growlhunds kept in the box with the eye that they'd captured.



đź“‘Session 9
The session started inside the Cassalanter Villa library, where Gilly previously found a secret passage hiding poison, a sacrificial dagger, and a cloak. The Cassalanters have offered them a job: retrieve the Stone of Golorr, key to a 500,000-gold cache, claiming they need it to save their parents’ souls—a debt from a past bargain with Asmodeus.
Before they can leave, Victoro Cassalanter introduces his stepmother’s caretaker—Cormelian , Nordak’s ex-girlfriend who's just signed a contract with the house. As she leaves, a knight and a tiefling with a broken horn arrive with reinforcements, including survivors from the warehouse fire. All of them are wearing red and gold armor. Victoro presents a contract, offering the remaining wealth in the vault exchange for retrieving the Stone.
Lady Ammalia orders the knight to perform an immediate raid on Gralhund Villa. The players had asked about the Gralhunds and she is worried they may have the Stone. Sir Alden (the knight) and some mercenaries (a wizard and the tiefling) depart, leaving the party trapped with two guards: a barbarian man and a half-elf woman named Lark—who shows hidden hatred when hearing the Cassalanter mention the players “contract.”
Examining the contract, the party uncovers hidden Draconic glyphs revealing the true terms:
• Signing surrenders the souls of the signers to Asmodeus on Harvest’s Eve.
• The Cassalanters must sacrifice 30 souls (either by contract or ritual) and pay just under a million gold to free their parents.
• Signers can never resist or betray the Cassalanters.
• Breaking the contract leads to eternal damnation.
The Cassalanters claimed they had two surviving parrents, why do they need to sacrifice 30 souls? That would be enough for three. The math doesn't add up.
The realization hits: all previous mercenaries, including Sir Alden and Cormelian, are likely already bound to this pact, unable to resist.
Meanwhile, the Cassalanters’ forces are already en route to Gralhund Villa to claim the Stone. If they succeed, they’ll be one step closer to their mass sacrifice—and Cormelian's damnation.
The party must escape and reach the villa first.
Using a minor illusion, they tricked the Barbarian into believing they'd signed the contract and were working for the Cassalanters, allowing them to leave the room. They snuck into the back yard, and snuck over the manor walls.
Nordac commandeered a coach as a member of the city watch, and the entire grouped helped him race across town, deftly avoiding obsticles as they tried to arrive before the Cassalanters group. The daring race climaxed in Gilly magically speaking to the horse drawing the carriage, giving it a swell of encouragement, enough to ramp over top of a group of about 20 people fighting in the streets.
Arriving at Gralhund Villa, they bluffed their way inside, claiming to be dog walkers with urgent information about the Zhentarim warehouse. The groundskeeper, seemingly convinced, let them in the front door, but as they stepped into the main hall, they found the floor littered with bodies—servants, Zhentarim, and house guards alike, their blood pooling across the dining room floor.
Before they could process the carnage, a bloody battle erupted. Two Zhentarim attacked, along with the groundskeeper—a powerful spell-caster. Fighting their way deeper into the house, they reached the kitchen and saw none other than Urstul Floxin, a furious Zhentarim enforcer, who they recognized as a survivor of the explosion at Trollskull Alley. Urstul pounded on a locked door, shouting at Orond Gralhund, the terrified noble trapped inside.
“That damned contraption of yours turned the whole street into a war zone! We had the gnome, and then—fire, screams, bodies flying! Was that your plan? Work with us until we found the Stone, then steal it out from under us?” Orond yelled through the door.
“M-my wife made the decision, I had no part—She’s got it! Her nimblewright!”
As Urstul continued battering down the door, the party rushed upstairs, where they stumbled into a last stand—the final house guards, desperately fending off the remaining Zhentarim, struggling to keep them from breaching Lady Gralhund’s chamber. Beyond the door, the party caught a glimpse of a nimblewright—the very one from the fireball attack in Trollskull Alley, its Van Dyke beard and wide-brimmed hat unmistakable.
Before they could act, Zummyar hurled a bead from her necklace of fireballs into the melee. And at that very moment, the Sir Aldin and the other Cassalanter mercenaries—arrived outside the estate, ready to seize the Stone of Golorr for themselves.
Now the party must get the Stone before the Cassalanters do—without anyone recognizing them—and escape before they’re caught in the crossfire.
🍻🫖🩸Session 11
As the characters retired to their beds in Trollskull Manor, they reflected on their latest exploits—surviving gang wars and their brush with the Xanathar Guild. They had successfully acquired an Eye of the Stone of Golorr, but the cost weighed heavily on them. Several had disturbing dreams of death and of being chased.
The next morning, they learned there was indeed a friendly ghost residing in Trollskull Manor—Lif, a former owner, eager to see the place reopened. They then interrogated Urstul Floxin, a hostage taken during the battle at the Gralhund Villa, and learned of a hidden entrance to the Xanathar Guild’s hideout in a sub-basement of McBeers.
Emerging from the basement with their hostage in tow, the party encountered Unger Amcathra, the newly appointed head of the Innkeeper and Tavern Owners Guild, who brought a cask of Red Cobbles Ale as a gift to support new businesses like theirs and struggling brewers in the city. He was accompanied by the sniveling Emmerich Froon.
Unger is, of course, Cashmere’s father and the owner of McBeers. Shocked to discover that Cashmere was now running a tavern himself, Unger revealed that everything belonging to Cashmere’s parents had been bequeathed to him—including McBeers itself someday. He then withdrew, bribing Cashmere to visit his ailing mother in exchange for information on the whereabouts of Lady Althea Neverember.
After Unger left, the party handed over Urstul to Zardoz Zord, who agreed to transport him to Luskan when his ships departed.
With coin in hand and urgency building, the party turned to acquiring much-needed supplies and explored Trollskull Alley. Cashmere sought a medical kit at the local potion shop, Nordac negotiated for a sturdy shield, and Gilly met the private detective Vincent Trench, who was intrigued by the mystery of Lady Althea Neverember.
Later, returning from the docks, Zardoz insisted on remaining by Cashmere’s side and transported the party to the Amcathra estate. It was in surprising disarray, with all house servants apparently having been sent out for charitable work. Seraphine Amcathra, Cashmere’s mother, was indeed ill—but the cause was unclear.
While exploring the upper floor, Nordac found some sensational material hidden behind a poster for the show Watch, and Gilly encountered an older woman in a closed-off room—revealed later to be Cashmere’s long-lost aunt, Noel. A wadded-up sheet of paper blew out of Noel’s room as she slammed the door in Gilly’s face.
The session climaxed after dinner when the party agreed to stay the night to appease Cashmere’s father. During the night, Cashmere experienced a surreal, waking dream. He saw coins spilling from his father’s mouth, hallways that resembled his home but were somehow alive. Drawn into a nightmarish version of his parents’ bedroom, he watched a distorted figure— who now he slowly realized looked identical to himself—enter the room and stand over his sleeping parents. The figure wrapped two nooses around their necks, turned to Cashmere with a sick grin, and said, “They never loved us anyway.” Then proceeded to strangle his parents.
In the other room, only Nordac awoke to a peaceful night—until he spied the long end of a noose being dragged slowly through their room.
🪢 Session 12
The session opened with Cashmere trapped in a vivid nightmare. In the dream, a figure who looked just like him stood over his parents’ bed, strangling them with a noose. But before the horror could fully play out, Solidor "the Bastion" Tevain stepped into the scene, complaining they hadn’t “gotten the shot” and calling for another take. A nimblewright nearby was revealed to be recording the entire event, transmitting it directly to Zardoz Zord's ship. There, a voice noted that Zardoz, disguised as Cashmere, was framing the young noble for his parents’ murder.
This was part of Zardoz's larger scheme: manipulating Waterdeep’s noble families through planted nimblewright spies, all to push Luskan into the Lord’s Alliance, with himself as its ambassador. All had fallen into place—except for Cashmere’s parents, who resisted his efforts, perhaps tied to a painful memory from Cashmere’s aunt’s past with a Luskan man. Gilly had shared this story from a letter the aunt left behind.

A note by Noel Nippleart (Cashmere’s aunt)
The first attempt on the Amcathras’ lives—via poison at the hands of Solidor, their trusted retainer turned traitor—had failed. Cashmere’s father emerged unharmed, and his mother merely fell ill. Undeterred, Zardoz altered the plan. By feigning concern, he encouraged Cashmere to return home, bringing Zardoz along as support. Once inside the estate, Zardoz donned Cashmere’s likeness again, ready to stage the murders on camera, with Solidor prepared to kill the real Cashmere to wrap up the deception.
While this was playing out, Nordak awoke to the sight of a rope being drawn across the room. Realizing something was wrong, he roused the others. Drumlin sensed stealthy movement, and they soon discovered Cashmere missing from his bed. Weaponless but determined, the group scattered through the house to find him.
Meanwhile, trapped and paralyzed in the bedroom, Cashmere managed to telekinetically ignite a curtain, sparking a small fire in hopes of alerting someone. As the voices of his friends echoed through the halls, Zardoz began the strangulation.
The doors burst open as the party stormed the room. Solidor grabbed Cashmere, attempting to drag him away, but the young fighter slipped free from his grasp. Nordak charged in, stumbling over a banister but landing a blow against Zardoz, who released the nooses and fled toward the bathroom. Gilly, quick to act, used mage hand to free the parents from their bonds as the others pursued.
Cornered but defiant, Zardoz sneered, admitting his plan had been foiled—yet thanking the group for revealing that they might possess one of the Eyes of the Stone of Golorr. Suddenly, Drumlin realized that they'd placed the eye that they'd retreived from the Cassalanters inside Sparks the nimbewright which Zardoz may still have the ability to control once he gets back to his ship. Frantic, Drumlin raced out the door, deteermiend to get back to Trollskull Mannor as fast as possible.
As Cashmere confronted him, wounded by betrayal, Zardoz offered one last cruel smile, drove twin daggers into Cashmere’s gut, pulled a cloak over his head, vanishing into thin air.
💥 Sessions 01–04- From Yawning Portal to Font of Knowledge
The adventure began in the heart of Waterdeep, with the party—then employed or financially entangled with the Yawning Portal Tavern—either as staff, performers, or lodgers. Their routine lives were shattered during a tavern brawl that erupted into chaos as a troll burst forth from the gaping well in the floor. Working together to repel the beast, the group earned fleeting praise, only to be fired shortly afterward for their involvement in the commotion.
It was in this low moment that they were approached by the eccentric scholar Volothamp Geddarm (Volo). He spun a tale of his missing friend, Floon Blagmaar, and promised handsomely for the party’s assistance in locating him.
Their first leads took them to Skewered Dragon tavern and Old Xoblob Shop, where they learned that Floon had been abducted alongside a nobleman named Renaer Neverember, son of the disgraced former Open Lord of Waterdeep. These clues led them to a warehouse in the Dock Ward, where they clashed with Zhentarim thugs and rescued Renaer.
With Renaer’s help, the group tracked Floon to the sewers below Waterdeep, infiltrating a Xanathar Guild hideout. After battling goblins, kenku, and other miscreants, they freed Floon from his captors.
True to his word, Volo arranged to meet them at the Font of Knowledge, where they returned Floon to safety. Though Volo confessed his inability to pay the promised reward in coin, he instead offered the deed to a property in Trollskull Alley—a run-down manor that would soon become the party’s base of operations.
đź’Ą Session 05 - Summary
On the steps of the Font of Knowledge, Chauncy confessed that the Xanathar Guild had one of the eyes of the Stone of Golorr and were outraged that the Zhentarim had apparently taken it. As Chauncy was leaving, Nordac suggested she apply to work at the Yawning Portal.
Cashmere Nippleart was accosted by an enormous human, Tavian “The Bastion” Solidor, who had been sent by Cashmere’s parents to bring him home. Solidor, however, appeared to disobey his orders after a Drow voice spoke from an unseen object hidden under his breastplate. The object hissed smoke and said the words "Useful" and "Relations" in a Drow accent. Tavian released Cashmere and rode off in the family carriage.
Everyone returned to their homes.
- In her parents’ abandoned shop, Gilli found an order from Tissina Khyret for crafted glass vials for Liars' Night, placed by the Cassalanters (50 gp total, 10 gp up-front). A drawing of her mother brought back memories and her advice to always follow her curiosity.
- Drumlin was threatened with eviction by his landlord, Fenerus Stormcastle, who demanded all his money or information. Drumlin gave him a small amount, and Fenerus left.
- Cashmere Nippleart returned to Floon’s apartment and searched it, confirming Floon made a living staying silent about a noble’s infidelity.
- Zummyar and Nordac went to Nordac’s three-story apartment, finding Cormelian waiting on the steps with orders to deliver to the watch commander in the Trades Ward. She mentioned spending time with Mattrim “Threestrings” Mereg, the bard from the Yawning Portal. While sneaking in through the back window to avoid Nordac’s strict half-troll landlord, Zummyar spotted a cloaked figure watching her before it vanished. After nearly alerting the landlord, Zummyar unpacked her belongings and spent the evening questioning Nordac until they fell asleep.
The next morning, the party met at the Font of Knowledge and found Volothamp Geddarm. Volo had an emotional reunion with Floon Blagmaar, who had dyed his hair black with shoe polish. Floon thanked the group and returned the gold he had borrowed.
Volo, unable to pay the group, offered the deed to Trollskull Manor, a once-thriving property now dirty but solidly built. After inspecting it, the group accepted the offer, though Drumlin protested. Upset by Drumlin’s frustration, Volo left in tears, comforted by Floon. That evening, Drumlin begrudgingly moved into the manor.
The group was visited by Renaer Neverember, who had recovered from his encounter with the intellect devourer. He invited most of the party to consider joining the Harpers and bonded with Cashmere over their shared struggles as noble children. Strange noises later led the group’s youngest members to sleep together in the front bedroom.
The next morning, Cashmere saw fog form on a window, where an invisible hand wrote "Last Call" and pointed to the street. Looking out, he spotted Renaer approaching the manor, smiling and waving, just before an enormous fireball erupted destroying a neighbors building, leaing Renaer nowhere to be found.
🤖 Session 06 - Summary
Session Summary
The session began with a recap of the party settling into Trollskull Manor, experiencing ghostly disturbances like spectral writings and unseen presences. Morning brought a fiery explosion in Trollskull Alley, reducing a building to rubble. Rainier Neverember was found among the victims, while a heavyset man spoke of an “angel of death,” a mechanical construct seen rifling through the ruins. The man fled after relaying this.
Nordak assisted the City Watch, gaining renown for his insights. On Emmerich Frewn’s roof, the party found footprints indicating the construct’s presence and recovered a necklace of fireballs missing one bead. Frewn, angry about their purchase of Trollskull Manor, threw them out.
Neighbors provided context: a brass Nimblewright with a van-dike and hat, had been seen throwing the explosive and searching the gnome victim, who had sewage-stained clothes and ash in his pocket, possibly from a magical note. Other victims included men with snake tattoos, swords sheathed and a nome clutching a dagger. Cashmere recognized Nimblewrights as constructs from Luskan, known for their Technomancers and a dubious reputation that some wish to improve.
Back at Trollskull Manor, Nordak wondered about opening the tavern, while the ghostly presence seemed to favor him. The party decided to consult Mertrum “Three Strings” at the Yawning Portal. Despite tension with Durnan, they secured a meeting where Mertrum, a secret Harper, shared insights. Rainier’s father, Dagult Neverember, was suspected of embezzling gold during a fabricated dragon threat, now linked to the “Great Game,” a generational power scramble in Waterdeep. Mertrum revealed Rainier had been investigating a misdelivered shipment from Luskan the night he met Floon. He provided the Dock Ward address and expressed interest in using Trollskull Manor as a Harper base.
The party informed Floon and Volo of Rainier’s death via letters and went to the Dock Ward. At a large warehouse, Nordak and Gilly (disguised as City Watch) questioned two workers about shipments from Luskan. The workers led them to an elevated office.
Inside, they were greeted by a dead body, and as the door closed behind them, swords were drawn.
đź§Ś NPC Encountered
Neighbors & Witnesses
- Emmerich Froon
- Cantankerous neighbor; owns property near Trollskull Manor.
- Provided reluctant access to his home and roof for investigation.
- Half-Elf Carpenter (Bent Nail)
- Witnessed a “brass man” throwing the explosive that caused the explosion.
- Rizral (Gold Dragonborn, Book Wyrm Bookshop)
- Described the mechanical figure’s appearance and actions post-explosion.
Allies and Associates
- Rainier Neverember
- A victim of the explosion. His damaged necklace was taken by the party.
- Mertrum “Three Strings” Murg
- Bard at the Yawning Portal and secret Harper.
- Provided insight into the Harpers and connections to the ongoing mystery.
- Bonnie
- Barmaid at the Yawning Portal; served drinks to some of the party members.
- City Watch Sergeant
- Oversaw the investigation at the explosion site.
- Investigator from the Order of Magists and Protectors
- Present at the explosion site, likely investigating the magical nature of the fireball.
- Spoke briefly with Nordak about the events and victims.
Miscellaneous
- Suspicious Survivor
- Claimed to be a bystander but fled the scene after providing cryptic information about an “angel of death” (the mechanical figure).
- Warehouse Workers (Dock Ward)
- Two workers (man and woman) inside the Dock Ward warehouse where the party was investigating shipments.
- They lured Gilly and Nordak into a trap
Miscellaneous Mentions
- Volo (informed via letter about Rainier’s death).
- Floon (informed via letter about Rainier’s death).
đź‘®City Watch Renown benefits
City Watch Rank 1: “Watchman” (1 Renown)
At this very low rank, the character is recognized as a new member of the City Watch and is given small responsibilities.
- Basic Resources: You gain access to the City Watch barracks, which allows you to sleep in your City Watch station and receive a free meal for the day.
- Patrol Duty: Once per tenday, you are assigned patrol duty and can question civilians about suspicious activities. The information provided is basic and non-sensitive, but useful for small leads or minor criminal reports.
City Watch Rank 2: “Corporal” (3 Renown)
At this level, the character has earned some respect within the City Watch. They’re given more responsibility and access to basic resources.
- Trusted Guard: You gain access to the City Watch’s armory (located in the Castle Ward) and can request mundane items such as basic weapons, shields, or non-magical armor (leather, chainmail) for use on missions or patrols. These items must be returned after use, and can be used by non-City Watch members if approved of by a Corporal or higher.
- Street Contacts: You know several Watch members who patrol specific wards. Once per day, you can get several (1d4) pieces of basic information about criminal activities in a ward of your choice (1 ward per day). The DM provides information gathered by patrolling City Watch members, such as reports of recent disturbances or known criminal activity.
- Limited Authority: Off duty, you may act as a Watch member within your ward to address minor crimes, question individuals, or briefly detain suspects to assess potential criminal activity. For extended detentions or more serious actions, an on-duty officer should be summoned. Gain advantage on Charisma (Persuasion) checks when invoking your authority.
⚓️🎡Session 7 - Summary
The session began with a discussion of character motivations and goals, including Drumlin’s ambition to create a power company in Waterdeep. Few seem to believe in his vision, so he needs money or influence to do it himself.

The party then returned to the main action, where Cashmere and Nordak were in a warehouse office confronting a dead body and two armed individuals.
Combat ensued in the warehouse, with the rest of the party outside. During the fight, Zymmyar was pulled aside by a drow named Fel’rekt Lafeen, who revealed he was part of the Bregan D’aerthe and gave Zymmyar a sending stone and an eyepatch, offering assistance if needed. Meanwhile, the warehouse was set on fire by the attackers.
The party discovered a crated nimblewright (mechanical person) in the warehouse and managed to escape with it. They named it Sparks. They learned the attackers worked for the Cassalanters, a noble family worried about being falsely accused of Renaer Neverember’s murder since their nimblewright had gone missing. The Cassalanters apparently had people watching Renaer before and after he went missing, and witnissed him be killed by the nimblewright in Trollskull Alley, recognizing the players from there. She relayed that her employeers had told them, if they should come across the players in the future, to invite them over to Cassalanters estate, as they had something they wanted to discuss with them.
Nordak got a candy apple, and a strange look from the apple salesperson.
The group split up, with Drumlin and Nordak taking Sparks back to their tavern in Trollskull Manor. To try and understand nimblewright technology to improve Nordaks power systems. The rest went to investigate the Sea Maiden’s Faire carnival run by Zardoz Zord.
At the carnival, Zardoz recognized Cashmere and revealed several bits of lore about the Stone of Golorr — an artifact containing the location of Dagult Neverember’s hidden treasure. The stone apparently has three removable “eyes” and was used by Dagult to store the location of his vault after erasing his own memory of it. One of the eyes the party beleaves was in a locket belonging to Reieir, which they saw being carried away by a Mindflayer in the Xanathar guilds hideout in the sewer tunnels.
During their meeting with Zardoz, he revealed that the Cassalanters had purchased a nimblewright with a van-dyke from them. The party realized this connected to the Gralhund family, who owned the warehouse where they first encountered the Zhentarim earlier in their adventures.

🕵️‍♂️👹Session 8 - Summary
Their meeting with Zardoz Zord had confirmed that the Gralhunds had purchased the nimblewright connected to the deadly fireball explosion in Trollskull Alley. Before they departed, Zord gifted them enchanted items, raising questions about his true motives.
Back at Trollskull Manor, their attempts to unravel the mystery of their own nimblewright took an unexpected turn. A sending stone was found embedded deep within its chest. When Drumlin activated it, the eerie presence of purple smoke curling from the stone reminding them of the smoke coming from the chest of Tavian “The Bastion” Solidor, the hulking servant of the Amcarthas, Cashmeres family.
Meanwhile, Nordak was summoned to the City Watch North Ward Headquarters, where he was pulled into a game of political shadows. At the encouragement of renound investigator Barnibus Blastwind and his assistant Saeth Cromley, Nordac disguisised himself as a rock gnome and infiltrated the Zhentarim prisoners. He pried from them the fact that Dalakhar had been present at a secret meeting between the Zentharim and the Xanathar Guild before the two had gone to war with eachother, a meeting that had erupted into violence over something of great value going missing during the meeting. Whether Dalakhar had been Zhentarim or Xanathar remained unclear—both sides claimed he was the other, while Nobles testified to him being a right hand man of Degault Neverember, and a house servent of Renaer.
The Cassalanters presented yet another piece of the puzzle. The wealthy noble family revealed to the group that they had lost much of their fortune to Degaults scheme to defraud the city, and had, in order to retain their status, had gambled with Asmodeus, sacrificing their parents’ souls for fortune and power. Now, realizing their mistake, they sought to buy back their souls with a ransom of one shy of a million gold pieces. They believed the Stone of Golorr held the key to Neverember’s missing hoard and were desperate to find it before Harvest Day, when the Lord of the Nine Hells would claim his due. The party negotiated a contract—one that guaranteed actual gold, not empty promises, should they retrieve the Stone, and left it unsigned for now, written on parchment that could transform into a paper bird to fly back to the Cassalanters should they agree to it.
But before they could leave, their curiosity got the better of them. In the Cassalanter library, a hidden compartment revealed an iron lockbox. Inside, Gilly uncovered proof of something far worse than noble greed—ritualistic cultist items tied to Asmodeus himself, including a golden sacrificial dagger, a mask, crimson robes, and several half-gallon jugs of poison. Gilly took the dagger and a jug of poison.
As the party covered their tracks, they prepared to leave—but the Cassalanters had one final request. They wanted them to meet their elderly parents, the souls at stake in their devil’s bargain. It seemed an innocent request, but as the caretaker wheeled them into the room, folks froze.
It was Cormelian, Nordak’s ex.
đź“‘Session 9
The session started inside the Cassalanter Villa library, where Gilly previously found a secret passage hiding poison, a sacrificial dagger, and a cloak. The Cassalanters have offered them a job: retrieve the Stone of Golorr, key to a 500,000-gold cache, claiming they need it to save their parents’ souls—a debt from a past bargain with Asmodeus.
Before they can leave, Victoro Cassalanter introduces his stepmother’s caretaker—Cormelian , Nordak’s ex-girlfriend who's just signed a contract with the house. As she leaves, a knight and a tiefling with a broken horn arrive with reinforcements, including survivors from the warehouse fire. All of them are wearing red and gold armor. Victoro presents a contract, offering the remaining wealth in the vault exchange for retrieving the Stone.
Lady Ammalia orders the knight to perform an immediate raid on Gralhund Villa. The players had asked about the Gralhunds and she is worried they may have the Stone. Sir Alden (the knight) and some mercenaries (a wizard and the tiefling) depart, leaving the party trapped with two guards: a barbarian man and a half-elf woman named Lark—who shows hidden hatred when hearing the Cassalanter mention the players “contract.”
Examining the contract, the party uncovers hidden Draconic glyphs revealing the true terms:
• Signing surrenders the souls of the signers to Asmodeus on Harvest’s Eve.
• The Cassalanters must sacrifice 30 souls (either by contract or ritual) and pay just under a million gold to free their parents.
• Signers can never resist or betray the Cassalanters.
• Breaking the contract leads to eternal damnation.
The Cassalanters claimed they had two surviving parrents, why do they need to sacrifice 30 souls? That would be enough for three. The math doesn't add up.
The realization hits: all previous mercenaries, including Sir Alden and Cormelian, are likely already bound to this pact, unable to resist.
Meanwhile, the Cassalanters’ forces are already en route to Gralhund Villa to claim the Stone. If they succeed, they’ll be one step closer to their mass sacrifice—and Cormelian's damnation.
The party must escape and reach the villa first.
Using a minor illusion, they tricked the Barbarian into believing they'd signed the contract and were working for the Cassalanters, allowing them to leave the room. They snuck into the back yard, and snuck over the manor walls.
Nordac commandeered a coach as a member of the city watch, and the entire grouped helped him race across town, deftly avoiding obsticles as they tried to arrive before the Cassalanters group. The daring race climaxed in Gilly magically speaking to the horse drawing the carriage, giving it a swell of encouragement, enough to ramp over top of a group of about 20 people fighting in the streets.
Arriving at Gralhund Villa, they bluffed their way inside, claiming to be dog walkers with urgent information about the Zhentarim warehouse. The groundskeeper, seemingly convinced, let them in the front door, but as they stepped into the main hall, they found the floor littered with bodies—servants, Zhentarim, and house guards alike, their blood pooling across the dining room floor.
Before they could process the carnage, a bloody battle erupted. Two Zhentarim attacked, along with the groundskeeper—a powerful spell-caster. Fighting their way deeper into the house, they reached the kitchen and saw none other than Urstul Floxin, a furious Zhentarim enforcer, who they recognized as a survivor of the explosion at Trollskull Alley. Urstul pounded on a locked door, shouting at Orond Gralhund, the terrified noble trapped inside.
“That damned contraption of yours turned the whole street into a war zone! We had the gnome, and then—fire, screams, bodies flying! Was that your plan? Work with us until we found the Stone, then steal it out from under us?” Orond yelled through the door.
“M-my wife made the decision, I had no part—She’s got it! Her nimblewright!”
As Urstul continued battering down the door, the party rushed upstairs, where they stumbled into a last stand—the final house guards, desperately fending off the remaining Zhentarim, struggling to keep them from breaching Lady Gralhund’s chamber. Beyond the door, the party caught a glimpse of a nimblewright—the very one from the fireball attack in Trollskull Alley, its Van Dyke beard and wide-brimmed hat unmistakable.
Before they could act, Zummyar hurled a bead from her necklace of fireballs into the melee. And at that very moment, the Sir Aldin and the other Cassalanter mercenaries—arrived outside the estate, ready to seize the Stone of Golorr for themselves.
Now the party must get the Stone before the Cassalanters do—without anyone recognizing them—and escape before they’re caught in the crossfire.
đź§żSession 10
After a grueling battle and some clever deception by Gilly, the group managed to get in and out of Gralhund Villawithout being seen by anyone who recognized them. Gilly stole a horse and cart and rode it back to Book Wyrm’s Treasure, the bookstore in Trollskull Alley, where she sent a message via raven indicating she would meet the rest of the party there.
Meanwhile, the rest of you narrowly escaped just as the Cassalanter gang entered through the front door. With Urstul Floxin tied up, you dashed out the back—only to find yourselves face-to-face with Zardoz Zord, who arrived in an ornate circus wagon that transformed into a traveling theater. He offered to whisk you away to safety.
While on the road, Zord revealed that he’d come not only to check in on your progress but also because he’d read something disturbing that he believed you needed to see. He handed Cashmere a page from a newspaper—revealing that Cashmere’s mother, Seraphine Amcathra, is sick.


As the sun set outside the closed Book Wyrm’s Treasure, Gilly stole a quick glance inside the box she had taken from Lady Gralhund. Inside, she discovered three small stones, a few pages torn from a book, and—most astonishingly—an Eye of the Stone of Golorr.
Here are the pages that the Growlhunds kept in the box with the eye that they'd captured.



🍻🫖🩸Session 11
As the characters retired to their beds in Trollskull Manor, they reflected on their latest exploits—surviving gang wars and their brush with the Xanathar Guild. They had successfully acquired an Eye of the Stone of Golorr, but the cost weighed heavily on them. Several had disturbing dreams of death and of being chased.
The next morning, they learned there was indeed a friendly ghost residing in Trollskull Manor—Lif, a former owner, eager to see the place reopened. They then interrogated Urstul Floxin, a hostage taken during the battle at the Gralhund Villa, and learned of a hidden entrance to the Xanathar Guild’s hideout in a sub-basement of McBeers.
Emerging from the basement with their hostage in tow, the party encountered Unger Amcathra, the newly appointed head of the Innkeeper and Tavern Owners Guild, who brought a cask of Red Cobbles Ale as a gift to support new businesses like theirs and struggling brewers in the city. He was accompanied by the sniveling Emmerich Froon.
Unger is, of course, Cashmere’s father and the owner of McBeers. Shocked to discover that Cashmere was now running a tavern himself, Unger revealed that everything belonging to Cashmere’s parents had been bequeathed to him—including McBeers itself someday. He then withdrew, bribing Cashmere to visit his ailing mother in exchange for information on the whereabouts of Lady Althea Neverember.
After Unger left, the party handed over Urstul to Zardoz Zord, who agreed to transport him to Luskan when his ships departed.
With coin in hand and urgency building, the party turned to acquiring much-needed supplies and explored Trollskull Alley. Cashmere sought a medical kit at the local potion shop, Nordac negotiated for a sturdy shield, and Gilly met the private detective Vincent Trench, who was intrigued by the mystery of Lady Althea Neverember.
Later, returning from the docks, Zardoz insisted on remaining by Cashmere’s side and transported the party to the Amcathra estate. It was in surprising disarray, with all house servants apparently having been sent out for charitable work. Seraphine Amcathra, Cashmere’s mother, was indeed ill—but the cause was unclear.
While exploring the upper floor, Nordac found some sensational material hidden behind a poster for the show Watch, and Gilly encountered an older woman in a closed-off room—revealed later to be Cashmere’s long-lost aunt, Noel. A wadded-up sheet of paper blew out of Noel’s room as she slammed the door in Gilly’s face.
The session climaxed after dinner when the party agreed to stay the night to appease Cashmere’s father. During the night, Cashmere experienced a surreal, waking dream. He saw coins spilling from his father’s mouth, hallways that resembled his home but were somehow alive. Drawn into a nightmarish version of his parents’ bedroom, he watched a distorted figure— who now he slowly realized looked identical to himself—enter the room and stand over his sleeping parents. The figure wrapped two nooses around their necks, turned to Cashmere with a sick grin, and said, “They never loved us anyway.” Then proceeded to strangle his parents.
In the other room, only Nordac awoke to a peaceful night—until he spied the long end of a noose being dragged slowly through their room.
🪢 Session 12
The session opened with Cashmere trapped in a vivid nightmare. In the dream, a figure who looked just like him stood over his parents’ bed, strangling them with a noose. But before the horror could fully play out, Solidor "the Bastion" Tevain stepped into the scene, complaining they hadn’t “gotten the shot” and calling for another take. A nimblewright nearby was revealed to be recording the entire event, transmitting it directly to Zardoz Zord's ship. There, a voice noted that Zardoz, disguised as Cashmere, was framing the young noble for his parents’ murder.
This was part of Zardoz's larger scheme: manipulating Waterdeep’s noble families through planted nimblewright spies, all to push Luskan into the Lord’s Alliance, with himself as its ambassador. All had fallen into place—except for Cashmere’s parents, who resisted his efforts, perhaps tied to a painful memory from Cashmere’s aunt’s past with a Luskan man. Gilly had shared this story from a letter the aunt left behind.

A note by Noel Nippleart (Cashmere’s aunt)
The first attempt on the Amcathras’ lives—via poison at the hands of Solidor, their trusted retainer turned traitor—had failed. Cashmere’s father emerged unharmed, and his mother merely fell ill. Undeterred, Zardoz altered the plan. By feigning concern, he encouraged Cashmere to return home, bringing Zardoz along as support. Once inside the estate, Zardoz donned Cashmere’s likeness again, ready to stage the murders on camera, with Solidor prepared to kill the real Cashmere to wrap up the deception.
While this was playing out, Nordak awoke to the sight of a rope being drawn across the room. Realizing something was wrong, he roused the others. Drumlin sensed stealthy movement, and they soon discovered Cashmere missing from his bed. Weaponless but determined, the group scattered through the house to find him.
Meanwhile, trapped and paralyzed in the bedroom, Cashmere managed to telekinetically ignite a curtain, sparking a small fire in hopes of alerting someone. As the voices of his friends echoed through the halls, Zardoz began the strangulation.
The doors burst open as the party stormed the room. Solidor grabbed Cashmere, attempting to drag him away, but the young fighter slipped free from his grasp. Nordak charged in, stumbling over a banister but landing a blow against Zardoz, who released the nooses and fled toward the bathroom. Gilly, quick to act, used mage hand to free the parents from their bonds as the others pursued.
Cornered but defiant, Zardoz sneered, admitting his plan had been foiled—yet thanking the group for revealing that they might possess one of the Eyes of the Stone of Golorr. Suddenly, Drumlin realized that they'd placed the eye that they'd retreived from the Cassalanters inside Sparks the nimbewright which Zardoz may still have the ability to control once he gets back to his ship. Frantic, Drumlin raced out the door, deteermiend to get back to Trollskull Mannor as fast as possible.
As Cashmere confronted him, wounded by betrayal, Zardoz offered one last cruel smile, drove twin daggers into Cashmere’s gut, pulled a cloak over his head, vanishing into thin air.
Here is a cleaner, more grounded version of your session recap. It keeps the tone engaging but trims the flair for better clarity and use as a player refresher:
💡🪽Session 13
Last session, the party confronted Zardoz Zord in the ballroom of Amcartha Manor. The confrontation revealed the depth of his deception—and his true identity as a drow. The fight broke out amidst the grandeur of the manor, lit by candles and shadowed by aged tapestries.
Zummyar opened with a well-placed Fairy Fire, exposing Zardoz and giving the party the upper hand. She also inspired Gilli, who managed to snatch Zardoz’s magical hat, disabling his disguise ability. Cashmere seized the opportunity, landing a solid blow that drew blood. Zardoz taunted him mid-fight, but the arrival of Cashmere’s aunt Noel—who cast a spell that forced Zardoz to flee—turned the tide and ended the skirmish for now.
Meanwhile, Drumlin raced back to Trollskull Manor to stop Sparks, the nimblewright, from destroying the place. Under Felric Lafine’s influence, Sparks was searching for the Stone of Golorr’s missing eye. The manor began to collapse, and Drumlin, Sparks, and Emric Froon all fell into the basement. There, Drumlin improvised a device, used it on Sparks, and saved both himself and Emric by taking flight. Sparks was destroyed, but the eye was recovered from the wreckage.

Back at the manor, Zummyar, Gilli, and Nordak took stock of the aftermath. Zardoz’s escape had revealed more than his identity—it exposed his ties to Waterdeep’s criminal underworld, and hinted at a larger plot unfolding beneath the surface.
As flames crept along the walls, Noelle turned to her sister and, assuming everyone already knew, said, “We need to call Laeral. They’re making attempts on the lives of Masked Lords now.”
With those words, a closely guarded secret was laid bare: Serafine, Cashmere’s mother, was one of Waterdeep’s Masked Lords—members of the city’s hidden ruling council, whose identities are kept secret to shield them from influence and danger.
The truth struck like a blow. Not just because Serafine held power, but because she had hidden it from her own son.
And now, with Laeral Silverhand, the Open Lord of Waterdeep, invoked by name, the scope of the threat became undeniable.
Serafine looked at Cashmere. She said nothing. The secret was out.