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.”
Archael simply nods. Whatever option the team voted for he would need to rest and regain his strength before even making any further decisions. He wouldn't object to Bramble starting with installing the coupler as soon as possible to keep their options open though. He would advice against doing any scouting for now but if any of the others insist he would be too weary to really object. All in all he wasn't against doing business with the locals, but it bothered him that they thought being uncivilized would somehow be helpful to them. Good trade relations required mutual trust, and the way they had been treated had not inspired anything of the kind.
The adventurers retire, bone-tired but alive. In their two shared quarters — narrow bunks, low timbers, and the constant creak of the hull — the scent of pitch, oil, and salt mixes with the faint sweetness of the galley’s spiced tea. Lanterns burn low in brass cages; the ship hums faintly as Bramble and Diomede work through the night at the helm nearby, the rhythmic tap of tools and murmured clockwork jargon filtering down like a lullaby.
Sleep comes in fits: dreams of starlit voids and metallic howls echoing in their minds. Yet, for the first time since Leira, the ship feels… safe.
When they wake, the Pen & Parchment hums differently. The air thrums with a steady, resonant pulse — the sound of the helm re-forged and alive again. Sunlight from Duragaaz’s orbit filters through the upper portholes, painting the brass fittings in gold and red.
Bramble waits by the galley table, soot-streaked but grinning under his goggles. “Coupler’s fit snug as a coin in a purse,”he reports proudly. “Your ship’ll fly true now — though she’s still got her quirks, mind you.”
Tahlia heads back with the others, possibilities swimming in her head. She finds her space comfortable and glad to retire to it after the eventful day on this rock.
The next morning, she is happy to hear the difference in the ship and Bramble's confident words. She smiles at the last of them and Diomede, "Like you'd expect anything different!" she turns to the others, "Shall we go meet with Sasha?"
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
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
Archael simply nods. Whatever option the team voted for he would need to rest and regain his strength before even making any further decisions. He wouldn't object to Bramble starting with installing the coupler as soon as possible to keep their options open though. He would advice against doing any scouting for now but if any of the others insist he would be too weary to really object. All in all he wasn't against doing business with the locals, but it bothered him that they thought being uncivilized would somehow be helpful to them. Good trade relations required mutual trust, and the way they had been treated had not inspired anything of the kind.
"I am for resting, recovering our strength, and then return to Saphra". Vic says . "But Ill go with the majority rule!".
The adventurers retire, bone-tired but alive.
In their two shared quarters — narrow bunks, low timbers, and the constant creak of the hull — the scent of pitch, oil, and salt mixes with the faint sweetness of the galley’s spiced tea. Lanterns burn low in brass cages; the ship hums faintly as Bramble and Diomede work through the night at the helm nearby, the rhythmic tap of tools and murmured clockwork jargon filtering down like a lullaby.
Sleep comes in fits: dreams of starlit voids and metallic howls echoing in their minds. Yet, for the first time since Leira, the ship feels… safe.
When they wake, the Pen & Parchment hums differently. The air thrums with a steady, resonant pulse — the sound of the helm re-forged and alive again. Sunlight from Duragaaz’s orbit filters through the upper portholes, painting the brass fittings in gold and red.
Bramble waits by the galley table, soot-streaked but grinning under his goggles.
“Coupler’s fit snug as a coin in a purse,” he reports proudly. “Your ship’ll fly true now — though she’s still got her quirks, mind you.”
Diomede adds dryly, “As do her owners.”
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Tahlia heads back with the others, possibilities swimming in her head. She finds her space comfortable and glad to retire to it after the eventful day on this rock.
The next morning, she is happy to hear the difference in the ship and Bramble's confident words. She smiles at the last of them and Diomede, "Like you'd expect anything different!" she turns to the others, "Shall we go meet with Sasha?"