
Session 20: Ash and Straw
By moonlight in Undercliff, the party uncovers the first of Waterdeep’s haunted harvests — a scarecrow with burning eyes and a secret still buried in straw.

Session 19: Of Panes, Pints, and Plots
A flamboyant glazier, a drunken bard, and a midnight march—Session 19 set the stage for scarecrows in the fields and danger waiting in the dark.

Session 18: Orchard Secrets and Farm Fears
At Trollskull Manor and beyond the city walls, quiet discoveries unfold—music, secrets, and a farmer’s plea. Scarecrows stalk the night, and fear takes root.

Session 17: Orchard of Masks
From orange juice debates to crossbow quarrels, the party’s first steps into Undercliff revealed polished orchards, hidden biases, and the first cracks in the scarecrow mystery.

Session 16: Ink, Eggs, and Expectations
Burnt eggs, neighborly errands, and a halfling with too many papers—Session 16 brought laughs and bureaucracy as Trollskull Manor’s future began to take shape.

Session 15: Riddle and Wraith
A riddle leads the party into Trollskull Manor’s attic, where forgotten shadows stir. What begins as mystery turns to horror as specters rise from the skull.

Session 14: Riddle, Root, and Flame
A riddle in the ledger. A cat in the alley. Ghostly secrets bubble to the surface as fire gives way to whispers in Trollskull Manor.

Session 13: Ash, Echoes, and Emeralds
Broxley. A talking cat. A riddle in Lif’s ledger. What began with fire ended in whispers. The manor breathes. The city calls. The mystery deepens.

Session 12: Trollskull Manor
See how a haunted house, a hidden guitar, and three orphaned pranksters turned one quiet D&D session into a lasting emotional landmark.

Session 11: Finding Trollskull Manor
In a city of coin and ghosts, a party finds a home. No combat. Just paperwork, pastries, incense—and the first whisper from something beneath Trollskull.