The streets of Waterdeep were bustling with the vibrancy of midday commerce as the adventurers emerged from the chasm, blinking against the sun’s glare. Their task for the day seemed simple: paperwork. Yet, the city had other plans, and danger lurked amidst the mundane.

They were ambushed without warning. Unknown assailants struck swiftly, and chaos broke out. Waer’dara, in her spider form, felt the sting of a blade as a bandit attacked, dealing a minor wound. Pebblesong’s sharp eyes caught sight of Bartholemeow lying unconscious on the cobblestones. Desperation gnawed at her; she had no spells left. Gritting her teeth, she pulled out a healer’s kit, her hands moving with practiced precision to stabilize her friend.

Gorka, ever the sharp-eyed marksman, took aim with his short bow. The twang of the string was followed by a sickening thud as the arrow found its mark between the eyes of a bandit, who crumpled lifelessly. Bhakris moved to Bartholemeow’s side and channeled divine energy through his hands. The Bard stirred as a single hit point revived him, bringing him back from the brink.

Hat whistled a tune on his pan flute, a call that echoed through the alleyways. Street urchins, ever curious, peeked out from their hiding places. One of them, emboldened, stepped forward, ready to assist.

Captain Truffe engaged a bandit with her mace, delivering two solid blows that left the man staggering. As the tide of battle turned, the remaining thug, seeing his comrades defeated or fled, surrendered. He threatened the lives of two constables should harm come to him, forcing Captain Truffe to stay her hand.

The last bandit attempted to flee, but Waer’dara, with the fierce determination of her spider form, unleashed an Eldritch Blast, demonstrating her dark power. Bhakris, moving with the purpose of a seasoned warrior, closed in on the remaining enemies, his presence a bulwark against their retreat.

Bartholemeow, though still weak, stood and joined the backline, using his sharp tongue to threaten the bandit for information about the constables. The thug, bloodied and battered, insisted they would never find the captives without his cooperation. Bhakris, adopting a more aggressive stance, struck the thug with the butt of his sword, then shoved him to the ground with his shield. The thug, now prone, spat blood and defiance, but Thalmiir’s boot kept him firmly in place.

Hat, always quick to adapt, noted an urchin’s whistle and, with Pebblesong, discovered the child knew where the constables were hidden. With a friendly wink, Hat received the information he needed. However, his attempt to attack the thug with a fireball missed its mark due to the thug’s prone position.

Captain Truffe intervened, arresting the thug and placing handcuffs on him. She acknowledged Bhakris’ actions, offering an undocumented finder’s penalty waiver if they retrieved the constables. Guided by the urchins, the party found the tied-up constables, bags over their heads, and freed them.

Hat, ever the tinkerer, carved a bird figurine from a stick as a thank-you gift for the helpful urchin, who accepted it with delight before vanishing into the shadows. Captain Truffe thanked the party for their efforts, granting them their waiver but noting the contract’s completion three days late.

The adventurers, weary from their ordeal, headed to the Cracked Crate to meet with Sterling. The tavern door was locked, but Gene, a Tiefling, opened it and welcomed them in. Gerald, the dwarven barkeep, offered mugs of ale, and Thalmiir, ever the drinker, downed a tankard before setting up a makeshift bed to doze off.

Mr. Sterling arrived, acknowledging the group’s success. As they presented the signed document from Captain Truffe, confirming the contract’s completion, Hat placed small shards of the orbum on the table. Sterling inspected the large shard, questioning the thoroughness of their search in the rubble. The group explained their efforts, mentioning the use of a shovel and Thalmiir’s giant hammer.

Sterling mused over the risks and rewards of their actions, noting the possible identification of the shard by someone familiar with the intact object. The adventurers humorously recounted their adventures, including life-sucking vines, a poop dimension, jelly bats, and a big stone foot. Sterling planned to speak with the client and invited the group to enjoy the hospitality of the Cracked Crate.

Bartholemeow, ever the performer, proposed a musical performance to attract more customers. Though their initial performance was lackluster, with Pebblesong’s Guidance, they improved, earning gold for their efforts. The group helped around the tavern, with Pebblesong greeting patrons, Bhakris acting as a bouncer, and Waer’dara serving drinks with her eight legs.

As the evening wound down, Hat’s kleptomaniac tendencies surfaced. Attempting to pickpocket jangly jewelry, he was caught by Gerald, who warned him sternly. The group found rooms upstairs, sparsely furnished but comfortable, and settled in for a long rest.

The next day dawned with promises of new adventures and opportunities. The group had leveled up, ready to face whatever challenges awaited them. Discussions of downtime activities and new abilities filled the morning as they prepared for the next chapter in their journey.

With a sense of camaraderie and anticipation, the adventurers knew that their quest for the Urn of Chauntea was far from over. They had faced danger and intrigue in Waterdeep, and greater challenges lay ahead. But for now, they were ready to embrace the unknown, their bonds strengthened by the trials they had overcome together.


Session Notes
  • The adventurers have just exited a chasm and are dealing with paperwork in Waterdeep.
  • They were ambushed by unknown assailants, most of whom have been defeated, with a few fleeing.
  • Bartholemeow was knocked out in the first round of the ambush.
  • A bandit, uninjured, attacks Waer’dara in her spider form, dealing 2 points of damage.
  • Luke volunteers to manage Waer’dara’s damage.
  • The bandit moves around the spider after attacking.
  • Pebblesong notices Bartholemeow down and some people charging around a corner.
  • Pebblesong is out of spell slots and requests the game to be unpaused.
  • Pebblesong uses a healer’s kit to stabilize Bartholemeow, preventing him from dying.
  • Gorka, armed with a short bow, shoots a bandit between the eyes, killing him.
  • Bartholemeow remains unconscious but stable.
  • Bhakris moves to Bartholemeow and uses Lay on Hands to give him 1 hit point, reviving him.
  • Bhakris then moves closer to the remaining enemies.
  • Hat uses a pan flute to whistle for street urchins, making a performance check.
  • Hat’s whistle is heard by nearby urchins, and one peeks out from around a corner.
  • Cpt Truffe moves and attacks a bandit with her mace, hitting twice and dealing a total of 9 damage.
  • The remaining thug, seeing his minions defeated or fled, surrenders but threatens the lives of two constables if he is harmed.
  • The bandit with the heavy crossbow and Teeshe wait to see Cpt Truffe’s response.
  • The last bandit attempts to flee, taking the disengage action.
  • Thalmiir moves and brandishes his axe menacingly but waits for authority’s decision.
  • Waer’dara, in spider form, uses Eldritch Blast to shoot at the fleeing bandit, demonstrating her power.
  • Pebblesong helps Bartholemeow stand up and dusts him off.
  • Gorka feels proud of his successful bow shot.
  • Bartholemeow stands up and, unable to move far, stays with the backline and threatens the bandit for information on the constables.
  • The bandit insists they won’t find the constables without his cooperation and demands to be let go in exchange for information.
  • Bhakris decides to take on the role of the “bad cop” and uses the butt of his sword to hit the thug, then shoves him to the floor with his shield.
  • Bhakris successfully hits the thug, causing blunt damage and bloodying his nose but not knocking him down.
  • Bhakris attempts to shove the thug prone, resulting in an opposed strength check.
  • Bhakris wins the opposed strength check, shoving the thug to the ground.
  • The thug, now on the ground, spits blood and threatens that the constables are as good as dead.
  • Thalmiir places a boot on the thug to keep him in place.
  • Bhakris questions the thug, asking if he is as good as dead.
  • Bartholemeow makes an insight check to determine if the thug looked towards where the constables were hidden.
  • Hat makes a perception check to look for urchins.
  • Hat and Pebblesong notice an urchin who whistled around the corner.
  • The urchin indicates they know where the constables are hidden.
  • Hat receives a friendly wink from one of the urchins.
  • Hat attempts to attack the thug with a fireball but misses due to the thug being prone and having partial cover.
  • Captain Truffe intervenes, arresting the thug and placing handcuffs on him.
  • Captain Truffe acknowledges Bhakris’ actions and offers an undocumented finder’s penalty waiver if they retrieve the constables.
  • The party, guided by the urchins, finds the tied-up constables with bags over their heads.
  • Hat carves a bird figurine from a stick as a thank you gift for the urchin who helped them.
  • The urchin is thrilled with the gift and the other urchins look nervously at the guards before melting into the shadows.
  • Captain Truffe thanks the party for recovering the constables and grants them their waiver, but notes that the contract will be marked as fulfilled three days late.
  • Captain Truffe refers to the party by a goofball name from her list, causing some confusion.
  • Bhakris inquires about the punishment for the thug’s crimes, including kidnapping and assault.
  • Captain Truffe responds with a sarcastic remark about law enforcement concerns and penalties for various crimes.
  • The session ends with the party having successfully recovered the constables and receiving their waiver.
  • Hat, charmed by wordplay, starts playing his flute and singing about harbor dragons.
  • Bartholemeow compliments Hat’s musical talent and suggests forming a two-piece band, then joins in with a drum.
  • Bhakris mentions he’s been playing the drums the whole time.
  • Teeshe informs the group that a certain individual is in a lot of trouble but won’t be executed in the streets.
  • Teeshe expresses gratitude to the group and offers help with paperwork and stamping their contract as finished.
  • Thalmiir thanks Captain Truffe and mentions they will remember her name if needed.
  • The group discusses the currency exchange as part of the contract, and Teeshe clarifies that the office handles it.
  • Thalmiir jokes about the amount of paperwork, comparing it to a “shithole” rather than a mountain.
  • Bhakris supports correcting the official record.
  • Bartholemeow hands Captain Truffe the arrow he was shot with, joking about the sharpness of the paperwork.
  • Thalmiir suggests leaving to get paid, and the group heads out.
  • Gorka has a whispered conversation with Teeshe and then follows the group.
  • Hat waves Gorka on, emphasizing goblin solidarity.
  • Bhakris inquires about Hat’s goal to return to the Fae, and Hat describes the freedom and lifestyle of goblins in the Fae.
  • Hat attempts to communicate with Gorka, rolling at a disadvantage, but makes little progress.
  • Waer’dara is still in giant spider form, and the group heads to the Cracked Crate to meet Sterling.
  • The Cracked Crate is locked, but Gene, the Tiefling, opens the door and invites them in.
  • Gerald, the dwarven barkeep, offers the group mugs of ale.
  • Thalmiir drinks a tankard, sets up a makeshift bed, and dozes off.
  • Mr. Sterling arrives, acknowledges the group’s success, and inquires about the contract fulfillment.
  • The group presents a one-page document signed by Captain Truffe, confirming the contract’s completion.
  • Hat places small shards of the orbum on the table, and Sterling requests to see the larger piece.
  • Hat briefly shows the large shard, then swaps it with the small ones, explaining the situation.
  • Sterling inspects the large shard and questions the thoroughness of their search in the rubble.
  • The group explains they spent considerable time digging but didn’t clear the entire pile of rubble.
  • Bhakris and Thalmiir discuss the work ethic and the possibility of finding more pieces with additional digging.
  • The group mentions using a shovel extensively during their search.
  • Thalmiir has a giant hammer, specifically the head of a maul, which he unties from his bag.
  • The table groans under the weight of the hammer head.
  • The group discusses the risks and rewards of their recent actions, with Ben noting that the piece they found might be identifiable to someone familiar with the intact object.
  • Mark suggests that someone else might have picked up pieces of the object, and Joe confirms they didn’t see anyone exiting the area.
  • Brian mentions they found a dead person down there, and Mark notes it took them three days, with dragons flying in and out of the place.
  • Luke discusses Thalmiir’s past as a businessman, with the group debating whether he was too transparent or dishonest.
  • Luke decides Thalmiir was too transparent, thinking he was being savvy while revealing too much.
  • Luke, as Thalmiir, explains to Gorka that they found only a piece of the orb and suggests someone might have carried the whole orb out, leaving just a chip.
  • Dan, as Hat, claims the job was to ensure the orb was smashed, and they have evidence it was.
  • Brian questions Gorka about another person, leading to a humorous exchange about the presence of a “little person.”
  • The group speculates that Gorka might have been with another person, possibly a ghost or an elemental.
  • Gorka gets sad when Colesmith is mentioned, and Ben notes that Colesmith gave his life to destroy the orb.
  • Luke, as Thalmiir, slowly asks Gorka where the rest of the orb is, leading to confusion.
  • Ben clarifies that the orb was mostly destroyed, and the group agrees that more than half destroyed is effectively destroyed.
  • Dan, as Hat, tries to get Gorka to confirm he witnessed the destruction, but Gorka does not assent.
  • Ben, as Sterling, acknowledges the group’s efforts and plans to speak with the client, inviting the group to enjoy the hospitality of the Cracked Crate.
  • Luke, as Thalmiir, asks Sterling about the orb’s effect on memories, and Ben admits knowing little about the object.
  • The group makes insight checks to determine if Sterling is being truthful, with Ben confirming Sterling is skilled at storytelling but not necessarily lying.
  • Joe, as Bartholemeow, warns Sterling about the memory loss associated with the orb, and Sterling takes precautions with the piece they found.
  • Brian and Joe describe the underground area where they found the orb, mentioning a shrine to smashing things and a rune of “He Who Endures.”
  • Ben notes the unusual nature of Waterdeep’s subterranean regions and expresses interest in the group’s findings.
  • The group humorously recounts their adventures, including life-sucking vines, a poop dimension, jelly bats, and a big stone foot.
  • Ben, as Sterling, plans to speak with the client and return for a midday lunch, acknowledging the group’s adventure and potential future discussions.
  • Bartholemeow (Joe) inquires about the patrons at the Cracked Crate and proposes a musical performance to attract more customers.
  • Gerald (Ben) responds that Gene, the usual performer, wouldn’t want just anyone playing but agrees to let Bartholemeow and Hat (Dan) perform.
  • Bartholemeow and Hat prepare for a jam session, with Bartholemeow on lute and drum and Hat on pan flute.
  • A performance check is made with Hat aiding Bartholemeow, granting advantage on the roll.
  • Pebblesong (Brian) provides Guidance to Bartholemeow, enhancing the performance.
  • The performance check results are not great, and Gerald suggests they can help around the tavern instead of performing all night.
  • Gerald asks the group to tidy up while he puts the word out that the tavern is open for the night.
  • Pebblesong plays greeter, welcoming people into the Cracked Crate.
  • Bhakris (Mark) is confused about their role but agrees to help, stacking rocks near the entrance to create an earthy ambiance.
  • Thalmiir (Luke) is asked to handle the bar, using his knowledge of beer to serve customers.
  • Waer’dara (Merideth) expertly delivers drinks with her eight legs.
  • Bartholemeow and Hat perform again, this time with a better result, earning 12 gold, which Bartholemeow splits with Hat.
  • Thalmiir uses Persuasion to serve drinks, earning 5 gold.
  • Pebblesong uses Druidcraft to enhance drinks with flowers, earning 3 gold.
  • Waer’dara uses her charm to serve drinks, earning 2 gold.
  • Bhakris acts as a bouncer, using Intimidation to keep troublemakers out, earning D8 plus 4 gold.
  • The evening at the Cracked Crate is pleasant, with a mix of clientele and a generally good time had by the group.
  • Gerald offers rooms upstairs for the group to stay in, which are sparsely furnished but comfortable.
  • Hat considers doing some light pickpocketing as the evening winds down.
  • The room is crowded, and the group is celebrating.
  • Hat (Dan) is known for making unasked-for trades and scamming people.
  • Hat is a kleptomaniac who covets shiny, sparkly treasures.
  • Thalmiir (Luke) is a skinflint, preferring to save money by buying cheaper items in other towns.
  • Hat attempts a sleight of hand check to pickpocket someone in the crowd.
  • Hat is proficient in sleight of hand.
  • The DM (Ben) instructs Hat to roll against someone’s perception.
  • Hat tries to steal jangly jewelry from someone in the crowd.
  • Gerald, the bartender, catches Hat by the wrist before he can steal the jewelry.
  • Gerald warns Hat with a steel voice, “Not here. Never here,” and then lets go of Hat’s wrist.
  • Hat scampers off after being caught.
  • The group jokes about Hat potentially stealing from Gerald.
  • The evening goes well overall, with some tips made and a nice time had by all.
  • The group finds rooms and takes a long rest.
  • The players are informed that they have leveled up to level 2.
  • The DM mentions that next time there will be a scene with Sterling and opportunities for downtime activities.
  • The DM suggests players think about scenes that correspond to their new level 2 abilities.
  • The DM mentions additional downtime options from the ACK Inc. book, such as spreading rumors, doing research, and constructing items.
  • Thalmiir and Hat might work on a hammer together during downtime.
  • Players discuss how to level up their characters using the new D&D character sheet system or D&D Beyond.
  • Some players encounter issues with the character sheet system not updating hit points correctly.
  • Players consider using D&D Beyond to level up and then importing the changes.
  • The session ends with players planning to update their characters and inform the DM of any specific leveling-up actions they want to take.