4 Tarsakh 1492, Waterdeep — The property manager lived in one of the ground floor flats of a building owned by the noble family who employed him. The Cassalanters owned three such buildings on Whim Street, and Saer Barrow bore responsibility for overseeing the 15 rental units therein in exchange for a guild-approved wage and what I presume to be greatly discounted rent for his own unit, if the lease agreement enjoyed by Freyot was any indication. A small, nervous man with a waxy complexion and thin moustache, Saer Barrow made it clear he didn’t want to be seen near the tiefling wizard’s flat when our party entered it, but he made a public show of checking the security of all the units on the row, during which he unlocked Freyot’s door. Once he was “satisfied” all was in order, he left for the Market, at which point we headed up the stairs to the covered porch of the second floor unit.
Category: Campaign Log
4 Tarsakh 1492, Waterdeep – Our carriage stopped in front of an overgrown building with several boarded-over windows and a number of cracked, broken, or missing roof tiles. There was little remarkable about the architectural style, to my knowledge: there were hundreds of buildings like it throughout Waterdeep, and it was constructed with the usual tan clay brick crafted east of the city, along the muddy banks of the Dessarin River. I was fairly certain the masonry was imported from Mirabar, having passed through that city on my journey back to Waterdeep from the east, which marked the structure as having been constructed at least two hundred years ago.
3 Tarsakh 1492 – The barricaded door became the subject of much discussion among my companions, as they pondered what the hasty fortification might portend. Some wondered if perhaps the duergar and his tattooed ally had trapped something or someone inside the room beyond and were preventing its escape—we hadn’t yet found Floon, after all—while others argued that the door might lead deeper into the sewers and was preventing something else from getting in. Clearly still star-struck by the astonishingly stout halfling, Pop lamented Patty’s abrupt departure from our company, as she’d proven herself more than a match for another stubborn door this night.
3 Tarsakh 1492, Waterdeep – Satisfied we’d gotten all we needed to from the kenku, we used some of the pieces of rope lying around in the warehouse to securely tie the creature to one of the posts supporting the warehouse’s upper level, though it was hardly in any shape to do more than squawk in protest. As the adrenaline began to subside, we assessed our wounds, and it turned out that only Casi and Thava had emerged from the fight unscathed. Renaer Neverember ventured out further into the room, moving slowly in a manner I at first thought was due to injury or his previously cramped confinement, but I soon realized was because he could barely see: my companions and I were all gifted with darkvision, but Renaer was a human and lacked that capability.
3 Tarsakh 1492, Waterdeep – Now that we had an agreement with the (in)famous Volothamp Geddarm to locate and rescue his missing friend, we were ready to head out on our first adventure together save for one small detail: despite being the only native of Waterdeep in our band, I was far from an expert on the city’s less-reputable watering holes, and simply knowing the tavern we sought was in the Docks Ward wasn’t much to go on. Fortunately, the directions Volo gave were simple: between Net Street and Fillet Lane. Though I didn’t know the area well, I grew up only a few streets from the Yawning Portal, and knew well enough where those two streets were, and more importantly, where they drew close enough together that a fellow Waterdhavian would give such a direction as it being “between” the two streets: the Way of the Dragon, one of the widest and most-traveled streets in all the city.