Session 30: Of Beams and Backwash

Guild inspectors descend upon Trollskull Manor while the Urchins establish the “Guild of Everything,” Lif quietly settles into tavern life, and something unsettling scratches beneath the floorboards.
Gather. Laugh. Roll
Gather. Laugh. Roll

Guild inspectors descend upon Trollskull Manor while the Urchins establish the “Guild of Everything,” Lif quietly settles into tavern life, and something unsettling scratches beneath the floorboards.

A midnight stakeout in Undercliff turns deadly when a living scarecrow emerges from the vineyards. Meanwhile, Trollskull Manor faces a different horror entirely: Waterdeep guild inspections.

Before the Fireball, before factions sharpened their knives, Waterdeep taught the party how to listen. This DM Diary reflects on planning the A Friend in Need arc, how pacing, patience, and trust shaped the early campaign and prepared the table for what came next.

After blood-soaked tunnels and hard-won survival, the party finally slows down—wandering Waterdeep’s marketplace, claiming Trollskull Manor, and discovering that even welcome doors can creak with warning.

In the sewers beneath Waterdeep, trust is tested, mercy is weighed, and the party finally finds Floon, just as the true power behind the Xanathar Guild reveals itself.

The trail to Floon descends beneath Waterdeep, where chalked symbols guide the lost, strange sentries watch the tunnels, and one careless step sparks an ambush in the dark.