Skullport Shakedown: Cagey Bars and Barred Cages

Volo,

Hope you enjoy this piece of limited edition Skull Island prison stationary. It was hard to come by a piece that wasn’t too spattered with blood, gore or spider bile after we cleaned up some of the more distasteful figures here. Really poor decorator, that half-ogre warden. His name was Sundeth, I believe which is – well – was fitting. The wyvern was nice, though. Would not have minded keeping it. Turns out there’s a slaves’ hall on the island here too, which I have’t seen the inside of yet, but I’m keeping it in mind if we need to cause a diversion.

Nary a whisper of your key thus far. We’ve yet to locate the messenger who went missing while carrying it– hence our unexpected prison visit – supposedly the Guild took her here. Beyond that, though, the only reason that it seems not to have arrived on your doorstep as expected, is that the Zhentarim really want to have a word with you. I know. Write a note, why don’t they? Boskynn seems an amiable fellow, and while his festhall is too tame for my aunt’s liking, there may be alignment in it for you if you, like he, want to ensure that Xanathar’s Guild doesn’t get too confident or too powerful. Apparently, they’ve been running around like dogs with two… tails. Yeah. Ways of initiating aside, he seems straightforward when talked to in person.

The supposedly still key-carrying courier we’re here for is of the Bregan d’Aerthe, who seem at least comfortable with the Zhents, but are obviously also out for their own exploits; running a cat and mouse game with the Guild. I expect we’ll set matters up so that they may aid in getting us off this island once we got who and what we came here for. Their repeated prison break experiences should come in handy when it is time for us to go, and they have offered us aid since we’re looking for some of their own. They have these little whistles that really are quite charming. Maybe they know another way off the island too, as the bridge is heavily guarded and the docks are locked away from open water by one of those heavy chains that crack a ship’s hull like a walnut if you sail into it. I’m ruling out swimming as an option on principle.

You may want to anticipate an empty spot in the Skull island prison tower, in any case, as we’ve cleared both that hideous warden and some guards from the board (thank us later?). If you happen to have a pawn who can suck up to Xanathar’s Guild, has a strong stomach and very few scruples, a swift move might land you a nice promotion and some ears on the inside. Bonus points if your candidate has a thing for iron maidens and racks and such, and more if they’re conversant in whatever Drow speak, as there seems to be – a contingent involved here as guards. Nothing too shoddy either: a female mage along with several capable male warriors and (of course) sizable spiders. Interesting to see that they’d rather serve a non-Drow slavers’ gang than work with their blood-kin mercs. Maybe one of them will enlighten me eventually as to why, though so far they seem little for talking and lots for poisoning, which is just so cliche.

Once we get our hands on the courier and her goods, we’ll book it. Maybe lend an ear to talk of nimblewrights as well. They seem to be a clever invention by Drow mages, and could be useful depending on how far their intelligence goes.

Looking forward to hearing your next move.

Hope you enjoy this piece of limited edition Skull Island prison stationary. It was hard to come by a piece that wasn’t too spattered with blood, gore or spider bile after we cleaned up some of the more distasteful figures here. Really poor decorator, that half-ogre warden. His name was Sundeth, I believe which is – well – was fitting. The wyvern was nice, though. Would not have minded keeping it. Turns out there’s a slaves’ hall on the island here too, which I have’t seen the inside of yet, but I’m keeping it in mind if we need to cause a diversion.

Nary a whisper of your key thus far. We’ve yet to locate the messenger who went missing while carrying it– hence our unexpected prison visit – supposedly the Guild took her here. Beyond that, though, the only reason that it seems not to have arrived on your doorstep as expected, is that the Zhentarim really want to have a word with you. I know. Write a note, why don’t they? Boskynn seems an amiable fellow, and while his festhall is too tame for my aunt’s liking, there may be alignment in it for you if you, like he, want to ensure that Xanathar’s Guild doesn’t get too confident or too powerful. Apparently, they’ve been running around like dogs with two… tails. Yeah. Ways of initiating aside, he seems straightforward when talked to in person.

The supposedly still key-carrying courier we’re here for is of the Bregan d’Aerthe, who seem at least comfortable with the Zhents, but are obviously also out for their own exploits; running a cat and mouse game with the Guild. I expect we’ll set matters up so that they may aid in getting us off this island once we got who and what we came here for. Their repeated prison break experiences should come in handy when it is time for us to go, and they have offered us aid since we’re looking for some of their own. They have these little whistles that really are quite charming. Maybe they know another way off the island too, as the bridge is heavily guarded and the docks are locked away from open water by one of those heavy chains that crack a ship’s hull like a walnut if you sail into it. I’m ruling out swimming as an option on principle.

You may want to anticipate an empty spot in the Skull island prison tower, in any case, as we’ve cleared both that hideous warden and some guards from the board (thank us later?). If you happen to have a pawn who can suck up to Xanathar’s Guild, has a strong stomach and very few scruples, a swift move might land you a nice promotion and some ears on the inside. Bonus points if your candidate has a thing for iron maidens and racks and such, and more if they’re conversant in whatever Drow speak, as there seems to be – a contingent involved here as guards. Nothing too shoddy either: a female mage along with several capable male warriors and (of course) sizable spiders. Interesting to see that they’d rather serve a non-Drow slavers’ gang than work with their blood-kin mercs. Maybe one of them will enlighten me eventually as to why, though so far they seem little for talking and lots for poisoning, which is just so cliche.

Once we get our hands on the courier and her goods, we’ll book it. Maybe lend an ear to talk of nimblewrights as well. They seem to be a clever invention by Drow mages, and could be useful depending on how far their intelligence goes.

Looking forward to hearing your next move.

Tio