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A look of dread falls upon her face at the description of the figure on the roof and the gears found, Nim. That was Nim on the roof, though I am not sure that he was near Trollskull Alley. You see, he rarely leaves his room up in the attic of the church...
Gauging your responses, she elaborates, He was a gift from a Lantanese wizard, a few winters prior.
EDIT: She sighs and says, Let me take you to him. He knows better than to be playing with the birds outside the church...
She leads you up a spiral staircase to a door, but when she reaches for it she says, That's odd...

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This lock, it's new, Valetta begins knocking, Nim? There are some people here to talk to you.
There is some sounds of movement, deep in the room, but no other response...
The priestess looks at you, He cannot speak, but he understands Common. We have developed a sort of sign language, if we can get him to open up.
How would you like to proceed?

Dalron Cleric of Ilmater |

"Do you not have a key? We have a master key of sorts its Aukan's large foot. If you don't mind, Aukan can open that door with a little fuss."
Dalron steps back so Aukan has some room to do his thing.

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Valetta speaks out before Aukan can even respond to Dalron, Priest, you WILL NOT desecrate this church! I will allow you to try a locksmith or persuade Nim to open the door, but you will not damage the house of Gond!
She looks serious, and will brook no argument.
Dalron, you realize that you have just suggested doing physical damage to what is considered holy ground. As a priest, you would be appalled if someone offered to do the same in your own church...

Dalron Cleric of Ilmater |

"I ment no offence I just thought that with a new lock in place on the door and Nim not able to speak, that he could be having a problem and no one would know since there is no way of checking on him. But if you feel that there is no dire need, perhaps I could talk to him."
Sorry I was thinking that someone lock him in
"Nim, Nim this is Dalron, I am a priest of Ilmater. Could you open the door? There was an incident earlier and some people were hurt. I just want to make sure you were not one of them or perhaps you might have an idea what happened. We are told that you rarely leave your room but we just want to check to make sure your OK."
Persuasion: 1d20 + 0 ⇒ (20) + 0 = 20
And Dalron steps out of the fire

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Sweet roll, buddy!
Valetta calms a bit, nodding at Dalron.
Dalron's pleas almost seem to be going unheard, but after a tense few seconds there is a click as the lock is turned...
Inside you see the room is a shambles, and a clockwork man stands at the door. By its posture, it invokes memories of an embarrassed child as it sort of draws circles on the floor with its foot.
As you look over the nimblewright, it does not seem damaged at all...
Valetta looks at Nim and back at you all, Maybe we should start at the beginning... What is this all about?

Dalron Cleric of Ilmater |

Looking at Valetta.
"We were crossing through Trollskull Alley when a fireball erupted killing several people on the main road. One witness claimed to have seen a man that looked like a puppet with it's strings cut threw something from the roof top that made the explosion. There was also another witness that said he saw a man that did not walk right. I think is words were something like "What the Temple of Gond puts out to parade on Day of Wonders". And last is a gear that we found."
Turning to Nim and remembering about the store clerk talking about dull brass or bronze.
Does the color match?
"Nim do you have any idea what I am talking about? Did you leave this room at all today?"

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Nim's coloring could match, but you don't know if that would be your first choice for descriptive colors.
The nimblewright shakes his head, while signing to Valetta.
The dragonborn Gearsmith looks at Nim, a troubled look on her face, then calls down to some acolytes, who come rushing up the stairs.
Remove Nim's tools. Make certain that he cannot create any gearwork.
She turns to Nim, You are restricted from creation for a month, while you think on what you have done!
Turning to you, Valetta takes a deep breath, I must apologize. It seems that Nim, in his loneliness, created another nimblewright. But not being aware of the ramifications, he was unprepared when it fled from him in terror!
She shoots the nimblewright a stern look, I believe that it is likely that it is involved. No clockworks are allowed out of the House of Inspired Hands outside of the Day of Wonders. If you help me locate it and destroy it, I will reward each of you. Beside some coin, if you prove to me that it has been dismantled, I will offer you each an invention from our lockers. What say you?
Other than what has been pointed out, Sliver notices nothing out of place...

Aukan Knows-No-Fear |

Aukan is ready to bash the door down...and looks visibly depressed when he gets denied this fun activity.
Talk of destroying something though...that gets his spirits up.
Never fear friend Dragonborn, I will smash this thing to bits. No charge.

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Valetta tells Nim, I will return to deal with you later. For now, you you think about what you have done.
Before you leave, Nim produces a strange 1-foot copper contraption and hands it to her before signing something.
She looks to you all, He says that he made this to track it down, but when he discovered the enchantment that we placed on him that keeps him confined to the temple he began to worry that it would never be found...
Nim signs again and Valetta translates, If you come within 500 feet of any nimblewright the detector will begin to whir and spin, if the trigger is pulled. As you close the distance, the volume and speed will increase, reaching maximum intensity when you get within a range of 30 feet.
After you all leave the room, she lets out a sigh, Nim is not a bad creature. He is still trying to understand what it means to be alive... Use Nim's detector and find this nimblewright. If it is going around killing people, that is certainly something that we need to stop.
EDIT: There are a couple of things you can do. Trollskull alley is up near the North Ward, so you could begin search up there. Or alternatively, if you think that the nimblewright might be trying to leave the city it could be trying to leave via the Docks. You are sure that the watch knows about the nimblewright and will likely have the gates alert.
Talk it over and decide where you would like to start.

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Well, if you try the detector in the House of Inspired Hands, it will not discriminate between Nim or any other of our nimblewrights that are stored in the cellar.
Just a reminder, the only thing that led you here was the presence of the clockwork gear. There were no actual tracks that pointed this direction...

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As you step out of the House of Inspired Hands and out onto the street, the sharper-eyed of you (passive Per 12+) notice Barnabus and Cromley round the corner heading to the church.
As they pass, Barnabus nods to you, Good day to you.
Cromley grumbles something inaudible, but nods.
--
You know that, based on the what you have seen of the area around Trollskull Alley, the nimblewright could have gone East or West. East heads further into the North Ward, but could eventually lead South. Where West would lead to the Sea Ward.
You can converse with Barnabus and Cromley if you wish, otherwise they let you on your way and head into the church.
Then, what will ensue is a skill challenge of sorts. I want you to think about what you have and how you would like to use those skills to help you find this wayward nimblewright.

Snow in the Valley |

Does anyone see any reason that we wouldn’t tell the inspector what we had found? From what I can tell, they seem to be on the up and up. Why would t we inform them at least to show cooperation.

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Okay, who is going to take point on that? I will need a Charisma check, if you have proficiency in Persuasion, you can add your proficiency bonus...

Snow in the Valley |

”Excuse me inspectorrr, we may have morrre inforrrmation rrregarrrding the explosion nearrr Trrrollskull alley.” Snow takes a moment to explain what they had found out at the House of the Inspired Hand. Not wanting to draw too much attention to Nimm however, she tries to omit his involvement.
CHA: 1d20 + 1 ⇒ (7) + 1 = 8
But once the poor attempt is discovered, spills the beans.
Sorry Nimm :(

Mayberry Kelhandha |

Persuasion: 1d20 + 5 ⇒ (15) + 5 = 20 But really who created this nimblewright is of little consequence. The important thing is to track it down, and either disable it or get it back to House of Inspired Hands for repairs. If you see it, can you let us know? And of course likewise we'll let you know. Thanks! Finishing with a big grin.

Snow in the Valley |

Ugh, this would have been a good Time to remind me to stay quiet lol. I forgot about the Finder.
Snow tries to read the inspector’s possible reactions to either side of her dilemma.
Insight: 1d20 + 5 ⇒ (16) + 5 = 21
what does Snow think the inspector will do if she, A - doesn’t tell the inspector about the strange dowsing rod, and B - does tell him but we do not want to give over the rod?

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We will say that since the player forgot about it, Snow forgot about it as well.
--
Cromley frowns, It is best to leave this to the Watch...
Barnabus interrupts, Now, now, Cromley, they mean well. They have already added more elements to the equation, perhaps it is time to make those elements work for us.
The wizard turns to you all, I apologize for my friend, but you must understand his position. Vigilante justice can often be very messy, but we are not above using informants. Wouldn't you agree? We need to speak to the Gearsmith and this Nim to see if we can glean anything else. We will be in contact. If you discover anything of note, would you be willing to report in to a local watch post? They will be sure to deliver the message to me.
Barnabus smiles, I do know how this works. To make it worth your while, we will put you up in the Yawning Portal, with 2 square meals a day. How does that sound?

Eeerie |

"Ooohh...that is so gracious of you.." Eerie says creepily. It is a bit hard to tell if he is being sarcastic or not, but with the group's time spent with Eerie, you are pretty confident he is being sincere.

Mayberry Kelhandha |

That is very agreeable! We thank you and we will report back to you with whatever we figure out, of course. We will try not to engage and just figure out where this niblewright has gone and what's going on.
Deception: 1d20 + 5 ⇒ (4) + 5 = 9 If anyone is really paying attention (makes a sense motive check), you're fairly sure she thinks we are resolving this thing on our own before reporting back. But she does have every intention to find Barbabus afterwards and share what they learn.

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Of course, of course. We will never be far away, the Watch is always within a call away. Should you need us, of course, Barnabus smiles and nods his head toward the church, indicating to Cromley that they should proceed.

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So, where do you want to look first? North Ward? Dock Ward? Sea Ward? City of the Dead? Trades Ward?

Sliver. |

From where we are, is there anything noticeable that a newly awakened being might take an interest in? A particular building maybe or the sound of a raucous tavern perhaps.
Insight: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

Snow in the Valley |

I thought we were starting at Trollskull Alley but if those are our choices, let’s just start with whatever ward is closest to the direction that we saw the automaton run from the crime scene.
Snow follows May cautiously.

Mayberry Kelhandha |

Yeah that sounds like a good place to start, Trollskull Alley. She holds up the detector. Plus we have this, so it shouldn't be too hard.
Player knows it will not be that easy...

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@Snow, Trollskull Alley is in North Ward.
So, North Ward, starting from Trollskull Alley?