"Caspia, let's buy the oil and the map from Winston. We can then drop the figurehead at the temple oil and the bloodkeep off at the healer's, and then can plan our next adventure for ingredients."
The machine is years ahead of any technology that you have ever inspected, even up north in Keoland's capital. The alchemist who invented this must either have been a mechanical genius, or its workings just simply aren't making sense. You ask a few passerby miners what the machine even did. Supposedly the miners used it to separate ores from the limestone rocks that have been removed from their quarry. Looking underneath the machine you see a metal drum that could have held some sort of alchemical concoction, but it has been cracked and emptied. Who knows what sort of solution could have been contained within the drum, you would likely need to consult an alchemist or a library.
This post has potentially manipulated dice roll results.
Gulin continues inspecting the machine. He takes a small file and files away a bit of the material on the inside of the drum, placing the shavings into a glass vial for further study later, so that he can either deduce the alchemical solution or have something to show an alchemist more familiar with the device.
Alchemist Tools (for the quality of the sample, int) - 15
From his pack, he brings out two small dark metal gray pyramids, about an inch in length. Anywhere there is an obvious crack in the metal drum, he places the triangular loadstones on either side of the rent metal. With a quick incantation, a wisp of arcane energy flows between the stones, mending the cracks and sealing the drum from leaks.
Cast: Mending (as many times as required for all large cracks in the equipment)
Any mechanical parts that appear that they SHOULD move but DON'T, he uses some of a flask of oil as a lubricant, and a chisel and smithy hammer to try and loosen up said parts.
Smith's Tools (for the WD-40 and percussive maintenance, str) - 22
Your hands reach through the large puncture at the bottom of the drum and easily file away shavings from the interior. The metal shavings you place into the vial and slightly moist. These shavings do not react with your hands, tools, or the glass bottle. Either whatever solution enables the machine to break down limestone is completely inert or the moisture is from water in the air--to which the drum has now been exposed.
With a single instance of casting mending, the drum's metal curvature begins to close and it appears to be fixed. You oil up the moving parts of the machine, and turning the crank it sounds as if it may be repaired. Out of curiosity you grab a limestone rock off of the ground and place it into the machine. You hear it bang around the inside as it falls and tumbles within the drum for a few minutes, then falls out of the machine. The limestone, apart from a few corners that have been chipped, is completely intact. The only thing remaining to be done to the machine is to fill it with whatever alchemical or acidic solution is necessary to dissolve limestone without damaging ore.
Angus hands over 3 gold to Winston for the oil while Caspia purchases the map. On the porch of WInston's shop, Angus and Caspia mark out the locations which they have visited and Angus' favorite tavern, the Empty Net.
I went ahead and modified your inventories and gold for the two of you. The map along with all the locations called out can be found on the first page under the campaign specific rules. You will likely be using it the entire campaign.
With a satisfied nod, Gulin wipes away some of the grease and dirt on his hands as he examines the machine. He replaces the tarp covering, and proceeds to Verdun's office, hoping to speak with the administrator.
Assuming gaining entry to talk with Verdun is easy enough...
"Right, so. I've repaired the most broken mechanical pieces - the alchemical drum and the crankshaft. It seems with the right alchemical solution, I should be able to get her up and running again. Do you have any notes for the machine that might list the formula we need to craft the solution? If I can't suss out the ingredients, at least I can take it to an alchemist or herbalist in Saltmarsh proper and set you up with a proper supply line. Oh, and make sure you keep her lubed up, don't want rust gettin' in all the delicate bits. Again."
Very quickly you are able to ask around and locate Verdun's office. He thanks you for your work repairing the external damage on the machine, "but unfortunately I won't be able to provide your payment until it is fully back in working order." Verdun continues.
"Sorry, company policy. As for a manual, there was some paperwork that came with the machine, but I can't make heads or tails of it. Darn gnomes, they are great inventors but they do not keep good inventories or notes. As for an alchemist, you may be hard pressed to find one worth their salt within Saltmarsh." With that last terrible statement, Verdun begins to chuckle.
"However, there is tale of an elderly alchemist of immeasurable power who lives or lived somewhere along the coast between here and Saltmarsh. But past that old wives tale I wouldn't know where to point you."
Gulin nods. "Aye, understood, but figured I'd let you know my progress before I departed. If you'll point me in the direction of your quartermaster, I'm ready to set back out for the White Breaker. I'll take a look at that manual on the ship, if you don't mind me borrowing it."
Verdun tosses you the manual. As you look at it you immediately see why Verdun was complaining about the gnomes writing. While the manual is written in thedwarven script it is obviously written in code or another language sharing the same alphabet. Verdun rings a bell and the quartermaster comes in. "Take Gulin back down to that accursed ship before it leaves. Gulin, I wish we were parting under better auspices. If you ever are looking for additional work, talk to Manistrad in Saltmarsh. I look forward to crossing your path again and hopefully getting our ore separator up and running."
You follow the quartermaster out of the office, through the encampments gates, and back down to the beach. You see storms off in the distance to the west heading in your direction. A new pair of the White Breaker's sailors have rounded up the rowboats and are waiting on the shore. The White Breaker itself is barely fifty feet from where the small waves crash against the beach. It must have been a nifty piece of navigation bringing the ship in that close. The quartermaster hands one of the sailors coin for you fare and shakes your hand. The trip back to the ship is uneventful. You climb the ladder, and minutes later the ship sets sail. Visible on the deck are the wrapped remains of the two sailors butchered by the Peryton. The tarp thankfully hides the particulars of the grizzly scene. As you sail west towards Saltmarsh, a large rickety mansion comes into view, located on a small but precarious looking cliff. Erosion and salt water have taken their toll on the property.
This post has potentially manipulated dice roll results.
Angus McTavin and Caspia Aspergina Athletics Roll (Caspia assisted by Angus): 22
Angus McTavin and Caspia Aspergina:
The two of you easily lift the figurehead off of the porch and shift it into a balanced position on Caspia's shoulder then make your way up the hill towards the Temple of Procan.
The temple is one of the bigger buildings in Saltmarsh. A large crowd of people are currently exiting the temple. Some of them continue to talk outside among themselves. You gather that the midday service must have just ending. As the crowd dies down you push your way inwards. Looking back over your shoulder you see a large storm rolling in from the west beginning to encompass Saltmarsh.
Inside the temple lies many rows of wooden pews facing an alter. Behind the alter is offerings that the faithful have left for their god. These offerings consist mostly of coin but there are some random nautical items and freshly caught aquatic creatures mixed in. To the sides of the main chamber are small alcoves for smaller meetings and private prayers, within the back are doors leading further into the temple.
Within the temple near the alter is the black one legged former whaler and head cleric of the temple, Wellgar Brinehanded. He is currently talking to a young redheaded lady. Angus has seen her about the temple grounds almost every day for the last few months, but has not talked to her. A few of the other novitiates are cleaning up after the crowd. Angus does recognize one of the novitiates as the kindly halfling teenager who has supplied Angus with copies of some of the temples more martial oriented texts.
At the sight of the figurehead, Wellgar exclaims, "By Procan, what have you brought in with you Angus? And who might you be my lady? It has been months since I have seen a Triton in Saltmarsh. Are you perhaps friends with Khelnes, a local Triton hermit?"
Wellgar's voice seems to lack the note of contempt that it has carried for Angus in the past. Perhaps the Grinning Merfolk's figurehead--or the Triton by Angus' side--may have presented the opening with the old cleric that he has been waiting for.
Gulin summons Avalloc, snapping his finger and causing the bird to appear on his outstretched forearm. Its feathers look a bit ruffled, as if it wasn't expecting the sudden summons.
"Take a look, my friend. See what you see in the manor house over there."Gulin releases the bird, leaning into the railing along the side of the ship and closing his eyes. His sight and hearing become Avalloc's, though he can still feel the crisp sea breeze on his skin, wind blowing tussles of red beard loose.
Using the warm air currents near the ship Avalloc quickly ascends into the sky. As he approaches the house there does not appear to be any activity from the outside. Feeling safe, the hawk lazily begins to circle down to obtain a better view of the property.
The decrepit house sits on the highest ground in the area. Around it, a stone wall has crumbled in many places, exposing the interior grounds. An ornate metal gate lies open at the end of the road, swaying slightly in the wind. Wild flora grows throughout the inner yard, but all the years cannot hide the evidence of a well-tended garden that once sat here. Near the house, the rotted wooden roof of a water well rises out of the tall grass.
The house is 35 feet tall from ground level to roof peak; the roof is gabled and has several holes where the slate shingles are missing.
This post has potentially manipulated dice roll results.
Gulin's senses return to his own. Out of curiosity, and as a way to occupy the remainder of the trip, he asks around the ship if any of the crew - particularly the officers - know much about that old manor house.
You ask the Captain of the White Breaker if he knows anything of the old house. Captain Ramses states, "I have been plying these trade routes for ten years. I pass by the old house all the time, just never thought to ask questions about it or learn anything else. It's just an old abandoned house."
As you sit on the deck afterwards, a little disheartened with the Captains response, the scraggly teenage yeoman who woke you earlier in the day approaches you.
"Sir I couldn't help but overhear your conversation with the Captain. I am actually from these parts and know a little bit about the house. When we were kids we were told stories of a powerful alchemist who lived along this coast. Well that ramshackle manor over there, that is where the alchemist lived. There were stories about the rare and valuable relics hidden under the creaking floorboards and the forbidden arcane knowledge contained within the alchemist's grand library. I'm sure these were just stories. There is no way such valuables and knowledge were just left lying around. But the one thing I know for certain that is true, that old house there is haunted by the ghost of the alchemist. Barely no-one dares enter the grounds, and terrible fate befalls those that do, especially at night. I even lost one of my close friends to the house, that's what drove me to leave town and sign up with the White Breaker."
As the kid finish his tale, the White Breaker rounds a point on the coast, and before you you see the village of Saltmarsh.
"Wellgar this is Caspia. I found her washed up on the beach during the big storm. This figurehead is just about all that survived of her boat, and I thought you'd want to see evidence of the strength of Procan."
Wellgar Brinehanded runs his hands up and down the figurehead, attempting to glean what knowledge he can of the ship. "Against all of my predictions Angus it appears that the sacred texts you have borrowed haven't been a complete waste after all. I honestly wasn't sure how serious you were on embarking upon a new path in life. So if the local rumor that you saved a shipwrecked sailor is indeed true, then what of the rest of the story running amok around town? Have you indeed found yourself in debt of our local druid, Ferrin Kastilar?"
At this point a frown starts to cross Wellgar's face, "Madam, please tell me your tale from the beginning? Although this figurehead has received significant burn damage and is waterlogged with the salt of the Azure Sea it seems strange that more pieces of your ship haven't washed ashore near Saltmarsh. Look at the back of the figurehead, it looks like it was cleanly broken off from bow. Though I know figureheads can be fragile, you'd expect it to either be attached to a larger section of the bow or for there to be more evidence of damage to the back of the object."
Turning to the redheaded lady who has seemed to daze off from the conversation and is frivolously spinning her hair in her hand, Wellgar rebukes her, "Pay attention Zi and you might learn something! How can I trust you to be a full-fledged priest if you don't concern yourself with matters of the sea?"
The White Breaker begins the arduous process of carefully pulling into one of Saltmarsh's docks. The waves are beginning to pick up thanks to the imminent storm. As the ship gently rests against one of Saltmarsh's docks, Captain Ramses signals for you and the young yeoman to approach him.
"Sorry to ask this of you Gulin but I am unfortunately short on both manpower and time. We lost the morning to the debacle with the bird and the afternoon seems to be taking a turn for the worse. If you could assist my deckhand here in delivering the bodies of my men to the Temple of Procan for a proper burial I'll buy you a round the next time our paths cross."
This post has potentially manipulated dice roll results.
"Aye, I will help with this. Thank you for your hospitality these weeks, Captain. May the wind be in your favor."
Gulin, quite relieved to not require another venture via rowboat, helps carry the bodies down the plank to the dock. He looks around for two things: someone to ask for directions to the Temple (first starting with the deckhand he's with) and someone with a hand cart that he could either borrow or rent to help transport the bodies, should the temple be far from the docks. The poor lads deserve something more dignified than a fireman's carry.
Investigation (for askin' questions) 7
Athletics (for haulin' via whatever means) 15
Assuming I find a cart, can proceed directly to the Temple, Steve.
"Greetings. I do not know this other hermit Triton that you speak of, though I have not been in contact with other Tritons for awhile now. I was a sailor on a ship—the navigator, specifically. I do not recall much of what happened to our ship other than blackness and water. Next thing I know, I had woke up in Angus's home where he had summoned the druid to help me recover. I am helping him pay back the druid.
I am also puzzled by the lack of debris—not much of my ship has survived from what we could see from the evidence on the beach. I have not seen any of my fellow sailors either—I fear the worse has happened to them. I wish to learn what happened to my shipmates."
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"Caspia, let's buy the oil and the map from Winston. We can then drop the figurehead at the temple oil and the bloodkeep off at the healer's, and then can plan our next adventure for ingredients."
Steve care to help with sorting out the finances?
Gulin Runehammer:
The machine is years ahead of any technology that you have ever inspected, even up north in Keoland's capital. The alchemist who invented this must either have been a mechanical genius, or its workings just simply aren't making sense. You ask a few passerby miners what the machine even did. Supposedly the miners used it to separate ores from the limestone rocks that have been removed from their quarry. Looking underneath the machine you see a metal drum that could have held some sort of alchemical concoction, but it has been cracked and emptied. Who knows what sort of solution could have been contained within the drum, you would likely need to consult an alchemist or a library.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin continues inspecting the machine. He takes a small file and files away a bit of the material on the inside of the drum, placing the shavings into a glass vial for further study later, so that he can either deduce the alchemical solution or have something to show an alchemist more familiar with the device.
Alchemist Tools (for the quality of the sample, int) - 15
From his pack, he brings out two small dark metal gray pyramids, about an inch in length. Anywhere there is an obvious crack in the metal drum, he places the triangular loadstones on either side of the rent metal. With a quick incantation, a wisp of arcane energy flows between the stones, mending the cracks and sealing the drum from leaks.
Cast: Mending (as many times as required for all large cracks in the equipment)
Any mechanical parts that appear that they SHOULD move but DON'T, he uses some of a flask of oil as a lubricant, and a chisel and smithy hammer to try and loosen up said parts.
Smith's Tools (for the WD-40 and percussive maintenance, str) - 22
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
Your hands reach through the large puncture at the bottom of the drum and easily file away shavings from the interior. The metal shavings you place into the vial and slightly moist. These shavings do not react with your hands, tools, or the glass bottle. Either whatever solution enables the machine to break down limestone is completely inert or the moisture is from water in the air--to which the drum has now been exposed.
With a single instance of casting mending, the drum's metal curvature begins to close and it appears to be fixed. You oil up the moving parts of the machine, and turning the crank it sounds as if it may be repaired. Out of curiosity you grab a limestone rock off of the ground and place it into the machine. You hear it bang around the inside as it falls and tumbles within the drum for a few minutes, then falls out of the machine. The limestone, apart from a few corners that have been chipped, is completely intact. The only thing remaining to be done to the machine is to fill it with whatever alchemical or acidic solution is necessary to dissolve limestone without damaging ore.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Angus McTavin and Caspia Aspergina:
Angus hands over 3 gold to Winston for the oil while Caspia purchases the map. On the porch of WInston's shop, Angus and Caspia mark out the locations which they have visited and Angus' favorite tavern, the Empty Net.
I went ahead and modified your inventories and gold for the two of you. The map along with all the locations called out can be found on the first page under the campaign specific rules. You will likely be using it the entire campaign.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
With a satisfied nod, Gulin wipes away some of the grease and dirt on his hands as he examines the machine. He replaces the tarp covering, and proceeds to Verdun's office, hoping to speak with the administrator.
Assuming gaining entry to talk with Verdun is easy enough...
"Right, so. I've repaired the most broken mechanical pieces - the alchemical drum and the crankshaft. It seems with the right alchemical solution, I should be able to get her up and running again. Do you have any notes for the machine that might list the formula we need to craft the solution? If I can't suss out the ingredients, at least I can take it to an alchemist or herbalist in Saltmarsh proper and set you up with a proper supply line. Oh, and make sure you keep her lubed up, don't want rust gettin' in all the delicate bits. Again."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Lets get this figurehead to the temple"
Steve lets get this wooden misery from my life, and one less burden on my weighed down shoulders
Gulin Runehammer Investigation Roll: 18
Gulin Runehammer:
Very quickly you are able to ask around and locate Verdun's office. He thanks you for your work repairing the external damage on the machine, "but unfortunately I won't be able to provide your payment until it is fully back in working order." Verdun continues.
"Sorry, company policy. As for a manual, there was some paperwork that came with the machine, but I can't make heads or tails of it. Darn gnomes, they are great inventors but they do not keep good inventories or notes. As for an alchemist, you may be hard pressed to find one worth their salt within Saltmarsh." With that last terrible statement, Verdun begins to chuckle.
"However, there is tale of an elderly alchemist of immeasurable power who lives or lived somewhere along the coast between here and Saltmarsh. But past that old wives tale I wouldn't know where to point you."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin nods. "Aye, understood, but figured I'd let you know my progress before I departed. If you'll point me in the direction of your quartermaster, I'm ready to set back out for the White Breaker. I'll take a look at that manual on the ship, if you don't mind me borrowing it."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
Verdun tosses you the manual. As you look at it you immediately see why Verdun was complaining about the gnomes writing. While the manual is written in thedwarven script it is obviously written in code or another language sharing the same alphabet. Verdun rings a bell and the quartermaster comes in. "Take Gulin back down to that accursed ship before it leaves. Gulin, I wish we were parting under better auspices. If you ever are looking for additional work, talk to Manistrad in Saltmarsh. I look forward to crossing your path again and hopefully getting our ore separator up and running."
You follow the quartermaster out of the office, through the encampments gates, and back down to the beach. You see storms off in the distance to the west heading in your direction. A new pair of the White Breaker's sailors have rounded up the rowboats and are waiting on the shore. The White Breaker itself is barely fifty feet from where the small waves crash against the beach. It must have been a nifty piece of navigation bringing the ship in that close. The quartermaster hands one of the sailors coin for you fare and shakes your hand. The trip back to the ship is uneventful. You climb the ladder, and minutes later the ship sets sail. Visible on the deck are the wrapped remains of the two sailors butchered by the Peryton. The tarp thankfully hides the particulars of the grizzly scene. As you sail west towards Saltmarsh, a large rickety mansion comes into view, located on a small but precarious looking cliff. Erosion and salt water have taken their toll on the property.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Angus McTavin and Caspia Aspergina Athletics Roll (Caspia assisted by Angus): 22
Angus McTavin and Caspia Aspergina:
The two of you easily lift the figurehead off of the porch and shift it into a balanced position on Caspia's shoulder then make your way up the hill towards the Temple of Procan.
The temple is one of the bigger buildings in Saltmarsh. A large crowd of people are currently exiting the temple. Some of them continue to talk outside among themselves. You gather that the midday service must have just ending. As the crowd dies down you push your way inwards. Looking back over your shoulder you see a large storm rolling in from the west beginning to encompass Saltmarsh.
Inside the temple lies many rows of wooden pews facing an alter. Behind the alter is offerings that the faithful have left for their god. These offerings consist mostly of coin but there are some random nautical items and freshly caught aquatic creatures mixed in. To the sides of the main chamber are small alcoves for smaller meetings and private prayers, within the back are doors leading further into the temple.
Within the temple near the alter is the black one legged former whaler and head cleric of the temple, Wellgar Brinehanded. He is currently talking to a young redheaded lady. Angus has seen her about the temple grounds almost every day for the last few months, but has not talked to her. A few of the other novitiates are cleaning up after the crowd. Angus does recognize one of the novitiates as the kindly halfling teenager who has supplied Angus with copies of some of the temples more martial oriented texts.
At the sight of the figurehead, Wellgar exclaims, "By Procan, what have you brought in with you Angus? And who might you be my lady? It has been months since I have seen a Triton in Saltmarsh. Are you perhaps friends with Khelnes, a local Triton hermit?"
Wellgar's voice seems to lack the note of contempt that it has carried for Angus in the past. Perhaps the Grinning Merfolk's figurehead--or the Triton by Angus' side--may have presented the opening with the old cleric that he has been waiting for.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin summons Avalloc, snapping his finger and causing the bird to appear on his outstretched forearm. Its feathers look a bit ruffled, as if it wasn't expecting the sudden summons.
"Take a look, my friend. See what you see in the manor house over there." Gulin releases the bird, leaning into the railing along the side of the ship and closing his eyes. His sight and hearing become Avalloc's, though he can still feel the crisp sea breeze on his skin, wind blowing tussles of red beard loose.
Avalloc Perception - 15
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
Using the warm air currents near the ship Avalloc quickly ascends into the sky. As he approaches the house there does not appear to be any activity from the outside. Feeling safe, the hawk lazily begins to circle down to obtain a better view of the property.
The decrepit house sits on the highest ground in the area. Around it, a stone wall has crumbled in many places, exposing the interior grounds. An ornate metal gate lies open at the end of the road, swaying slightly in the wind. Wild flora grows throughout the inner yard, but all the years cannot hide the evidence of a well-tended garden that once sat here. Near the house, the rotted wooden roof of a water well rises out of the tall grass.
The house is 35 feet tall from ground level to roof peak; the roof is gabled and has several holes where the slate shingles are missing.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin's senses return to his own. Out of curiosity, and as a way to occupy the remainder of the trip, he asks around the ship if any of the crew - particularly the officers - know much about that old manor house.
Gulin Investigation - 20
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
You ask the Captain of the White Breaker if he knows anything of the old house. Captain Ramses states, "I have been plying these trade routes for ten years. I pass by the old house all the time, just never thought to ask questions about it or learn anything else. It's just an old abandoned house."
As you sit on the deck afterwards, a little disheartened with the Captains response, the scraggly teenage yeoman who woke you earlier in the day approaches you.
"Sir I couldn't help but overhear your conversation with the Captain. I am actually from these parts and know a little bit about the house. When we were kids we were told stories of a powerful alchemist who lived along this coast. Well that ramshackle manor over there, that is where the alchemist lived. There were stories about the rare and valuable relics hidden under the creaking floorboards and the forbidden arcane knowledge contained within the alchemist's grand library. I'm sure these were just stories. There is no way such valuables and knowledge were just left lying around. But the one thing I know for certain that is true, that old house there is haunted by the ghost of the alchemist. Barely no-one dares enter the grounds, and terrible fate befalls those that do, especially at night. I even lost one of my close friends to the house, that's what drove me to leave town and sign up with the White Breaker."
As the kid finish his tale, the White Breaker rounds a point on the coast, and before you you see the village of Saltmarsh.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Wellgar this is Caspia. I found her washed up on the beach during the big storm. This figurehead is just about all that survived of her boat, and I thought you'd want to see evidence of the strength of Procan."
Angus McTavin and Caspia Aspergina:
Wellgar Brinehanded runs his hands up and down the figurehead, attempting to glean what knowledge he can of the ship. "Against all of my predictions Angus it appears that the sacred texts you have borrowed haven't been a complete waste after all. I honestly wasn't sure how serious you were on embarking upon a new path in life. So if the local rumor that you saved a shipwrecked sailor is indeed true, then what of the rest of the story running amok around town? Have you indeed found yourself in debt of our local druid, Ferrin Kastilar?"
At this point a frown starts to cross Wellgar's face, "Madam, please tell me your tale from the beginning? Although this figurehead has received significant burn damage and is waterlogged with the salt of the Azure Sea it seems strange that more pieces of your ship haven't washed ashore near Saltmarsh. Look at the back of the figurehead, it looks like it was cleanly broken off from bow. Though I know figureheads can be fragile, you'd expect it to either be attached to a larger section of the bow or for there to be more evidence of damage to the back of the object."
Turning to the redheaded lady who has seemed to daze off from the conversation and is frivolously spinning her hair in her hand, Wellgar rebukes her, "Pay attention Zi and you might learn something! How can I trust you to be a full-fledged priest if you don't concern yourself with matters of the sea?"
Abashedly the woman responds, "Sorry!"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin Runehammer:
The White Breaker begins the arduous process of carefully pulling into one of Saltmarsh's docks. The waves are beginning to pick up thanks to the imminent storm. As the ship gently rests against one of Saltmarsh's docks, Captain Ramses signals for you and the young yeoman to approach him.
"Sorry to ask this of you Gulin but I am unfortunately short on both manpower and time. We lost the morning to the debacle with the bird and the afternoon seems to be taking a turn for the worse. If you could assist my deckhand here in delivering the bodies of my men to the Temple of Procan for a proper burial I'll buy you a round the next time our paths cross."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Aye, I will help with this. Thank you for your hospitality these weeks, Captain. May the wind be in your favor."
Gulin, quite relieved to not require another venture via rowboat, helps carry the bodies down the plank to the dock. He looks around for two things: someone to ask for directions to the Temple (first starting with the deckhand he's with) and someone with a hand cart that he could either borrow or rent to help transport the bodies, should the temple be far from the docks. The poor lads deserve something more dignified than a fireman's carry.
Investigation (for askin' questions) 7
Athletics (for haulin' via whatever means) 15
Assuming I find a cart, can proceed directly to the Temple, Steve.
Also:
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Greetings. I do not know this other hermit Triton that you speak of, though I have not been in contact with other Tritons for awhile now. I was a sailor on a ship—the navigator, specifically. I do not recall much of what happened to our ship other than blackness and water. Next thing I know, I had woke up in Angus's home where he had summoned the druid to help me recover. I am helping him pay back the druid.
I am also puzzled by the lack of debris—not much of my ship has survived from what we could see from the evidence on the beach. I have not seen any of my fellow sailors either—I fear the worse has happened to them. I wish to learn what happened to my shipmates."