As the party rounds the final corner of the shadowed docks, the dim glow of The Pen & Parchment’s lanterns is the most welcome sight they’ve seen all day. The air still carries the metallic tang of the scrapyard and the sulfurous reek of Duragaaz’s foundries.
Diomede meets them at the base of the gangplank, brass fittings clattering as his nimblewright joints twitch in visible agitation. His voice comes rapid and clipped through the sending-stone grille: “By the Everbright Forge—what happened out there? You look like you’ve walked through the Nine Hells! I was about to seal the ship’s hatches and call it lost!”
Despite the scolding tone, he has clearly been busy—supplies are organized on deck, the helm area scrubbed and reassembled in readiness for Bramble’s work.
Once the chaos subsides, Diomede explains their position briskly: the Pen & Parchment is flight-ready but still needs the coupler installed. Trade lines remain viable through the Leira Registry, but Duragaaz is unstable. The team has several options:
Rest aboard the ship, recover their strength, and return to negotiate with Saphra Vexx, perhaps even broker a partnership that might shift local control and reopen trade.
Pursue repairs immediately and prepare to leave Duragaaz before becoming further entangled in its political web.
Attempt to slip off Duragaaz immediately and try effect repairs elsewhere - anywhere else.
Scout the lower foundry, where Brother Vult rules, to assess Saphra’s claim and the feasibility of ousting the Ravagers’ current leadership.
Diomede’s final remark clinks with a note of dry irony:
“Of course, if you do intend to alter the power balance of a mining moon, I’d suggest sleeping first. Adventuring, like commerce, profits little when exhausted.”
As the party rounds the final corner of the shadowed docks, the dim glow of The Pen & Parchment’s lanterns is the most welcome sight they’ve seen all day. The air still carries the metallic tang of the scrapyard and the sulfurous reek of Duragaaz’s foundries.
Diomede meets them at the base of the gangplank, brass fittings clattering as his nimblewright joints twitch in visible agitation. His voice comes rapid and clipped through the sending-stone grille:
“By the Everbright Forge—what happened out there? You look like you’ve walked through the Nine Hells! I was about to seal the ship’s hatches and call it lost!”
Despite the scolding tone, he has clearly been busy—supplies are organized on deck, the helm area scrubbed and reassembled in readiness for Bramble’s work.
Once the chaos subsides, Diomede explains their position briskly: the Pen & Parchment is flight-ready but still needs the coupler installed. Trade lines remain viable through the Leira Registry, but Duragaaz is unstable. The team has several options:
Diomede’s final remark clinks with a note of dry irony:
“Of course, if you do intend to alter the power balance of a mining moon, I’d suggest sleeping first. Adventuring, like commerce, profits little when exhausted.”
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms