Dekhan raises his eyebrows and looks at his friends before looking back to Sildar. Therein lies a tale! Ancient magic, long forgotten servants from other planes, heroism, betrayal, Drow, bugbears, and our long sought quarry, the Spider himself.
Together you tell your tale, of the hours spent in darkness in the Wave Echo Cave. Is there anything you are choosing not to mention, or are you telling it pretty much as it happened, with perhaps some artistic license?
Dekhan will relate things pretty much as they happened, unless guided into discretion by his companions. If anything he’ll play up the bravery and nobility of his friend’s actions while downplaying his one role.
If it doesn't get mentioned, Strix will remind them that there were still ghouls wandering around, a psychotic unkillable skull that's unwavering in it's duty to destroy anything that tries to pass it and a fungal infestation that's probably growing back as we speak - so don't sell family passes to the Phandelver Experience just yet....
Given we didn't review them, it might also be prudent to keep quiet about the notes we found on Phandelin property rights until we know what we're dealing with. Assuming Scupper didn't already **** off with them to his black network contact :D
This post has potentially manipulated dice roll results.
When Strix mentions the skull Varinth will launch into the tale of The Skull and The Sack, punctuated with much licence and the occasional bout of the giggles.
He will enhance his tale with crude little flaming figures which he will animate above his ale.
Dekhan, Strix and Varinth tell this tale together, and mostly completely - important details are covered, and some of the more interesting fights are animated. Your audience listens enthusiastically, and when you are done you get a round of applause. But the Rockseekers are keen to head to their rooms right after - they clearly want to talk to Gundren in private. Gundren gives Sildar another big hug, a little embarrassed as he pulls away, and the three head up.
Sildar nods to you and grins. Quite an accomplishment. Make sure you're around tomorrow - I know some of you will be more interested in this than others, but there's a need to talk of proper rewards for your actions. It's kind of you to give the brothers time to be together tonight, but they're an honourable bunch and won't want to delay it too long. I think I'm done for the night too; enjoy your rest tonight. Sildar also leaves the common room, headed for his own.
The tale was long, and it's now dark outside. Toblen provides you with a hearty meal, and you spend some time talking and reflecting on what has happened, but soon the call of a bed reaches you. Sadly, the Rockseekers have taken two rooms, and Sildar one, so there are only three rooms available and some double-ups will be needed, but that's up to you to sort out.
Scupper, you return to the inn after having failed to find Pru - you did find someone who told you she's out of town at the moment, but expected back in a day or two.
Unless there's anything special you want to do tonight, you can sleep and get a long rest at the inn.
The next ten days will be downtime again - it can be as detailed as last time, or something briefer if you wish. Please check your quest log for any quests you want to turn in, and you might be able to sell items you found, or buy items available in Phandalin - though you could save your money, as you may head for a larger city soon. There are various people around town you might want to talk to - Sister Garaele, the Townmaster, the innkeeper and more perhaps. You'll definitely all have a meeting with the Rockseekers on the first day to discuss your rewards and the future of the Lost Mine and the Forge of Spells.
Scupper has a few things of interest to hi in the next 10 days.
Theres research. He’s still curious about the books he got from the red wizard, his meager cold shadow powers and dark patron...
if Incantus is willing to share Nezznars research notes, he’s wondering how someone even finds out about those things when looking to steal a lost mine. Torture notes are always interesting...
Of course he’s wondering what might be up with the seas and the Sword Coast, but Phandalin isn’t a real hub of rumor and gossip.
If Dekhan gets a chance to before he leaves he’ll ask Sildar How’s young Nars doing with his training? And how are the Orcs adjusting to life in Phandelver?
For the rest of the night he’ll drink with his friends, thinking up new things to toast to a little more frequently than he probably should and celebrate until there’s no more celebrating to be done.
He’ll wake early and before breakfast walk out into the woods outside town to meditate for a while giving thanks for the continued good fortune he and his companions enjoy. On his way back he’ll visit sister Garaele to bring her up to date on all the events as well as ask her a few questions. Following that he’ll check in with the orcs, and finally with Mirna and her children.
Varinth will drink and reminisce with his friends. He will pay the young lads to make sure Soodi is well taken care for.
He will then scout about the various seating in the bar looking for his perfect spot to hunker down for a proper bender. He will happily pitch in for a room but will most likely pass out in the pub staring into the fireplace, curious as to why other people can't hear the flickering flames talking.
Over the next ten days Vaz will come in and out of large bouts of drinking, seeming to level out on the fifth day. He will start to write a letter to his parents but never finish it. He will hang out with Strix and Scupper when they aren't up to other things. And he will join in any discussions, should they come up, about the problem of The Skull.
Scupper, I think you’ve already read through the History of the Sword Coast and Remnants of Netheril fully? If not, you can certainly do so in these days. You learn interesting factoids about the region and its past, but nothing particularly that jumps out at you. However, you can have advantage on any future History checks that relate to either of these two topics.
Although you’re interested in whatever power it is whose attention you’ve attracted, you can’t think of a way to learn more about that in Phandalin. There’s no news from the sea, and still few travellers are making it to this little mining town. You do feel the call of the sea a little, an unfamiliar experience given that all memories of that time are tinged with the scent of your own vomit, but there it is. You begin to wonder where you will travel next with this strange group of... 'friends'?
Pru makes it back into town a few days later. She gives you a broad smile and a big kiss when she sees you. Back in town, I see. Into your ear, she whispers: Kill anything interesting while you were gone?
Dekhan, as you wake you have a faint, fleeting sensation of magic around you and a voice whispers into your ear: “You will find Rockseeker, and deliver him alive to safety, or bring his body to his family, or you will die in the attempt.” You think of the haughty elf who demanded your oath, and realise that you have fulfilled this first oath you took.
You are in very high spirits as you descend the stairs to the inn’s common room, where you are greeted by Oggor, leader of the orc defenders of Phandalin. Saw you come into town yesterday, he notes. Thought you’d want some time to yourselves. He doesn’t call you ‘Chief’ any longer, but he’s still very respectful and in his manner towards you. He gives you a brief update about the progress of their band – good so far – and invites you and the others to spend some time with the orcs, if you wish, but then he heads off on patrol.
You find Sister Garaele having breakfast with Mirna, Nilsa and Nars, and they all greet you enthusiastically. Unfortunately, or fortunately, you are now forced to retell all your adventures since you last met with them, and Nars demands many repeat telling so that it takes most of the day. It’s a very warm, welcoming and enjoyable time you spend, more so than for a while. Make an Insight check.
Varinth, deduct two gold for the ongoing pampering of Soodi, who eyes you with a long-suffering stare but takes absolutely no action to impede the massaging and grooming she is being subjected to.
We’ll treat your extended drinking as a full ‘carousing’ episode, as in Xanathat’s Guide. Unless you particularly want to seek out the more well-to-do members of society here, I assume that you’re drinking alone or with whichever local peasant wanders into the inn’s common room. Over the week, you drink a lot. A real lot. You’re not drinking expensive stuff, but take off 10 gold to cover the costs. You meet up with pretty much everyone in town over the course of the tenday, and learn a great deal about mining and farming, most of which you instantly forget.
Make a Persuasion check to determine the outcome of your social interactions, and separately please roll a d10.
At some point during the week, most of the party are having dinner at the inn with Sister Garaele when you re-tell the story of the flameskull that came back again and again. Sir Dekhan mentioned that in his story too, the Sister says. I did some thinking and some reading. I've never heard of a skull, but I have heard of undead that came back again and again when they were killed. It's a kind of curse, and there is magic that can destroy a curse. It's most powerful that I can manage, but you can ask one of the larger temples in Neverwinter or Waterdeep to perform this service. Gundren, sitting with you and looking much better, says Aye, sounds like a good idea. Worth a try at least.
Dekhan listens to Oggor’s report and then places a hand on his shoulder. You’ve done well, I am proud of you. This bond you are forging may well change the face of Faerun. I will come join you at the post soon.
Dekhan enthusiastically repeats the story for sister Garaele, Mirna, Nilsa, and Nars. Using voices for the different actors and acting out different parts. Winking at the adults after certain obvious embellishments. insight12 (sorry, that should be a 15! Added the wrong modifier...)
It turns out to be the third day that you all meet up, as the dwarfs refuse to stop drinking on the first and second.
Right, says Tharden. Rewards first of all. He hands five large bags to you, one each. Each pouch contains four hundred gold pieces, for a total of two thousand gold. For our lives, for saving our family and bringing us together. You're bloody heroes, and no mistake. The three dwarves raise their tankards to you, and those around - the Townmaster, Sildar, Qelline, Sister Garaele and others - join in.
Second thing is, the mine, Gundren starts up. Before I left Neverwinter, I asked a wizard there what he thought we might find, regarding the Forge of Spells, see. He said it might be destroyed, or it might be buried under a rockfall, or it might be fine. He also said it might be... depleted. Sounds from your story, that's what's happened - it's working, but the magic has almost gone. Almost gone. Which means, it can be restored, says the wizard. He grins at his brothers, and they nod. Maybe there's still some undead, and a weird cursed skull to deal with, but the fact is, the Forge of Spells and the Lost Mine are back in business. That's good news for us, and good news for this town. All business will be handled from here. We're thinking of renovating the manor and basing ourselves there, but for the moment, we'll take a house in town and get the business up and running. The mine was at its peak when it was lost to the orc invasion, and there's still ore and work aplenty there. I'm not saying it will all happen overnight, mind you. But the future is good, my friends.
The townsfolk react cautiously but hopefully, and after a while the meeting breaks up. Scupper, you notice that Halia Thornton, though she was present at the meeting, looking thoughtful and said little during the discussions, and she leaves quickly once the main business is concluded.
After the others are all gone, only you five, the brothers, and Sildar are left. You've earned a share of the profits, as well as your rewards, Gundren says, his brothers nodding. The mine is ours, we're the ones who found it, almost died for it, and more importantly we're the ones who'll be sticking around and making a success of it. But we won't do you out of your fair share. So, simplest way to do this is we draw up a contract, with ten percent of the mine's profits going to your group forever. That's ten percent for the whole group, mind you, not ten percent each. Ownership stays with us, but the contract is legal and all approved by the authorities and so on, and we send your money wherever you like or keep it here for you to collect. Other options are, well, you come in as joint owners, maybe 10%, maybe more. That requires investment from your side too, since we're also investing our money. You've got the rewards, if you want to hand those right back to us. You fancy getting into the mine-owning business? We won't object, but we'll keep a controlling share. His manner is firm but friendly; and he looks at you all, awaiting a response.
Dekhan, you notice a subtle shift in how Mirna, Nilsa and Nars are treating you. Nars is calmer, cheekier, less like a puppy eager to please. Nilsa is more relaxed and open. Mirna is more familiar and a bit bossy - she watches your manners and tells you to help clear away the dishes in the same way she does with her children. Not completely, not quite the same, but still. There's a definite sense that, whether they're aware of it or not, they're welcoming you into their family. You're... not immediately whether that's a good thing or not.
At Mirna’s: Dekhan smiles a bit as he begins to notice the familiarity the family is beginning to treat him with. Nars, how is your training going with Sildar? Are you following his instructions? And what of the town? What transpired while we were away?
When he gets a chance to, Dekhan will speak privately to Sister Garaele. Any more birds bearing news? How are Oggor and the others adjusting do you think?
With the Rockseekers: Dekhan looks to his friends. Owning part of a mine could be quiet a boon... imagine all the good we could do with the profits!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Strix turns an ale flagon back and forth in his hand, staring into the depths, but has learned his lesson about chatting to Phandelinites.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Dekhan raises his eyebrows and looks at his friends before looking back to Sildar. Therein lies a tale! Ancient magic, long forgotten servants from other planes, heroism, betrayal, Drow, bugbears, and our long sought quarry, the Spider himself.
Together you tell your tale, of the hours spent in darkness in the Wave Echo Cave. Is there anything you are choosing not to mention, or are you telling it pretty much as it happened, with perhaps some artistic license?
Dekhan will relate things pretty much as they happened, unless guided into discretion by his companions. If anything he’ll play up the bravery and nobility of his friend’s actions while downplaying his one role.
If it doesn't get mentioned, Strix will remind them that there were still ghouls wandering around, a psychotic unkillable skull that's unwavering in it's duty to destroy anything that tries to pass it and a fungal infestation that's probably growing back as we speak - so don't sell family passes to the Phandelver Experience just yet....
Given we didn't review them, it might also be prudent to keep quiet about the notes we found on Phandelin property rights until we know what we're dealing with. Assuming Scupper didn't already **** off with them to his black network contact :D
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
I wouldn't tell the Zhentarim that! I don't think Incantus told me or gave me the documents. 😉
I'm looking for a pretty halfling that likes the cold
When Strix mentions the skull Varinth will launch into the tale of The Skull and The Sack, punctuated with much licence and the occasional bout of the giggles.
He will enhance his tale with crude little flaming figures which he will animate above his ale.
Performance: 18
Edit: I used the word punctuate twice. How embarrassing.
Dekhan, Strix and Varinth tell this tale together, and mostly completely - important details are covered, and some of the more interesting fights are animated. Your audience listens enthusiastically, and when you are done you get a round of applause. But the Rockseekers are keen to head to their rooms right after - they clearly want to talk to Gundren in private. Gundren gives Sildar another big hug, a little embarrassed as he pulls away, and the three head up.
Sildar nods to you and grins. Quite an accomplishment. Make sure you're around tomorrow - I know some of you will be more interested in this than others, but there's a need to talk of proper rewards for your actions. It's kind of you to give the brothers time to be together tonight, but they're an honourable bunch and won't want to delay it too long. I think I'm done for the night too; enjoy your rest tonight. Sildar also leaves the common room, headed for his own.
The tale was long, and it's now dark outside. Toblen provides you with a hearty meal, and you spend some time talking and reflecting on what has happened, but soon the call of a bed reaches you. Sadly, the Rockseekers have taken two rooms, and Sildar one, so there are only three rooms available and some double-ups will be needed, but that's up to you to sort out.
Scupper, you return to the inn after having failed to find Pru - you did find someone who told you she's out of town at the moment, but expected back in a day or two.
Unless there's anything special you want to do tonight, you can sleep and get a long rest at the inn.
You also all reach level five.
The next ten days will be downtime again - it can be as detailed as last time, or something briefer if you wish. Please check your quest log for any quests you want to turn in, and you might be able to sell items you found, or buy items available in Phandalin - though you could save your money, as you may head for a larger city soon. There are various people around town you might want to talk to - Sister Garaele, the Townmaster, the innkeeper and more perhaps. You'll definitely all have a meeting with the Rockseekers on the first day to discuss your rewards and the future of the Lost Mine and the Forge of Spells.
As a start, please give an idea of how you'd like to use these days of downtime, which could include anything from the various sourcebooks for Downtime Activities, e.g. https://www.dndbeyond.com/sources/phb/adventuring#DowntimeActivities
Scupper has a few things of interest to hi in the next 10 days.
Theres research. He’s still curious about the books he got from the red wizard, his meager cold shadow powers and dark patron...
if Incantus is willing to share Nezznars research notes, he’s wondering how someone even finds out about those things when looking to steal a lost mine. Torture notes are always interesting...
Of course he’s wondering what might be up with the seas and the Sword Coast, but Phandalin isn’t a real hub of rumor and gossip.
and then there’s Pru...when she returns.
If Dekhan gets a chance to before he leaves he’ll ask Sildar How’s young Nars doing with his training? And how are the Orcs adjusting to life in Phandelver?
For the rest of the night he’ll drink with his friends, thinking up new things to toast to a little more frequently than he probably should and celebrate until there’s no more celebrating to be done.
He’ll wake early and before breakfast walk out into the woods outside town to meditate for a while giving thanks for the continued good fortune he and his companions enjoy. On his way back he’ll visit sister Garaele to bring her up to date on all the events as well as ask her a few questions. Following that he’ll check in with the orcs, and finally with Mirna and her children.
Varinth will drink and reminisce with his friends. He will pay the young lads to make sure Soodi is well taken care for.
He will then scout about the various seating in the bar looking for his perfect spot to hunker down for a proper bender. He will happily pitch in for a room but will most likely pass out in the pub staring into the fireplace, curious as to why other people can't hear the flickering flames talking.
Over the next ten days Vaz will come in and out of large bouts of drinking, seeming to level out on the fifth day. He will start to write a letter to his parents but never finish it. He will hang out with Strix and Scupper when they aren't up to other things. And he will join in any discussions, should they come up, about the problem of The Skull.
Scupper, I think you’ve already read through the History of the Sword Coast and Remnants of Netheril fully? If not, you can certainly do so in these days. You learn interesting factoids about the region and its past, but nothing particularly that jumps out at you. However, you can have advantage on any future History checks that relate to either of these two topics.
Although you’re interested in whatever power it is whose attention you’ve attracted, you can’t think of a way to learn more about that in Phandalin. There’s no news from the sea, and still few travellers are making it to this little mining town. You do feel the call of the sea a little, an unfamiliar experience given that all memories of that time are tinged with the scent of your own vomit, but there it is. You begin to wonder where you will travel next with this strange group of... 'friends'?
Pru makes it back into town a few days later. She gives you a broad smile and a big kiss when she sees you. Back in town, I see. Into your ear, she whispers: Kill anything interesting while you were gone?
Dekhan, as you wake you have a faint, fleeting sensation of magic around you and a voice whispers into your ear: “You will find Rockseeker, and deliver him alive to safety, or bring his body to his family, or you will die in the attempt.” You think of the haughty elf who demanded your oath, and realise that you have fulfilled this first oath you took.
You are in very high spirits as you descend the stairs to the inn’s common room, where you are greeted by Oggor, leader of the orc defenders of Phandalin. Saw you come into town yesterday, he notes. Thought you’d want some time to yourselves. He doesn’t call you ‘Chief’ any longer, but he’s still very respectful and in his manner towards you. He gives you a brief update about the progress of their band – good so far – and invites you and the others to spend some time with the orcs, if you wish, but then he heads off on patrol.
You find Sister Garaele having breakfast with Mirna, Nilsa and Nars, and they all greet you enthusiastically. Unfortunately, or fortunately, you are now forced to retell all your adventures since you last met with them, and Nars demands many repeat telling so that it takes most of the day. It’s a very warm, welcoming and enjoyable time you spend, more so than for a while. Make an Insight check.
Varinth, deduct two gold for the ongoing pampering of Soodi, who eyes you with a long-suffering stare but takes absolutely no action to impede the massaging and grooming she is being subjected to.
We’ll treat your extended drinking as a full ‘carousing’ episode, as in Xanathat’s Guide. Unless you particularly want to seek out the more well-to-do members of society here, I assume that you’re drinking alone or with whichever local peasant wanders into the inn’s common room. Over the week, you drink a lot. A real lot. You’re not drinking expensive stuff, but take off 10 gold to cover the costs. You meet up with pretty much everyone in town over the course of the tenday, and learn a great deal about mining and farming, most of which you instantly forget.
Make a Persuasion check to determine the outcome of your social interactions, and separately please roll a d10.
At some point during the week, most of the party are having dinner at the inn with Sister Garaele when you re-tell the story of the flameskull that came back again and again. Sir Dekhan mentioned that in his story too, the Sister says. I did some thinking and some reading. I've never heard of a skull, but I have heard of undead that came back again and again when they were killed. It's a kind of curse, and there is magic that can destroy a curse. It's most powerful that I can manage, but you can ask one of the larger temples in Neverwinter or Waterdeep to perform this service. Gundren, sitting with you and looking much better, says Aye, sounds like a good idea. Worth a try at least.
Dekhan listens to Oggor’s report and then places a hand on his shoulder. You’ve done well, I am proud of you. This bond you are forging may well change the face of Faerun. I will come join you at the post soon.
Dekhan enthusiastically repeats the story for sister Garaele, Mirna, Nilsa, and Nars. Using voices for the different actors and acting out different parts. Winking at the adults after certain obvious embellishments. insight 12 (sorry, that should be a 15! Added the wrong modifier...)
It turns out to be the third day that you all meet up, as the dwarfs refuse to stop drinking on the first and second.
Right, says Tharden. Rewards first of all. He hands five large bags to you, one each. Each pouch contains four hundred gold pieces, for a total of two thousand gold. For our lives, for saving our family and bringing us together. You're bloody heroes, and no mistake. The three dwarves raise their tankards to you, and those around - the Townmaster, Sildar, Qelline, Sister Garaele and others - join in.
Second thing is, the mine, Gundren starts up. Before I left Neverwinter, I asked a wizard there what he thought we might find, regarding the Forge of Spells, see. He said it might be destroyed, or it might be buried under a rockfall, or it might be fine. He also said it might be... depleted. Sounds from your story, that's what's happened - it's working, but the magic has almost gone. Almost gone. Which means, it can be restored, says the wizard. He grins at his brothers, and they nod. Maybe there's still some undead, and a weird cursed skull to deal with, but the fact is, the Forge of Spells and the Lost Mine are back in business. That's good news for us, and good news for this town. All business will be handled from here. We're thinking of renovating the manor and basing ourselves there, but for the moment, we'll take a house in town and get the business up and running. The mine was at its peak when it was lost to the orc invasion, and there's still ore and work aplenty there. I'm not saying it will all happen overnight, mind you. But the future is good, my friends.
The townsfolk react cautiously but hopefully, and after a while the meeting breaks up. Scupper, you notice that Halia Thornton, though she was present at the meeting, looking thoughtful and said little during the discussions, and she leaves quickly once the main business is concluded.
After the others are all gone, only you five, the brothers, and Sildar are left. You've earned a share of the profits, as well as your rewards, Gundren says, his brothers nodding. The mine is ours, we're the ones who found it, almost died for it, and more importantly we're the ones who'll be sticking around and making a success of it. But we won't do you out of your fair share. So, simplest way to do this is we draw up a contract, with ten percent of the mine's profits going to your group forever. That's ten percent for the whole group, mind you, not ten percent each. Ownership stays with us, but the contract is legal and all approved by the authorities and so on, and we send your money wherever you like or keep it here for you to collect. Other options are, well, you come in as joint owners, maybe 10%, maybe more. That requires investment from your side too, since we're also investing our money. You've got the rewards, if you want to hand those right back to us. You fancy getting into the mine-owning business? We won't object, but we'll keep a controlling share. His manner is firm but friendly; and he looks at you all, awaiting a response.
Dekhan, you notice a subtle shift in how Mirna, Nilsa and Nars are treating you. Nars is calmer, cheekier, less like a puppy eager to please. Nilsa is more relaxed and open. Mirna is more familiar and a bit bossy - she watches your manners and tells you to help clear away the dishes in the same way she does with her children. Not completely, not quite the same, but still. There's a definite sense that, whether they're aware of it or not, they're welcoming you into their family. You're... not immediately whether that's a good thing or not.
Persuasion: 14
Mysterious D10 Roll: 4
At Mirna’s: Dekhan smiles a bit as he begins to notice the familiarity the family is beginning to treat him with. Nars, how is your training going with Sildar? Are you following his instructions? And what of the town? What transpired while we were away?
When he gets a chance to, Dekhan will speak privately to Sister Garaele. Any more birds bearing news? How are Oggor and the others adjusting do you think?
With the Rockseekers: Dekhan looks to his friends. Owning part of a mine could be quiet a boon... imagine all the good we could do with the profits!