Journey to Fate’s doorstep: Skullport

It feels like hours of sloshing, inhaling the stench of sewers and climbing down before the Drow’s Bane exit through a tunnel that lets them onto the edge of the Port district, Skullport. Naismith leads them forward as the party takes in the scene – a large cavern, dim light from bio luminescent fungi clustered across the cavern walls along with a few torches farther towards the shanty town of taverns and inns that make up the Port district. High above the dilapidated buildings, roped catwalks spread out across the roofs connecting one tavern to another.

Which makes sense given the ground below is littered with filth and pock-marked with large gaping holes making it difficult to travel by foot. Just shy of where the party entered, they notice a horrific shrine filled with sacrificed body parts, blood everywhere and a rams skull. “A recent shrine to Orcus it seems,” says Royce shaking his head in disgust. “Looks like the cults are also using the sewers to travel between Skullport and Waterdeep,” says Naismith.

The party begins to move forward en route to Skull Island from the Port district when they notice they are not alone. Several individuals peeking out of rundown buildings notice the Drow’s Bane and move to intercept. “Orcs,” says Nong. The encounter does not last long as every orc except one is taken down; the remaining orc, roughed up and naked is let go as a warning. “Just another Skullport gang looking for trouble,” says Naismith, “several gangs exist here and vie for territory and dominance.”

“Where’s Mordrock?” says Royce.
“I’m here. Was checking out the shrine while you handled the orc gang.”
After searching the orc bodies, the party continues forward and eventually arrives at the gate to Skull Island. Naismith changes his appearance and flashes a circular tattoo on his neck; it looks like a sun with a dark circle in the middle. The guards at the gate are complete assholes and demand 25 gold from each person. Even the fast-talk Naismith is having with them does not seem to persuade them to lighten the toll. Mordrock walks up to the guards, pulls out a bloodied sack and opens it revealing body parts collected from the shrine, “Let us pass or you’re next!”
“Aaaagh! What the fuck man is that!!” the guards jump back in horror and look at Mordrock in fear. The guards quickly motion the party through the gate and then regain their composure. Royce, Nong and Naismith stare in awe at Mordrock as they walk through the gate into Skull Island.

The party takes some time to get the lay of the land as Naismith is not familiar with this district. They manage to locate the prison and very close to it an Iron Ring establishment with several chained slave groups being lead into a 3-story stone building. These slaves look young ranging from adolescents to minors; one group is composed of surface races while a second group are from the Underdark. Naismith explains the Iron Ring is the slaver organization who do the dirty work for the Thieves Guild in terms of acquiring and selling slaves in exchange for protection. Acquiring kids seems very odd to Naismith and only highlights the drive to gain enough supply to fulfill the demonic cult’s demand.

They scout out the prison and count the number of watchtowers surrounding it as well as a large barracks near to it. All of the guards appear to be dressed similar to the guards at the gate. “These guys belong to the Thieve’s Guild. You can tell by their uniforms” says Naismith. What also catches Naismith’s attention further inland on the island is a floating skull bouncing around, watching others pass by. Naismith turns to the group and says, “There are several Skulls that patrol Skullport,” as he points in the direction of the floating skull. “If any fight breaks out and a Skull is near, it will attack non-Skulkers and then call for backup; it’s goal is to restore the peace at any cost. It’s best we don’t get their attention.”

“I don’t think we can take this prison by force after looking at all of the watchtowers and guards patrolling the prison grounds,” says Nong. The party thinks they can bargain their way into the prison as a better approach. Naismith still in disguise, along with Nong, walk up to the prison gates. Two guards stand behind the gate and stare at Naismith and Nong as they approach. Naismith persuades the guards enough to learn that Gart is within but the guards will not fetch the prisoner for fear of their captain’s wrath.

With enough persuasion and many pieces of platinum, the two guards acquiesce and sneak away to fetch Gart. They return with a beaten up middle-aged duergar that’s barely alive; they throw him at Naismith and Nong and tell them to disappear. The party regroups nearby in an abandoned shack to revive Gart. They learn Gart used to work for the Thieve’s Guild before prison; he’s now looking to start a new life outside of crime with his new freedom. As a reward, Gart shares the names of the Xanathar’s two lieutenants who each possess a key – a shield dwarf named Ahmaergo who hangs out at the Lazy Bugbear inn and an old crone named Madame Cobb who runs the Vial Brews apothecary. Royce and Naismith notice on Gart’s arm a tattoo of a copper scourge, the symbol of Glasya, lord of the sixth hell.

The Drows’ Bane locate Bloodthorn Manor and walk up to the double doors. Royce intimidates the guards who attempt to hold their ground against him but eventually tap the doors twice. Moments later the door opens and a goblin appears from within. “These guys are looking for Cephalux but don’t have an appointment,” the guard says to the goblin. “Please let them pass. I’ll escort them to Cephalux. We have been waiting for them,” the goblin smiles. The Drow’s Bane are escorted down a long hallway that opens up to a large room with a long table down the middle. As they approach the entryway they see 12 females dressed in leather armor seated at the table and a mind flayer seated at the opposite end of the table from the entryway. Cephalux says in a raised voice, “I’m so sorry…it looks like they got to me first,” as a large beholder drops from darkness above and attacks!

The Drow’s Bane notice this beholder seems quite old, with many scars and with two eye patches covering two of its eye stalks. The females dressed in leather also react by drawing swords and standing up from their seats. During the fight, Cephalux escapes out the front door and heads towards the nearest barracks for cover.

The beholder and the females are no match for the Drow’s Bane who wear them down. When the beholder falls, the remaining females stop fighting, disengage and run out the front door. Naismith notices their uniforms are not of the Thieves Guild and thinks they are sell swords for hire, which explains their retreat once the beholder was dead.

The party lets the females go and explores the manor. They find a bedroom where they camp for a long rest. They exit Bloodthorn manor, refreshed after their rest and decide to visit the Lazy Bugbear inn as their next stop.