The team decided to go track the 'nimblewrong' that had caused the fireball near their tavern, a little averse to confronting the Gralhunds at this point in time, given the risks involved. Deciding to first comb the area where they first saw it with the Nimblewright Detector, they started at the North Ward and searched the area. However, after searching through the ward, they found themselves right where everything probably started - standing in front of the Gralhund Villa, as the beeping detector held by Ray went faster and faster. Unsure of how to get inside past the high walls, and Yuan detecting some kind of magic ward at the front gate, Enigma's observant ears picked up on the sound of metal clanging on metal from inside the villa. Could it be the nimblewrong they had been searching for? Casing the place quickly and coming up with a plan, they opted to try and climb the wall instead of going in the direct way. Strangely, it seemed there were no guards outside. Sigurd had fortunately brought his Rope of Climbing and Goggles of Night Vision, so he was well prepared for the situation, it being night time and all. The party was able to scale the wall, although with a bit of difficulty as Ray was having trouble navigating the rope. When the team pulled him over, his landing wasn't quite so smooth... Once over the wall, they checked for any patrolling soldiers. While they didn't find any soldiers per se, Enigma did spot three strange shadowy figures creeping along the footpath around the villa... and 'shadowy' was a bit more literal in this case! Two four-legged figures and one bipedal figure leading them shuffled along the footpath, oblivious to the party. Sigurd identified them as shadows, undead abominations that despised the light. While light could be used against them, giving away their location was pretty low on their list of priorities at the moment, so the team snuck around them and pressed on to look for a way into the villa. Near the front entrance, the sounds of metal clanging grew louder, but Enigma quickly realized that this was not the sound of the nimblewrong clanking around inside the building, but the sound of combat, as he heard the sound of someone being made a victim of violence within the building! Peeking inside, he noticed a massacre had taken place in what was once a fancy dining hall - two men standing over bodies of guards wearing the Gralhund livery and colors, plus a couple extra bodies of men in dark leather, like the ones who were still standing. The team was able to quickly identify them as Zhentarim agents, and decided that going this way would possibly break their stealthy approach, so they opted to climb up to the balcony up above instead, once again using Sigurd's handy Rope of Climbing to make the job easier. This time, they found themselves on a lavish balcony looking into a room with a glass door - it seemed like a master bedroom. Inside, they could see Yalah Gralhund on the defensive, wearing a breastplate and wielding a rapier, but mostly hiding behind her bodyguard, Hrabbaz, who was wielding his morningstar, as they were looking onto some scene. Nearby, the team could hear violence occurring in that direction, and mulled over their choice. Should they or shouldn't they? They opted to not give themselves away, and decided to let the violence play out on its own, which eventually within a minute, the fight concluded... and one of the Gralhund soldiers went in to let lady Gralhund of the news - that they were able to beat back the Zhentarim attackers, but Urstul Floxin is on the run. She demanded he be found immediately and the soldier went to do the deed. The team opted not to intrude on Yalah and her intimidating bodyguard, and went back down to the first floor over the balcony to try and sneak through the dining hall. Just then, two of the Gralhund soldiers came down the stairs behind the Zhentarim men and the two sides engaged in conflict, and Ray took advantage of the chaos to drop a Fog Cloud spell and give the team cover to try and move about the house unseen. Yuan managed to find a pantry, and two murdered servants, but also found a potential back door exit, likely to be used by said servants, which was barred from the inside. Should the team need to, they could escape this way, though it would put them out into the street and they might risk getting spotted. The others took a different direction and found themselves in a parlor, where there were more murdered Gralhund soldiers, and in the next room was a sort of trophy room, complete with mounted beast heads, fancy suits of armor, and a... hooded falcon in a cage. Perhaps someone enjoyed a bit of falconry in their downtime? Without a whole lot else of interest to be found here, the team decided to abandon this plan and went back to the dining room, where they could hear the sounds of the Zhentarim agents being beaten by the much better equipped personal guards of the Gralhunds. However, they too fell under attack by an unknown party. When Ray peeked through the fog, he saw the burnt face and heavset figure of none other than Urstul Floxin, the infamous Zhentarim assassin, being flanked by flying snakes! Looks like things were going to heat up in Gralhund Villa! Will the team be able to defeat the treacherous snake Urstul Floxin, or will the assassin escape to continue causing issues for Waterdeep? And will the team be able to escape Gralhund Villa unseen, or be mistakenly implicated in the murder of many civilians? Find out next time, on Waterdeep: Dragon Heist!