Ranaer explains to the guards what happened and the Captain asks him to stop by the Hall to give a full statement. They take our prisoner and we head out while they clean up the mess of dead bodies. We still have to find Floon. (Note: Fix in previous report before submitting to Spy Master.) Ranaer takes us to a place nearby called the Friendly Flounder to rest and heal after the fighting. Red is pretty sure everyone is going to know about all of us by the next day. That seems bad.
When everyone is rested, we head back out and find a sewer grate near the warehouse and, heading down, find the yellow signs on the wall that Click Switch mentioned. It’s that half a wagon wheel we saw in the tattoos. So, we follow them, and find weird, small, eye-monsters waiting. We squash them all and keep going until we find a secret door. Inside, we find goblins sleeping on the job. We accidentally kill several of them before the rest give up and talk.
There’s a big room ahead, with a big circle, and then a long room where the Boss is. So, we go take a look. Candlekeep says the big room and circle might be teleportation of some sort. In the next room, we find Floon, Grumshar of the Xanathar Guild, as well as a mind-eater with a creepy mind voice. He calls us ‘unexpected guests,’ and says that ‘if any of you survive, we should chat later,’ and to ‘prove your worth.” Then he just walks out, right past us.
Grumshar calls in two half orcs to fight with him against us and we seize the opportunity. My new friends are powerful and we took them, and the mind-eater’s pet brain, down with little trouble. Red rushes out to see if the mind-eater is waiting to chat, but it is not. Floon is very grateful for the rescue and offers us any help we might need in the future. He said they were asking him about the Stone of Gondar. Ranaer says he thought it was a myth, that it’s a key to a grand treasure hidden for his father’s return. He had just assumed his father took everything with him, and says it explains all the fighting.
We all head back to meet with Volo, who gets us dinner, drinks, and rooms for the night. Ranaer adds his thanks, and his offer to help should we need it, if we’re mostly on the up and up. In the morning, instead of paying us, Volo gives us the deed to a manor house – Trollskull Manor, up in the North Ward. This is so strange. I barely know these people and they are all ready to live together and create a dinner theatre out of this old, broken building.
~ Quill Scratcher
One thought on “The Volo Job, Part Two”
Ranear Neveremeber. Now there is a fancy name to keep in a pocket. I would advise keeping him as a friend, never know when a powerful noble could be of some use. Still this Treasure he speaks of, I highly doubt its a myth, not with what I am hearing.
Master of Missives~