Session 3 - The Manor, the Ghost, and the New Friend
- Waterdeep Dragon HeistSession 3: The Manor, the Ghost, and the New Friend
A Home of Their Own in the City of Splendors
Finishing What They Started
After their dramatic confrontation with Grum’shar and the mind flayer Nihiloor in the ornate chamber, our heroes found themselves victorious but not entirely satisfied. The portal had swallowed their primary target, leaving the party with questions and a partially explored hideout. Being thorough adventurers (and perhaps a bit curious about what else might be lurking), they decided to investigate the remaining areas before departing.
Their methodical exploration revealed the grim reality of the Xanathar Guild’s operations. The smaller sleeping quarters they investigated told a story of imprisonment and suffering - straw pallets on floors, rusty manacles bolted to walls, and… less pleasant evidence of how prisoners were treated. Blue’s investigation skills proved unfortunately accurate in identifying the dark stains they discovered.
“Well,” Null remarked with characteristic dark humour, “I think we found Floon’s accommodations.” Fortunately, their rescued friend was out of earshot.
The party also discovered what appeared to be a secret passage leading to some kind of brewing operation, though they chose not to investigate the innocent cellar connection. Null’s new familiar - a benefit of his advancement to second level - provided useful reconnaissance through the stone crack, spotting barrels and brewing equipment beyond. Sometimes discretion really is the better part of valor, especially when you’re already carrying wounded companions.
One More Fight
Of course, the party’s attempts at caution were somewhat undermined by Eostre’s continued tendency toward dramatic entrances. Despite having just survived a mind flayer encounter mere minutes earlier, she decided to burst through another door - this time from an empty sleeping area into the occupied one.
“Subtlety is overrated,” she muttered to herself. *“Let’s just… go through the door.”
What she discovered was a grey dwarf and a human bandit in the middle of a frantic barricading operation. The dwarf was using pieces of furniture to block the door to the adjacent lavatory, muttering “Gotta keep it locked up in there” while his companion suggested plugging gaps under the door with blankets. Upon seeing our armoured paladin burst in, the dwarf immediately used his duergar abilities to grow to an impressive twelve feet tall - filling the entire room from floor to ceiling.
“Who the feck are you!” he shouted down at Eostre.
Thinking quickly (if not accurately), Eostre attempted to convince them the party were fellow guild members. “Uh… we’re… guild members too?” she tried weakly.
Unfortunately, when the bandit challenged her to name “the boss,” she came up embarrassingly short. Her persuasion attempt had failed spectacularly, and what followed was a brief but intense exchange of blows.
Meanwhile, Blue was having his own struggles as he failed his stealth attempt not once, but twice. The reality that seven-foot lizardfolk don’t hide easily behind other party members in hallways was becoming painfully clear.
Eostre’s shield work proved exceptional as she deflected attacks from both the enlarged dwarf’s war pick and the human’s scimitar. Then she got a mad look in her eyes and swung with all her might, triggering her Divine Smite. The attack practically cut the human bandit in half with a single devastating blow.
At this point, the rest of the party heard the commotion and came running. Blue took his opportunity to strike with sneak attack, gravely injuring the grey dwarf. The dwarf’s panic was palpable and telling - seeing his companion killed so suddenly, and with his nerves already wrecked from whatever was behind that barricaded door, he shrunk down to normal size, turned invisible, and fled.
While the rest of the party searched for the invisible dwarf, Blue took the opportunity to loot the fallen human - and made a startling discovery. This was Krenz, the same man who had been involved in the tavern brawl at the Yawning Portal that had started their entire adventure. “Well, well,” Blue hissed quietly. “Small world.”
The criminal networks in Waterdeep were clearly more interconnected than they had realized.
Null had the brilliant idea to use detect magic, revealing the dwarf’s hiding spot in the corner. Cog, feeling confident after his previous session’s throwing heroics, decided to recreate his knife-throwing feats.
“Watch this! Just like last time!” he declared, hurling his dagger at the invisible target.
The blade missed the dwarf entirely, struck the stone wall above him, and snapped in half. “That… wasn’t supposed to happen,” Cog muttered, staring at his broken weapon.
After the dwarf reappeared and managed to down the already-injured Silvyr with his war pick, Blue’s blade work ended the encounter definitively. The dwarf’s obvious terror about whatever was behind that barricaded door spoke volumes about the threat level, though exactly what they were keeping locked away remained a mystery the party chose not to investigate.
A Well-Earned Rest
Bruised, bloodied, and with their rescued charges in tow, our heroes returned to the Yawning Portal. The party had wisely chosen to avoid investigating the lavatory and the messy armoury, leaving some mysteries for another day. Durnan arranged for word to reach Volo about Floon’s successful rescue, and the party settled in for a much-needed rest.
The next morning brought a more civilized reunion. Lord Renaer, now properly cleaned and dressed as befits his station, was deep in conversation with Floon (sporting rather fashionable bandages) and an exceptionally animated Volo. Their eccentric employer was practically vibrating with excitement about his friend’s safe return.
The Reward
Volo’s reward presentation was… exactly what one might expect from the man. His confession that he had “but few coins to spare” was met with particular scepticism from Null, who had clearly been hoping for more traditional compensation.
“Gold, Volo! I want GOLD, not some musty old building!” Null demanded, his patience wearing thin.
Volo kept assuring him that the manor was worth much more than mere coins. The explanation that his funds were tied up in a massive book printing order was somehow both entirely believable and utterly exasperating. The signed copy of his book he offered as consolation seemed to do little to improve Null’s mood.
“What am I supposed to do with THIS?” Null muttered, holding the book like it might bite him.
The Deed Transfer
What followed was perhaps the most impatient property transfer in Waterdeep’s history. Null’s frustration with Volo’s flowery signature and general pomposity reached a breaking point right there in Trollskull Alley. Rather than waiting to see the property, he demanded the deed be signed immediately, right there in the street.
The magistrate, Kylynne Silmerhelve, seemed bemused by the whole affair but professionally handled the transfer. Null’s use of thaumaturgy to make the ground shake during his signature was perhaps unnecessarily dramatic, but it certainly made his point about who was in charge.
Poor Silvyr’s confusion about the entire concept was endearing, though it highlighted the cultural differences that sometimes surface within the group. “Wait, you can… own… a building?” he asked, genuinely puzzled by the whole arrangement.
Volo’s exit was the perfect capstone to their relationship with the man - an attempt at dramatic flair using invisibility that ended with him tripping and falling in an alley, feet sticking out for all to see. Some people never learn.
An Unexpected Discovery
The party’s first exploration of Trollskull Manor revealed it to be every bit as run-down as advertised, but with character and potential. The creaking floors, broken furniture, and general air of abandonment told the story of a once-grand establishment fallen on hard times.
The rustling from the kitchen area proved to be neither rat nor remaining criminal, but rather an elegantly dressed elven woman who seemed as surprised to see them as they were to see her.
“Oh! New owners? How… convenient,” she said, recovering her composure quickly.
This was their introduction to Lyraleth Moonwhisper, and what an introduction it was.
The Ghost Hunter
Lyraleth’s explanation of her presence was refreshingly straightforward - she’d heard rumors of a haunted manor and decided to investigate. Her research into the building’s history proved remarkably thorough, including detailed information about the supposed poltergeist and its connection to the tavern’s former barkeeper.
The ghost in question, she explained, was likely the spirit of the last person to truly care about this place - a barkeeper named Lif who had died under mysterious circumstances but whose attachment to the tavern kept him bound to this world. Her offer to fund cleaning and renovation in exchange for the opportunity to study the supernatural phenomenon seemed almost too good to be true.
“I would very much like to stay to look for the ghost,” she proposed practically, *“and I’d be happy to pay for some cleaning to be done, and maybe some renovations as well.”
Messages from Beyond
As if summoned by their conversation, the ghost made its presence known through the classic means - writing in grime on windows and walls. The messages were clear if not particularly welcoming: “Leave or else,” “Get out,” and perhaps most tellingly, “Closing time!”
The pattern suggested not malevolence but rather the concerns of a dedicated employee who saw strangers in his workplace. This insight would prove crucial to their eventual success.
Divine Intervention
Eostre’s suggestion to seek help from the temple of Tyr proved inspired, though the process was more… transactional than she might have preferred. The acolyte’s pointed questions about tithing resulted in a twenty-gold donation before they could even explain their situation.
“Have you paid your dues to your god recently?” Acolyte Meredith asked pointedly when Eostre mentioned her worship of Tyr.
After Eostre’s initial offering of ten gold pieces earned her a stern look, she reluctantly parted with another ten. “I suppose… twenty gold total would be more appropriate,” she conceded.
High Priest Thorek Sunblade’s expertise in spiritual matters was exactly what the party needed. His ritual with burning sage throughout the manor provided confirmation of what Lyraleth had suspected - they were dealing with a former barkeeper whose love for the tavern had anchored his spirit to this world.
Diplomatic Success
The holy water that allowed direct communication with the spirit proved to be the key to resolution. Lyraleth’s willingness to consume the blessed draught and serve as their translator was both brave and practical.
The negotiations that followed were perhaps the most unusual diplomatic session any of them had experienced. Through a combination of sign language, window writing, and careful explanation, they convinced Lif that the party intended to restore the tavern to its former glory.
His agreement to help rather than haunt was sealed in the most appropriate way possible - with a toast. The vinegared wine he managed to pour (with considerable concentration) was probably undrinkable, but Lyraleth’s diplomatic response was perfect.
“Absolutely delicious, Lif. Perfectly aged,” she declared, managing to drink it down without flinching. The ghost’s obvious pleasure at her reaction made the sacrifice worthwhile.
A New Chapter
Watching Lif push around his ghostly broom, attempting to clean floors that hadn’t seen proper care in years, was both touching and promising. His occasional wine-pouring performances for the party’s benefit suggested that having a supernatural bartender might actually be quite the attraction once they get the place running again.
“Is this… normal for city taverns?” Silvyr asked, watching their ghostly employee with fascination.
The party’s shopping expedition through the local merchants proved that Trollskull Alley has everything they need for both daily life and their more adventurous pursuits. The upgrades to their equipment at Steam and Steel felt well-earned after their recent trials.
Looking Forward
As our heroes settle into their new base of operations, they find themselves in a unique position. They have a home, a friendly ghost, a new companion with both knowledge and resources, and a neighbourhood full of interesting people and opportunities.
The transformation of Trollskull Manor from a haunted ruin to a functioning tavern (with the most unique bartender in Waterdeep) promises to be an adventure in itself. With Lif’s enthusiastic assistance and Lyraleth’s generous funding, they might just create something special.
Of course, there are still mysteries back in the Xanathar hideout - that barricaded lavatory with its unknown threat, the unexplored messy armoury, and the connections to other criminal networks through the brewing cellar. But for now, our heroes have a home, and that’s something none of them expected when they first walked into the Yawning Portal looking for a simple rescue mission.
Sometimes the best adventures are the ones that find you, not the ones you go looking for. And sometimes, the most important victories aren’t won with sword and spell, but with understanding, compassion, and a willingness to toast with terrible wine.
TrollSkull Manor map from
https://imgur.com/1R4KWXj
Next time: Will our heroes brave the mysteries still lurking in the Xanathar hideout’s barricaded room? Can they transform their haunted manor into Waterdeep’s most unique tavern? And what adventures await in the colourful neighbourhood of Trollskull Alley?
Party Roster
- Null - Shadar-Kai Hexblade Warlock (mysterious eldritch power, theatrical intimidation tactics)
- Blue - Lizardfolk Rogue (street-smart survivor, struggles with stealth due to 7-foot frame)
- Cog - Rock Gnome Rogue (precision tinker, learning that overconfidence can break daggers)
- Eostre - Aasimar Paladin (divine smite devastation, tactical impatience remains problematic)
- Silvyr Greenleaf - Wood Elf Druid (healing wisdom, cultural confusion about property ownership)
- Lyraleth Moonwhisper - High Elf Bard (ghost researcher, diplomatic wine-drinker, renovation financier)