Session 2 - Reunions and Revelations
- Waterdeep Dragon HeistSession 2: Reunions and Revelations
The Search Continues Through Shadow and Stone
A Party United
What started as a trio of unlikely allies became something much more significant in the depths beneath Waterdeep. The party’s search for the missing Floon led them not only to their quarry, but to two fellow adventurers who had been pursuing their own noble quest. Sometimes the best adventures begin when separate paths converge in the most unexpected places.
Secrets in the Shadows
The party began this session exactly where they’d left off - standing over an unconscious kenku in the aftermath of our first real battle together. The warehouse around us told a grim tale of faction warfare, with bodies from both the Zhentarim and Xanathar Guild scattered throughout. But our feathered prisoner held secrets that would prove crucial to our mission.
In its final moments, the dying kenku spoke in voices not its own - as these creatures do, mimicking words they’ve heard before. In a deep, orcish accent, it rasped “Xanathar sends its regards,” followed by thinner, nastier tones: “Tie up the pretty boy in the back room!” and “Follow the yellow signs in the sewers.”
Cog, ever practical, relieved the kenku of their 12 gold pieces, while Null claimed a black feather as a trophy - perhaps a reminder of their first successful investigation, or maybe just because it looked cool. You never know with warlocks.
Hidden Depths
The party’s exploration of the hideout revealed more than they’d initially suspected. While they’d found the obvious rooms upstairs (including some crates that had Blue absolutely fascinated by the possibility of hobo-related contents - don’t ask), the real discoveries came when they started looking more carefully at the ground floor.
Behind the very stairs where Null and Cog had made their stand, a secret half-door led to a hidden basement level. What they found there changed everything.
Three figures sat imprisoned in a cell: Lord Renaer Neverember himself, looking rather worse for wear, alongside a radiant aasimar woman and a somewhat grubby wood elf. The lord they’d been seeking was here, but he wasn’t alone - and neither were they anymore.
Trust and Suspicion
The trio’s first reaction wasn’t exactly welcoming. Here they were, three scrappy adventurers who’d fought their way through criminal hideouts, and suddenly they’re face-to-face with a lord and two strangers who claimed to have been trying to help him. Blue, Null, and Cog exchanged some very skeptical looks.
But Renaer quickly set the record straight, explaining how these two brave souls - Eostre, a paladin wrestling with questions of justice and corruption, and Silvyr, a druid who’d come to the city as an environmental consultant - had risked everything trying to reach him. Their own investigation had led them to the same hideout through different paths, only to be captured in their attempt to rescue him.
The negotiation that followed was… interesting. Let’s just say there was a healthy amount of mutual suspicion before they decided that anyone willing to get thrown in a dungeon cell trying to help people was probably worth trusting.
Blue attempted to pick the lock on their cell door but couldn’t quite manage it. Fortunately, Cog stepped up with his mechanical expertise and - with what I can only describe as the most satisfying click I’ve ever heard - opened the lock with perfect precision.
Hidden Treasures
Before the party could properly celebrate their expansion, Null’s keen eyes spotted another secret - a hidden door in the basement that revealed the hideout’s treasure stash. They discovered silver bars and valuable paintings that the criminals had been hoarding, which they split fairly among the group. More importantly, Eostre and Silvyr were able to reclaim their confiscated weapons and armor.
There’s something deeply satisfying about watching a paladin strap on her gear with righteous determination, and seeing a druid lovingly examine his staff to make sure it hadn’t been damaged. These were clearly people who took their responsibilities seriously.
Official Recognition
Just as they were preparing to leave the hideout, they heard heavy footsteps above. What they initially feared might be reinforcements turned out to be Captain Staget and a squad of City Watch veterans, drawn by reports of the disturbance.
The captain was understandably surprised to find Lord Renaer in such circumstances, but Renaer handled the situation with diplomatic grace. He praised both our original trio and our newly rescued companions for their “daring deeds” in effecting his rescue. The captain thanked us all, though he made it quite clear that meddling in the affairs of criminal organizations was dangerous business.
During the conversation, Eostre asked the captain about Sergeant Bella Stormwind - the City Watch officer who had been helping her and Silvyr in their investigation. She mentioned the suspicious messenger who had lured Bella away, and the kenku’s casual mimicry that suggested the sergeant had walked into a trap.
Captain Staget’s expression grew grave as he confirmed their worst fears. Sergeant Stormwind had indeed been found dead near the docks, holding a message that claimed to be official orders requiring her immediate presence. The captain made it clear he had sent no such message, and this revelation only reinforced his warnings about the dangers of involving ourselves in gang warfare.
His eyes lingered on our noticeably bulging packs - the silver bars and paintings we’d recovered from the treasure room weren’t exactly subtle - but given that we’d just rescued Lord Renaer, he chose not to press the matter. Instead, he handed us a pamphlet detailing recent changes to Waterdeep’s laws and punishments, noting that penalties had been increased for various crimes.
I have to give special mention to Null here, who took such profound offense at the captain’s implication that we might break the law that he nearly cast an eldritch blast at the crime and punishment pamphlet itself. The man has principles, I’ll give him that - though I’m not sure threatening legal documents with magical destruction is the best way to demonstrate one’s law-abiding nature.
Blue, meanwhile, managed to demonstrate his… unique skill set… by somehow pickpocketing the captain during the conversation. I’m not sure whether to be impressed or concerned that he stole from the very officer who was thanking us for our service.
Rest and Preparation
The Yawning Portal Sanctuary
The party returned to the Yawning Portal for a much-needed long rest. I cannot overstate how desperately Eostre and Silvyr needed baths after their imprisonment - there had been no proper facilities in that cell, and they’d been there for days. The rest of us weren’t exactly fresh either after our battle in the hideout, covered in blood and sweat from the fight.
Over a proper meal and clean clothes, they got to know their new companions better. Eostre carries herself with military bearing despite having fallen from grace with her order over questions of justice and corruption. Silvyr brings a fascinating perspective on the city’s environmental challenges - apparently the forge district has some serious smog problems that need addressing.
Both of them had come to Waterdeep seeking Renaer for their own reasons, and both had proven their courage by risking capture to reach him. If you’re going to expand your adventuring party, you could do worse than adding people willing to walk into danger for the sake of helping others.
Following the Trail
The next morning, refreshed and newly united, the party set about following the clues their kenku interrogation had provided. Winter’s grip on Waterdeep was evident as they made their way through the snow-dusted streets, their breath visible in the crisp air as they headed toward the Castle Ward. Durnan had pointed us in that direction when we asked about sewer access, suggesting that someone there might know about specific entry points.
What followed was perhaps the most diplomatically challenging encounter of our entire adventure so far. The party approached a City Watch member who was… let’s charitably say he appeared to be “collecting a paycheck” rather than actively patrolling. Their attempt to gather information about sewer access nearly resulted in him calling for backup when Eostre’s direct questioning style came across as somewhat aggressive.
Fortunately, cooler heads prevailed, and they learned about a specific manhole cover on Smith Street - the same area Silvyr had been investigating for his environmental work. It’s funny how these connections keep appearing.
Blue managed to sell some of our recovered silver and artwork to a merchant at the tavern, though he only got about half what it was worth. The rest of us decided to hold onto our shares for now, hoping to find better buyers later.
The winter air was sharp against their faces as they made their way through Waterdeep’s streets toward Smith Street, following the lead they’d gained from their reluctant informant.
Into the Depths
The Sewers of Waterdeep
The manhole on Smith Street was indeed different from the others - positioned in a side alley rather than the main street, though they missed seeing the subtle Xanathar Guild symbol carved into its surface. The sewers below were exactly as unpleasant as you’d expect.
Poor Cog, being the shortest among us, found himself wading through sewage that came up to his neck. The rest of us had an easier time of it, though Blue needed to use his hooded lantern since he lacks the darkvision that the rest of us enjoy.
Their spirits lifted when they found the first yellow Xanathar Guild symbol painted on the tunnel wall. They were on the right track.
The Gazer Guard
Our first real test in the sewers came in the form of a floating, eye-covered aberration called a gazer - essentially a miniature beholder with an attitude problem. The creature immediately attacked Silvyr with some kind of fear ray, sending our druid fleeing in terror.
What happened next perfectly demonstrates why I’m so glad Cog is on our side. With one perfectly aimed dagger throw, he struck the gazer with such precision that it dropped immediately. Critical hit, devastating damage, problem solved. The gnome collected his blade and they pressed on as if nothing had happened.
There was a ladder leading up nearby, but they chose to continue following the yellow symbols deeper into the guild’s territory.
The Xanathar Guild Hideout
A Stealthy Approach Gone Wrong
Our infiltration of the Xanathar Guild hideout was… well, let’s call it “less than subtle.” Despite our best efforts to approach quietly, both Cog and Eostre managed to make enough noise to alert the goblin sentries posted in hidden alcoves.
What followed was a barrage of arrows from murder holes as the goblins fired on us through concealed slits in the walls. Both Cog and Silvyr took serious damage from the initial volley - nearly fatal wounds that had us all scrambling for cover and healing.
They managed to fight their way to the first sentry post, where once again Cog proved his lethal efficiency by eliminating the goblin with a single, devastating attack. After the immediate threat was dealt with, they discovered a secret door that led them across the water to a second hidden position, where they finished off that sentry as well.
Silvyr’s dramatic finishing move - driving his staff down to crush the second goblin’s skull - showed that our gentle druid had depths of determination we hadn’t yet seen.
The Portal Chamber
Their exploration led them to a curious room dominated by a stone pillar carved with the Xanathar Guild’s symbol - a circle with ten spokes. In the center was an eye-shaped indentation that clearly served some important purpose, though they couldn’t immediately determine what.
They briefly considered going back for the gazer they’d killed to see if it would fit the eye socket, but decided against it. Sometimes the most obvious solution isn’t the wisest one.
The Boss Battle
A Dramatic Entrance
Leave it to Eostre to provide the most memorable moment of our adventure. Seeing the large, ornate doors on one side of the portal chamber, our impatient paladin decided that subtlety was overrated and simply slammed them open.
What they found beyond those doors was a scene straight out of a nightmare: a muscular half-orc in robes standing over a bound human with fire crackling around his fist, while a mind flayer sat on a raised platform nearby, cradling what looked like a brain with legs.
The half-orc was Grum’shar, a low-level Xanathar Guild boss. The human being tortured was Floon - the very person they’d been searching for all along. And the mind flayer, Nihiloor, was clearly the real power in this particular operation.
Battle Joined
The fight that followed was intense, chaotic, and filled with moments that will stick with them for a long time.
The mind flayer’s pet - that brain-with-legs called an intellect devourer - immediately attacked Eostre with some kind of psychic assault that left her reeling. Blue managed to land a shot on the creature while positioning himself for the fight, but it was Lord Renaer who surprised us all.
The lord, wielding rapier and dagger with practiced skill, launched into a series of attacks that nearly finished off the intellect devourer on his own. Clearly, there’s more to Renaer than noble politicking.
Grum’shar retaliated with a burning hands spell that dropped Eostre unconscious and singed Renaer, while Nihiloor used its mental powers to dominate Blue, turning our lizardfolk friend against them as it moved toward what they now realized was a magical portal.
Once again, Cog proved why he’s our secret weapon, finishing off the intellect devourer with a perfectly placed sneak attack. Null responded with an eldritch blast that scored a critical hit against the mind flayer, dealing tremendous damage and showing that our mysterious warlock has power to match his enigmatic nature.
Silvyr kept them in the fight by reviving Eostre with a healing word, then joined the assault on the mind flayer with his magically enhanced staff. When Eostre regained consciousness, she channeled divine power into a devastating smite attack that nearly finished Nihiloor on the spot.
The dominated Blue, fighting against the mental control, managed to resist somewhat on his first attack but then succumbed and bit Silvyr viciously. You could see the struggle in his reptilian features as he fought against the foreign influence in his mind.
Renaer proved his worth again by finishing off Grum’shar (though the half-orc’s orcish resilience kept him barely alive) and then joining the assault on the mind flayer. His final attack broke Nihiloor’s concentration, freeing Blue from the domination.
Victory and Escape
Despite their combined efforts and the massive damage they’d inflicted, Nihiloor managed to activate the portal and escape through it, disappearing into whatever lay beyond. They all got parting shots as it fled, but the creature’s alien resilience saw it through.
They chose not to pursue through the unknown portal - sometimes discretion really is the better part of valor.
Aftermath and Rescue
Floon’s Liberation
With the immediate threat dealt with, they rushed to aid Floon, who was in terrible condition from Grum’shar’s torture. Renaer was beside himself with guilt, apologizing repeatedly for the suffering his friend had endured on his behalf.
Silvyr’s healing magic proved invaluable once again, restoring some of Floon’s strength and vitality. The man was pathetically grateful, and it was clear that without their intervention, he wouldn’t have survived much longer.
When Grum’shar tried to crawl away unnoticed, still clinging to life thanks to his orcish heritage, Eostre settled the matter permanently with her sword. Some might call it harsh, but the half-orc had been torturing an innocent man - I’m not inclined to judge her too harshly for ensuring he couldn’t do so again.
Spoils of Victory
Their victory came with material rewards as well. They discovered a chest hidden behind Grum’shar’s chair containing healing potions and a considerable amount of coin. More intriguingly, they recovered the half-orc’s spellbook, which contains several useful magical formulas.
The boss battle also marked an important milestone in our development as adventurers. The challenges they’ve overcome and the experience they’ve gained have made them all more capable - they can feel themselves growing stronger and more skilled.
Where We Stand
As this session draws to a close, our heroes find themselves united as a five-person party, having successfully rescued both of their missing persons and dealt significant blows to two criminal organizations. Lord Renaer Neverember is safe, Floon Blagmaar has been liberated from his tormentors, and they’ve proven that a diverse group of determined individuals can make a real difference in the City of Splendors.
They’ve also discovered that the dangers in Waterdeep run deeper than any of them initially suspected. The portal that Nihiloor escaped through suggests connections to even more powerful and dangerous enemies. The faction war between the Zhentarim and Xanathar Guild has already claimed many lives, and they’ve now made enemies of both organizations.
But we’ve also made powerful allies. Lord Renaer has seen our capabilities firsthand and clearly values our friendship. Captain Staget knows we can get results, even if our methods are unconventional. Most importantly, they’ve found in each other a group of people they can trust in the face of danger.
Eostre brings righteous determination and divine power to our cause. Silvyr offers wisdom, healing, and a unique perspective on the city’s challenges. Blue provides street smarts, stealth skills, and a certain… flexible… approach to property ownership. Cog continues to prove that mechanical precision applies to combat as much as to clockwork. And Null remains our mysterious heavy hitter, wielding eldritch power with growing confidence.
Together, they’ve completed their first major quest and proven that they can handle whatever Waterdeep throws at them next.
Next time: What secrets remain in the Xanathar Guild hideout? What rewards await from a grateful Volo? And what new adventures will our expanded party discover in the City of Splendors?
Party Roster
- Null - Shadar-Kai Hexblade Warlock (mysterious past, eldritch power)
- Blue - Lizardfolk Rogue (street-smart survivor with flexible morality)
- Cog - Rock Gnome Rogue (precision tinker and combat perfectionist)
- Eostre - Aasimar Paladin (fallen champion seeking justice and redemption)
- Silvyr Greenleaf - Wood Elf Druid (environmental healer learning urban complexity)