Qivys wakes in a sweat. The stove had heated the room too much for his liking. After rising and preparing his gear, he too heads for the washroom.
Upon his return he heads outside, grabbing a cup of the sour tea on the way, for some"fresh" air. Standing close to the entrance, he scans the street discreetly, taking note of anything "interesting."
(OoC: Do we remove the exhaustion from our characters now?)
Red smooshes her face further into the pillow, trying to block out the noise. Unfortunately, the men are just too loud and she can't help but overhear. A frown tilts her lips down as she hears what they have to say about the smugglers. Not ideal, she thinks. But that house might be worth looking into. She forces herself upwards with a smile and looks over the room. She looks at whatever companions nearby.
"The guardhouse next? Before it gets too dark? We want to make a good impression right?"
While listening to and engaging the mariners in conversation, you each learn a few interesting things. (Check your PMs! Let me know if you didn't get a message.)
Ob and an assistant serve dinner - more of the same: "Mix," bread, biscuits, and tea. It tastes exactly the same as it did earlier.
A woman stops in - a captain or ship officer of some kind - looking for replacement deckhands for a trading voyage. She announces the terms, and a few of the sailors chat with her afterwards before she leaves. It seems to be routine for sailors to be recruited here. (None of the work opportunities here seem suitable for adventurers with your skill sets, but If you're looking for downtime work, you can probably find employment here working on a fishing boat or as a dock laborer. You might make as much as 1 gold piece per day.)
You have had your long rest. Update your character sheets to remove the exhaustion, and update your currency to pay for your stay.
This post has potentially manipulated dice roll results.
Kasimir:
Kasimir enjoys another decent meal, this time less ravenous and more outgoing. He nods at Red's suggestion. "Sure, get it over with right away. Then reward ourselves with a drink? I hear there's a tavern nearby called The Empty Net, might be worth a look." He chats up a few of the sailors sharing their meal, asking about a bathhouse or a laundry, and generally getting a feel for the town.
At some point he'll slip outside, ducking around the side of the building for some privacy, and attempt to pick the lock on his shackles. (thieves' tools19)
Claire rolls over in her bed and yawns, waiting a moment for her tiredness to wear off before standing. She returns Omen's smile while continuing to stretch and rub her eyes. "Yeah, I slept really well." Looking to brighten up the room, she searches for curtains only to realize that the windows were already displaying an evening sky.
"A-ah, I forgot the sun actually sets in these parts..."
She tries not to pay attention to what was happening outside, exiting the room and mingling with some of the sailors in the guildhall. Between pleasant greetings and some awkward exchanges, she gained a good amount of information about the local gods of Saltmarsh. She took a moment to head to the washroom, sighing in bliss as she turned up the heat and grimacing when she saw how disturbingly dark the water turned after use. She returned to the bunk room in time for dinner, and she wondered why the ingredients seemed so much plainer than before.
When Red suggested they head to the guardhouse, she gave it some thought. "Sounds like a good idea."
Returning inside after his "fresh" air, Qivys finds all his companions awake. Kas walks by him in a casual yet determined manner and heads outside. The air isn't that fresh lad. He sits down with a bowl of mix and starts to eat.
"So, what's the plan crew?" He asks with excitement. Seems the rest has done wonders for his mood. Gone is the anger and hatred from his voice. The thoughts of this morning's encounter have had time sink in. A new sense of direction has taken their place. He hopes that others feel the same. "So, I've been thinking. We should help these people. I mean, we arrived here at this time, in this town, just to witness a fiendish attack. I feel that was not accidental. The gods have given us an opportunity to help those in need. I think we should embrace that opportunity. Help bring light back to this seaside town. Darkness has fallen, an unnatural darkness. We shall be the light that guides these people out of the dark" Proud with his new sense of self, he looks to each of his colleagues for confirmation that they feel the same, or at least that they don't feel opposed.
Omen will pay for another night's stay and a meal.
He will listen to everyone enjoying the conversations as opposed to the moans, screams and lamenting that had been apart of the voyage in the slaver ship.
"If I never set foot on a ship for the rest of my days I will be satisfied."he thinks.
Omen nods his head in agreement with the suggestions of visiting the guard.
Omen will stand and stretch. "Shall we be off then?"
At some point he'll slip outside, ducking around the side of the building for some privacy, and attempt to pick the lock on his shackles. (thieves' tools12)
Kasimir ducks around the north side of the guildhall. To the northwest he sees a complex of buildings (a small but wealthy-looking home, together with a set of servants' quarters and other buildings) with a couple of guards in evidence. Finding an out-of-view nook, Kasimir struggles again to pick the lock of the shackles, still without luck. He feels it's doable, though - it'll just take some more time to think through the mechanism (either that, or a hacksaw.) It's also hard to pick a lock on one's own hand - perhaps it'd be easier to attempt it upon one of his comrades?
Despite Red's urging, the group still lingers at the Mariner's Guildhall, and darkness has fallen. Kasimir wants to find a tavern, but at least three of you would like to seek out the Guard. Unless Kasimir would like to split up for a bit, I will assume the whole group will seek out the Guard next? From what you've learned, Hoolwatch Tower is the official headquarters of the town guard. It's across the river on the other side of town.
"To Hoolwatch Tower it is then. But might I suggest we call passed the Dwarven Anvil and have these removed"rattling his wrist "I imagine we would appear much more civilized without our jewellery"
Kas sulks back into the guildhall, muttering about "damned rusty bracelets." At Qivys's recommendation: "A wise suggestion! I am not interested in walking into this Tower dangling manacles -- starts the whole encounter on the wrong tone."
Your group heads out, west into town along the main road, which was built of ancient, dirty, gap-toothed cobbles. A strong-smelling open sewer runs along the side of the street, which is very dark on this cold, overcast, moonless night. You pass a sprawling mansion with odd, cobbled-together extensions, and a number of homes and hovels, some glowing with fires and candles within. A small group of kids watch you, but run away as you approach. The next stretch of road is dominated by industrial-looking, windowless buildings. You hear some low rumbling noises inside one. Finally, on the corner of a side street, you see a sturdy-looking stone building with a sign out front, “The Dwarven Anvil”. A middle-aged man holding a lantern exits the front door as you come nearer; he turns, locks the door, and steps out into the street.
Claire glances nervously at the dark, moonless night sky, shuddering. To her, an Elturian who had scarcely seen a sunless sky for her entire life, the darkness which may have seemed at most slightly unnerving to the rest of her group felt to her like a great disturbance, a fundamentally unnatural and frightening occurrence which loomed above her and consumed everything around her. Growing dizzy from looking above, she turns her vision towards the cold streets and dilapidated homes, and she grows weary of the children that were watching her. She wondered if they were street urchins and considered giving them alms to ease the burdens they must be facing in the dark, cold city. When the children ran away she jumps up a bit, startled, when she hears a low growling sound from one of the windowless buildings she was passing by. Thoroughly spooked, she was starting to mutter an incantation for Light when she noticed a middle-aged man exiting the front door of a building called "The Dwarven Anvil" with a lantern in hand. She recalled that Omen mentioned the dwarven smithy earlier and approached seeing that they were apparently capable of getting rid of their shackles.
"Hi there, friend. Do you work at The Dwarven Anvil? My friends and I were actually thinking about going there. I hope you didn't close for the night...?"
"Excuse me sir" he cries out as he walks toward the man, "I know the hour is late, but I was wondering if Maffera or perhaps her son were available to lend a hand with a certain predicament we've found ourselves in".
"Hi there, friend. Do you work at The Dwarven Anvil? My friends and I were actually thinking about going there. I hope you didn't close for the night...?"
The man grunts something unintelligible, waves his hands, and demonstrates that the door is indeed locked. He smiles awkwardly and makes a small bow. You can see his hands are covered in burns and scars.
"Excuse me sir" he cries out as he walks toward the man, "I know the hour is late, but I was wondering if Maffera or perhaps her son were available to lend a hand with a certain predicament we've found ourselves in".
This post has potentially manipulated dice roll results.
Qivys
"You are her son?" Qivys seems unsure if the man chooses not to speak or perhaps can't. "We are headed to Hoolwatch Tower and would dearly love to be free from our manacles before presenting ourselves to the Guard Commander. Could you spare but a few moments and help us?"
The man nods at Qivys, pauses for a moment, then produces his key and unlocks the door. He ushers you inside, hangs the lantern back on its hook, and closes the door behind you. The building is built around a single ancient anvil in a style which strongly suggests dwarven origins. The place is a mess, and is packed full of stuff: hooks, nails, harpoons, knives, fishing weights, and other metal implements together with stacks of metal plates, bins of wood and coal, tools, and notes tacked everywhere. He looks at you expectantly. You notice he has a massive scar across his throat.
This post has potentially manipulated dice roll results.
Omen
Omen will follow along, taking in the sites. Upon reaching the Dwarven Anvil he will just watch the exchange between the party and what appears to be a mute dwarf. Omen will look around the smithy, taking in the sites and seeing what the blacksmith has to offer.
Passive Investigation (14): 16
Omen will also look to see if there is a holy symbol in the smithy.
Qivys holds out his manacled hand. "My friends and I were prisoners on the shipwreck east of here. We are headed to Hoolwatch Tower to see the guards. We mean no harm to anyone here and thought it prudent to make our intention known. But, if we are to show up manacled like criminals, it may create cause for alarm. Can you aid in the removal of our bracelets?"
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Qivys
Qivys wakes in a sweat. The stove had heated the room too much for his liking. After rising and preparing his gear, he too heads for the washroom.
Upon his return he heads outside, grabbing a cup of the sour tea on the way, for some"fresh" air. Standing close to the entrance, he scans the street discreetly, taking note of anything "interesting."
(OoC: Do we remove the exhaustion from our characters now?)
Red
Red smooshes her face further into the pillow, trying to block out the noise. Unfortunately, the men are just too loud and she can't help but overhear. A frown tilts her lips down as she hears what they have to say about the smugglers. Not ideal, she thinks. But that house might be worth looking into. She forces herself upwards with a smile and looks over the room. She looks at whatever companions nearby.
"The guardhouse next? Before it gets too dark? We want to make a good impression right?"
While listening to and engaging the mariners in conversation, you each learn a few interesting things. (Check your PMs! Let me know if you didn't get a message.)
Ob and an assistant serve dinner - more of the same: "Mix," bread, biscuits, and tea. It tastes exactly the same as it did earlier.
A woman stops in - a captain or ship officer of some kind - looking for replacement deckhands for a trading voyage. She announces the terms, and a few of the sailors chat with her afterwards before she leaves. It seems to be routine for sailors to be recruited here. (None of the work opportunities here seem suitable for adventurers with your skill sets, but If you're looking for downtime work, you can probably find employment here working on a fishing boat or as a dock laborer. You might make as much as 1 gold piece per day.)
You have had your long rest. Update your character sheets to remove the exhaustion, and update your currency to pay for your stay.
Kasimir:
Kasimir enjoys another decent meal, this time less ravenous and more outgoing. He nods at Red's suggestion. "Sure, get it over with right away. Then reward ourselves with a drink? I hear there's a tavern nearby called The Empty Net, might be worth a look." He chats up a few of the sailors sharing their meal, asking about a bathhouse or a laundry, and generally getting a feel for the town.
At some point he'll slip outside, ducking around the side of the building for some privacy, and attempt to pick the lock on his shackles. (thieves' tools19)
Claire
Claire rolls over in her bed and yawns, waiting a moment for her tiredness to wear off before standing. She returns Omen's smile while continuing to stretch and rub her eyes. "Yeah, I slept really well." Looking to brighten up the room, she searches for curtains only to realize that the windows were already displaying an evening sky.
"A-ah, I forgot the sun actually sets in these parts..."
She tries not to pay attention to what was happening outside, exiting the room and mingling with some of the sailors in the guildhall. Between pleasant greetings and some awkward exchanges, she gained a good amount of information about the local gods of Saltmarsh. She took a moment to head to the washroom, sighing in bliss as she turned up the heat and grimacing when she saw how disturbingly dark the water turned after use. She returned to the bunk room in time for dinner, and she wondered why the ingredients seemed so much plainer than before.
When Red suggested they head to the guardhouse, she gave it some thought. "Sounds like a good idea."
Qivys
Returning inside after his "fresh" air, Qivys finds all his companions awake. Kas walks by him in a casual yet determined manner and heads outside. The air isn't that fresh lad. He sits down with a bowl of mix and starts to eat.
"So, what's the plan crew?" He asks with excitement. Seems the rest has done wonders for his mood. Gone is the anger and hatred from his voice. The thoughts of this morning's encounter have had time sink in. A new sense of direction has taken their place. He hopes that others feel the same. "So, I've been thinking. We should help these people. I mean, we arrived here at this time, in this town, just to witness a fiendish attack. I feel that was not accidental. The gods have given us an opportunity to help those in need. I think we should embrace that opportunity. Help bring light back to this seaside town. Darkness has fallen, an unnatural darkness. We shall be the light that guides these people out of the dark" Proud with his new sense of self, he looks to each of his colleagues for confirmation that they feel the same, or at least that they don't feel opposed.
Omen
Omen will pay for another night's stay and a meal.
He will listen to everyone enjoying the conversations as opposed to the moans, screams and lamenting that had been apart of the voyage in the slaver ship.
"If I never set foot on a ship for the rest of my days I will be satisfied." he thinks.
Omen nods his head in agreement with the suggestions of visiting the guard.
Omen will stand and stretch. "Shall we be off then?"
Kasimir ducks around the north side of the guildhall. To the northwest he sees a complex of buildings (a small but wealthy-looking home, together with a set of servants' quarters and other buildings) with a couple of guards in evidence. Finding an out-of-view nook, Kasimir struggles again to pick the lock of the shackles, still without luck. He feels it's doable, though - it'll just take some more time to think through the mechanism (either that, or a hacksaw.) It's also hard to pick a lock on one's own hand - perhaps it'd be easier to attempt it upon one of his comrades?
Despite Red's urging, the group still lingers at the Mariner's Guildhall, and darkness has fallen. Kasimir wants to find a tavern, but at least three of you would like to seek out the Guard. Unless Kasimir would like to split up for a bit, I will assume the whole group will seek out the Guard next? From what you've learned, Hoolwatch Tower is the official headquarters of the town guard. It's across the river on the other side of town.
Qivys
"To Hoolwatch Tower it is then. But might I suggest we call passed the Dwarven Anvil and have these removed" rattling his wrist "I imagine we would appear much more civilized without our jewellery"
Omen
"Agreed Qivy" Omen says.
Kasimir:
Kas sulks back into the guildhall, muttering about "damned rusty bracelets." At Qivys's recommendation: "A wise suggestion! I am not interested in walking into this Tower dangling manacles -- starts the whole encounter on the wrong tone."
Kas will join the group heading to the smithy.
Your group heads out, west into town along the main road, which was built of ancient, dirty, gap-toothed cobbles. A strong-smelling open sewer runs along the side of the street, which is very dark on this cold, overcast, moonless night. You pass a sprawling mansion with odd, cobbled-together extensions, and a number of homes and hovels, some glowing with fires and candles within. A small group of kids watch you, but run away as you approach. The next stretch of road is dominated by industrial-looking, windowless buildings. You hear some low rumbling noises inside one. Finally, on the corner of a side street, you see a sturdy-looking stone building with a sign out front, “The Dwarven Anvil”. A middle-aged man holding a lantern exits the front door as you come nearer; he turns, locks the door, and steps out into the street.
Claire
Claire glances nervously at the dark, moonless night sky, shuddering. To her, an Elturian who had scarcely seen a sunless sky for her entire life, the darkness which may have seemed at most slightly unnerving to the rest of her group felt to her like a great disturbance, a fundamentally unnatural and frightening occurrence which loomed above her and consumed everything around her. Growing dizzy from looking above, she turns her vision towards the cold streets and dilapidated homes, and she grows weary of the children that were watching her. She wondered if they were street urchins and considered giving them alms to ease the burdens they must be facing in the dark, cold city. When the children ran away she jumps up a bit, startled, when she hears a low growling sound from one of the windowless buildings she was passing by. Thoroughly spooked, she was starting to mutter an incantation for Light when she noticed a middle-aged man exiting the front door of a building called "The Dwarven Anvil" with a lantern in hand. She recalled that Omen mentioned the dwarven smithy earlier and approached seeing that they were apparently capable of getting rid of their shackles.
"Hi there, friend. Do you work at The Dwarven Anvil? My friends and I were actually thinking about going there. I hope you didn't close for the night...?"
A. Carpenters' Guildhall
B. Temple of Procan
C. Mariners' Guildhall
D. The Dwarven Anvil
Qivys
"Excuse me sir" he cries out as he walks toward the man, "I know the hour is late, but I was wondering if Maffera or perhaps her son were available to lend a hand with a certain predicament we've found ourselves in".
The man grunts something unintelligible, waves his hands, and demonstrates that the door is indeed locked. He smiles awkwardly and makes a small bow. You can see his hands are covered in burns and scars.
The man grunts again and points to himself.
Qivys
"You are her son?" Qivys seems unsure if the man chooses not to speak or perhaps can't. "We are headed to Hoolwatch Tower and would dearly love to be free from our manacles before presenting ourselves to the Guard Commander. Could you spare but a few moments and help us?"
Persuasion: 8
The man nods at Qivys, pauses for a moment, then produces his key and unlocks the door. He ushers you inside, hangs the lantern back on its hook, and closes the door behind you. The building is built around a single ancient anvil in a style which strongly suggests dwarven origins. The place is a mess, and is packed full of stuff: hooks, nails, harpoons, knives, fishing weights, and other metal implements together with stacks of metal plates, bins of wood and coal, tools, and notes tacked everywhere. He looks at you expectantly. You notice he has a massive scar across his throat.
Omen
Omen will follow along, taking in the sites. Upon reaching the Dwarven Anvil he will just watch the exchange between the party and what appears to be a mute dwarf. Omen will look around the smithy, taking in the sites and seeing what the blacksmith has to offer.
Passive Investigation (14): 16
Omen will also look to see if there is a holy symbol in the smithy.
Investigations: 24
Qivys
Qivys holds out his manacled hand. "My friends and I were prisoners on the shipwreck east of here. We are headed to Hoolwatch Tower to see the guards. We mean no harm to anyone here and thought it prudent to make our intention known. But, if we are to show up manacled like criminals, it may create cause for alarm. Can you aid in the removal of our bracelets?"