You clumsily attempt to swipe a stack of papers, but Manistrad's gaze catches you eyes, "Trust me, you'd be doing me a favor if you took that one." You flip the paper over, seeing the words "Bill for Service" imprinted on the top, before sheepishly returning it to Manistrad. "Remember, I'd like to have the jump on the other council members, try to piece together what happened and figure out a decent lead on this smuggling ring."
Reynnar Eversharp History Check (adjusted to 6):
You recall that decades ago a confederacy of pirates formed their own loose confederacy known as the Hold of the Sea Princes. This realm still exists today, though infighting and the Crown's recent naval expansion has curved the Sea Princes' ambitions.
Gulin negotiates with the barkeep, a man named Lankus Kurrid, finally settling on 4 gold and 5 silver for three rooms, ales, dinner, and breakfast. The price seems very steep, but Lankus assures you that his inn has the nicest rooms in Saltmarsh.
I'll try to add some hooks from Zi and Angus to keep the party moving when we get back from getting married. Have fun on the week off!
Hey! We are back from getting married. Figured we would start Saltmarsh back up this week.
The simplest approach may be for everyone to list anything or downtime activities they would like to accomplish before it gets fast forwarded to the next council meeting. Additionally, because exhaustion sucks, any character with exhaustion can forgo activities throughout the day tomorrow to loose a second level of exhaustion.
Reynnar Eversharp converses with the group for the next half an hour, describing the actions he would like to take tonight and tomorrow. The conversation with the group of adventurers is often punctuated by their loud yawns. Hearing Reynnar's desire to converse with the injured person in the council hall, Angus, the man with the bloodstained shirt, speaks up, "Well friend, I'll go ahead and save you the trip. I think you may be looking for me."While Angus begins explaining what happened at Crabber's Cove, Zi tiredly takes her leave and sneaks out the tavern door.
"So here I was having a decent day out on the Azure Sea in our rowboat. We had the casks of brandy and silk we had um liberated from the smugglers at the alchemists house. The trip took most of the day, but we had finally arrived at Crabber's Cove before sunsent and were arguing over what to do about our findings. It was right about then that everything went sideways. That crazy cleric lady went about smashing a cask of good brandy and tossing it into the sea! Have you ever heard of anything as insane as that! She says we have to give Procan back his due, but I've never see a god seated at the bar drinking. Better to save the brandy for those who can enjoy it! From that point on our luck was fouled up."
"Gulin here then asks if I can watch over the goods as he, the crazy cleric, my triton friend Caspia, and this guy named Ned we found at the alchemists house all go and report their findings to the town council. What sort of name is Ned anyways? By the way Gulin or Caspia, I don't see Ned with you anymore. Do either of you know where he went off to?"
"So the group, minus myself, starts moving off into town. By then most of them were moving real slow on account of having been awake the last two days and laboring to bring our rowboat back to Crabber's Cove. I myself was a bit tired, so I decided to sit back against the rowboat and enjoy the view of the Azure Sea. We had pulled the boat up next to an abandoned house, so as not to draw any attention and hide our findings from prying eyes. In other words it wasn't going to take too fine of an eye to watch over the rowboat.
"Not sure how much time had passed, but as I'm sitting there at some point I suddenly feel a sharp stab of pain in my back shoulder. At first I thought it was one of the bigger denizens of Crabber's Cove that had snuck up and bit me, but then I look down and here I have this arrow protruding out of my shoulder. My vision started to get a little restricted from that point on, and I wasn't in much condition to move or do much observing. But I think I did hear someone rummaging around in our rowboat, I assume they were interested in the goods. The whole situation is weird, the rowboat was back up by one of those old abandoned houses. Nobody but those who were on the rowboat should have known where we hid it! I just thank Procan that the town watch came by when they did."
"Either way Reynnar, I can show you down to the location in Crabber's Cove first thing in the morning. Gulin or Caspia, do you have any other potential leads you could give Reynnar here, not sure if either of you saw anything on your way out of Crabber's Cove. Personally I'd like to see whoever is responsible hung."
Just let me know when I can fast forward time to the morning!
Gulin pauses a moment. "Unless Ned was lying through his teeth, or wanted to cheat us of our bounty, I don't have much to go on. Could look into his merchant friend. We were as discreet as we could be, but a laden rowboat with a dwarf, triton, and pair of humans sounds like the start of a bad joke, so perhaps we were not as stealthy as we could have been."
He pauses a moment. "Maybe I'll think on that joke for my next spell. Anyways... It's been a long day for us. I'm happy to share a drink with you as well, Reynnar, but our beds are definitely calling."
Steve, sent you a message on discord. Priority is sleep away all the exhaustion, identify any magical items (the arcane rune rock, the interesting bag, the crystal, the powder, and the potions), work on repairing the Platemail and fitting it to Caspia, selling the golden thingies we found and buying three handaxes.
Caspia, sounds like I'll be able to repair and fit the platemail to you during this rest. Also, I have two healing potions, so take one of them and add it to your inventory.
Also, Steve, I have a random longsword and shield that I'll try to sell along with the gold baubles. I also have a bullseye lantern AND a hooded lantern, so perhaps if Reynnar wants to accompany us he can take the hooded lantern.
The party spends the night in the rooms they rented at the Wicker Goat. After days of laboring, rest comes quickly. The hours pass until it is morning. If it were not for the distant cries of roosters, the party would have missed the beginning of the day. It is a dreary overcast day. Bouts of lightning storms are occasionally broken by a more bearable misting of rain. The sun is nowhere to be seen.
This long rest removes one exhaustion point from the impacted characters.
Reynarr Eversharp:
The half-elf awakens and seeks out Angus, who is quickly found enjoying a tankard of ale down in the taproom of the Wicker Goat. One member of the town watch, whom helped escort Angus in the night before, is sitting across from him having breakfast. Reynnar recounts his charge to investigate the smuggling ring from Manistrad, and Angus readily agrees to help once his tankard is done. The member of the town watch states, "I do have my own duties to attend to today, but I will see you two down to Crabber's Cove and make myself available for any questions you might have Reynnar. Usually I wouldn't do this, but it appears you are acting on behalf of one of the council members."
After Angus finishes his ale, the member of the town watch leads you through the muddy streets towards Crabber's Cove. Crabber's Cove is a handful of dilapidated buildings just east of the docks, built along the shores of a secluded bay. The member of the town watch explains that the weathered buildings have been abandoned by the residents of Saltmarsh. Since then, thousands of crabs have taken up residence in the crumbling remains. Crabbers from Saltmarsh are cautious about the cove, as more than one overeager fisher has disappeared into the clacking darkness, never to be seen again.
Angus points you towards one of the buildings. As you approach you notice the rowboat tucked away to the side protected from the rain by an overhanging awning from a building. The monk states, "This is where I was ambushed. Where do we want to start with this investigation of yours?"
In addition to the abandoned building and rowboat, Reynnar's passive perception identifies a pool of dried blood, about half a dozen sets of footprints, and a shallow trench of sand that has been moved leading from the rowboat back towards the town. Additionally, the half-elf reckons that Angus or the watch member may have additional information they can provide.
I am changing Angus to orange like Caspia because he is now a DMPC. Note that the party may only have one DMPC with them as part of the party at any time.
Gulin Runehammer:
Gulin wakes up and sets about on his tasks for the morning. The dwarf tastes the magical liquid within the remaining vial and confirms that it is indeed a potion of healing.
The dwarf conducts an inspection of the full plate armor recovered from the clutches of the rot grubs. The mending spells cast the previous day have repaired the most egregious of tears in the armor. Quite a few dents remain, but they are no match for the arcane smith. Between the dwarf's background in smithing and spellcraft, the armor is quickly repaired and polished up to a state where it appears as good as new. Gulin reckons that this armor could be suitable for any of the party members--including Caspia or Zi who may be proficient in heavy armor--or for sale.
Gulin Runehammer and Caspia Aspergina:
After comparing notes with Caspia who has acquired a map of Saltmarsh and marked every location visited by party members and gathering up items for sale, the dwarf and triton travel down the streets of Saltmarsh towards Winston's store. Trudging through the rain is a thankless journey, and Winston's store is on the other side of town. The Temple of Procan looms in the distance when Gulin and Caspia come across a large wooden building. A sign on the outside identifies the building as "Winston's Store." As Gulin and Caspia enter they hear a voice bellow out from a portly halfling sitting behind the counter, "Welcome, welcome! How may I help you? I have solid goods for honest prices! Oh, blue lady, I remember you from the other day! Always happy to have a repeat customer." Perusing the shop, Winston does not see an abundance of items that would interest an adventurer. This appears to be more of a mix between a local grocery with basic supplies for the home. A few random weapons are scattered about the store indicating that Winston does trade in some martial items, but his stock is rather limited.
Winston Sells food, maps, and PHB items worth less than 10gp. He appraises some of the remaining items the party has gathered at the following prices. He will buy any identified item that is not a book for half of it's value. You gather that there is not much demand for books in this town and you may need to search for a buyer. A few of the items Winston does not recognize.
You size up the halfling attempting to ascertain if his appraisal and willingness to pay half the appraised cost is honest. You decide after a bit of contemplation that Winston is probably what he claims to be, an honest merchant dealing goods at honest prices. Additionally, you think back and some of the more mundane items Winston quoted are similarly priced to what you have encountered in your previous travels.
Caspia, if you want the fancy oilskin coat to complete a cool pirate motif, we'll say I don't sell it here.
I also would like to imagine that Caspia brought this pile of soggy plaster and was like "Give me the coinage for this mystical surface bounty!" and the guy was just confused.
Gulin places the following items on the counter, not feeling like he is being conned and that the asking price is a fair one:
Blue Quartz
Oilskin Coat
Longsword
Shield
Golden Things
Weighted Disks
Crystal
For a total of 70gp50c, split 35g25c for him and Caspia.
Gulin splits the 52gp, 43s, and 12cp as well (26gp, 21s, and 11cp to each getting change for one of the sp).
Gulin sorts through the gear offered by the store, and purchases three handaxes (-15gp).
As Gulin thinks about the books in their possession, he realizes something.
"Caspia, we never found any spellbooks. And we fought TWO wizards. I'm going back to the manor first thing in the morning, rested with a fresh set of eyes. Those books are too valuable to leave to some sort of bandit. We might have just been too exhausted and missed them, but I'm going to tear every room in that damn building apart. I'd like you to come with me, once we get your new platemail fitted up."
"You are correct, Gulin, I don't think we should leave any spell books in the hands of smugglers. We will have to hurry. If they have any compatriots, they might clean out the house if we wait too long. It is too bad we have to explain to this council about the smugglers in their own town."
Caspia browses the shop while Gulin completes his business and chuckles at the sight of the fancy oilskin. "I am already waterproof. I do not need additional water protection. I do not think I will purchase anything--Tritons like to travel light. It is difficult to swim with a large amount of luggage."
While he worked on it earlier, Gulin made an addition to the plate armor, the engraving of a small sailing ship in front of a sunset on the open ocean, centered on the breastplate. He also added some nautical themed engravings to the gauntlets, shoulderplates, and boots. It has been sized to fit Caspia's frame, and has been redesigned to not interfere with the fins on her arms and legs. "It might be a bit heavier than you're used to, but you'll find no better protection possible." he had said, before they set out on their shopping trip.
(can sell your old armor, I might do the same when I ID the other scale set)
This post has potentially manipulated dice roll results.
Tiffany, make sure you are adding the items and money to your inventory that Josh is removing from his and let him know whether you are taking the armor or not. Erich, when you get a chance, find a picture for your character and send it to me. I need to make a token for your character in case you end up on any of the roll20 maps.
Godsday, Goodmonth 10th, 591 CY
Gulin Runehammer and Caspia Aspergina:
The halfling Winston thanks the two of you for his patronage. Checking the time with Winston, you find that it is roughly 9 hours until the council meeting. You likely could run another quick errand in town and then head back to The Wicker Goat, continuing to rest your exhausted bodies, before the council meeting. Alternatively, you could continue to explore the town of Saltmarsh.
Reynarr Eversharp:
Both the guard and Angus chuckle when you ask about suspicious characters, "You see, this here part of the coast attracts the more enterprising sorts of individuals, I think you may be describing a good portion of the town here," Angus explains. To which the guard breaks out laughing, "Enterprising? Don't you mean, thieving, pirating crooks like yourself?" Angus' face goes a bit red, "Hey, since I've been here I've been nothing but a model citizen! I do have some connections down at one of the local establishments, the Empty Net. The ale is pretty watered down and it is a bit rowdier than the Wicker Goat. Let's just say that the patrons have a bit of a reputation."
Reynarr Eversharp Investigation Roll:
You start your investigation by inspecting the rowboat. The interior is heavily worn and a few large scratches run along the outer hull. Otherwise the boat is in fairly good condition. Painted in small letters on the side of the boat you see the words, "Sea Ghost."
You proceed to search the surrounding houses, but are unable to find any hints that the buildings are still in use. The local legends must have scared everyone off for every single building appears to be long abandoned.
Reynarr Eversharp Survival Roll: 8
Most of the tracks lead towards the Azure Sea, many being deep and hinting at figures in heavy armor. The tracks end a few feet after the wooden awning overhead, likely washed out by the rain. Angus and the guard watch as you attempt to trace the tracks before Angus speaks up, "I believe those might be ours from yesterday when we took the ship ashore, though there appears to be two new sets." The guard coughs, "Those other tracks are probably my friend and I saving you from your assailant who ran, then being stuck having to roll all of the remaining casks back into town."
Prompted by the guard mentioning word of Angus' assailant, you look towards the back of the rowboat. There you find a solitary set of tracks. While these tracks are similarly washed out after leaving the safety of the awning, you do pick up the trail again by a nearby building, and soon afterwards by a third building heading west back into the heart of Saltmarsh. By the time it rejoins the main road you have lost the tracks. They have become incredibly intermingled with the daily traffic of residents of Saltmarsh beginning their day, the churned mud from the rain isn't helping much either.
Angus McTavin Wisdom Check: 10
Angus begins to appear troubled after following Reynarr's excellent tracking. "Reynarr, these tracks are too straight and with a purpose. I'm telling you, when we pulled into the cove nobody was here, and I am fairly confident noboone from the nearby docks noticed us. Only someone who was in the boat with us could have sold us out, either purposefully or inadvertently. I'm not sure what Gulin, Caspia, and Zi said or did when they went into town without me, and Ned still hasn't shown his face."
Caspia takes the new armor from Gulin, admiring the careful craftsmanship. "Thank you! This is fine armor and will likely come in handy in the future."
Have we left the shop already or still hanging out there? If so, I'll sell the old armor. If we're already gone, can I also go back for a rest and I can help identify items if Gulin is limited in the number he can do. I'll follow his priority listing.
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Late Moonday Evening, Goodmonth 9th, 591 CY
Reynnar Eversharp Sleight of Hand Check:
You clumsily attempt to swipe a stack of papers, but Manistrad's gaze catches you eyes, "Trust me, you'd be doing me a favor if you took that one." You flip the paper over, seeing the words "Bill for Service" imprinted on the top, before sheepishly returning it to Manistrad. "Remember, I'd like to have the jump on the other council members, try to piece together what happened and figure out a decent lead on this smuggling ring."
Reynnar Eversharp History Check (adjusted to 6):
You recall that decades ago a confederacy of pirates formed their own loose confederacy known as the Hold of the Sea Princes. This realm still exists today, though infighting and the Crown's recent naval expansion has curved the Sea Princes' ambitions.
Gulin negotiates with the barkeep, a man named Lankus Kurrid, finally settling on 4 gold and 5 silver for three rooms, ales, dinner, and breakfast. The price seems very steep, but Lankus assures you that his inn has the nicest rooms in Saltmarsh.
I'll try to add some hooks from Zi and Angus to keep the party moving when we get back from getting married. Have fun on the week off!
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Hey! We are back from getting married. Figured we would start Saltmarsh back up this week.
The simplest approach may be for everyone to list anything or downtime activities they would like to accomplish before it gets fast forwarded to the next council meeting. Additionally, because exhaustion sucks, any character with exhaustion can forgo activities throughout the day tomorrow to loose a second level of exhaustion.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Double sleep, yep.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Congrats you two!
Things I want to do:
Meanwhile, Gulin has been staring down Reynnar for what seems like a week, his question unanswered. :D
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Late Moonday Evening, Goodmonth 9th, 591 CY
Reynnar Eversharp converses with the group for the next half an hour, describing the actions he would like to take tonight and tomorrow. The conversation with the group of adventurers is often punctuated by their loud yawns. Hearing Reynnar's desire to converse with the injured person in the council hall, Angus, the man with the bloodstained shirt, speaks up, "Well friend, I'll go ahead and save you the trip. I think you may be looking for me." While Angus begins explaining what happened at Crabber's Cove, Zi tiredly takes her leave and sneaks out the tavern door.
"So here I was having a decent day out on the Azure Sea in our rowboat. We had the casks of brandy and silk we had um liberated from the smugglers at the alchemists house. The trip took most of the day, but we had finally arrived at Crabber's Cove before sunsent and were arguing over what to do about our findings. It was right about then that everything went sideways. That crazy cleric lady went about smashing a cask of good brandy and tossing it into the sea! Have you ever heard of anything as insane as that! She says we have to give Procan back his due, but I've never see a god seated at the bar drinking. Better to save the brandy for those who can enjoy it! From that point on our luck was fouled up."
"Gulin here then asks if I can watch over the goods as he, the crazy cleric, my triton friend Caspia, and this guy named Ned we found at the alchemists house all go and report their findings to the town council. What sort of name is Ned anyways? By the way Gulin or Caspia, I don't see Ned with you anymore. Do either of you know where he went off to?"
"So the group, minus myself, starts moving off into town. By then most of them were moving real slow on account of having been awake the last two days and laboring to bring our rowboat back to Crabber's Cove. I myself was a bit tired, so I decided to sit back against the rowboat and enjoy the view of the Azure Sea. We had pulled the boat up next to an abandoned house, so as not to draw any attention and hide our findings from prying eyes. In other words it wasn't going to take too fine of an eye to watch over the rowboat.
"Not sure how much time had passed, but as I'm sitting there at some point I suddenly feel a sharp stab of pain in my back shoulder. At first I thought it was one of the bigger denizens of Crabber's Cove that had snuck up and bit me, but then I look down and here I have this arrow protruding out of my shoulder. My vision started to get a little restricted from that point on, and I wasn't in much condition to move or do much observing. But I think I did hear someone rummaging around in our rowboat, I assume they were interested in the goods. The whole situation is weird, the rowboat was back up by one of those old abandoned houses. Nobody but those who were on the rowboat should have known where we hid it! I just thank Procan that the town watch came by when they did."
"Either way Reynnar, I can show you down to the location in Crabber's Cove first thing in the morning. Gulin or Caspia, do you have any other potential leads you could give Reynnar here, not sure if either of you saw anything on your way out of Crabber's Cove. Personally I'd like to see whoever is responsible hung."
Just let me know when I can fast forward time to the morning!
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Yes
Gulin pauses a moment. "Unless Ned was lying through his teeth, or wanted to cheat us of our bounty, I don't have much to go on. Could look into his merchant friend. We were as discreet as we could be, but a laden rowboat with a dwarf, triton, and pair of humans sounds like the start of a bad joke, so perhaps we were not as stealthy as we could have been."
He pauses a moment. "Maybe I'll think on that joke for my next spell. Anyways... It's been a long day for us. I'm happy to share a drink with you as well, Reynnar, but our beds are definitely calling."
Steve, sent you a message on discord. Priority is sleep away all the exhaustion, identify any magical items (the arcane rune rock, the interesting bag, the crystal, the powder, and the potions), work on repairing the Platemail and fitting it to Caspia, selling the golden thingies we found and buying three handaxes.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Caspia, sounds like I'll be able to repair and fit the platemail to you during this rest. Also, I have two healing potions, so take one of them and add it to your inventory.
Also, Steve, I have a random longsword and shield that I'll try to sell along with the gold baubles. I also have a bullseye lantern AND a hooded lantern, so perhaps if Reynnar wants to accompany us he can take the hooded lantern.
Gotta clean up the inventory, y'know?
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Godsday, Goodmonth 10th, 591 CY
The party spends the night in the rooms they rented at the Wicker Goat. After days of laboring, rest comes quickly. The hours pass until it is morning. If it were not for the distant cries of roosters, the party would have missed the beginning of the day. It is a dreary overcast day. Bouts of lightning storms are occasionally broken by a more bearable misting of rain. The sun is nowhere to be seen.
This long rest removes one exhaustion point from the impacted characters.
Reynarr Eversharp:
The half-elf awakens and seeks out Angus, who is quickly found enjoying a tankard of ale down in the taproom of the Wicker Goat. One member of the town watch, whom helped escort Angus in the night before, is sitting across from him having breakfast. Reynnar recounts his charge to investigate the smuggling ring from Manistrad, and Angus readily agrees to help once his tankard is done. The member of the town watch states, "I do have my own duties to attend to today, but I will see you two down to Crabber's Cove and make myself available for any questions you might have Reynnar. Usually I wouldn't do this, but it appears you are acting on behalf of one of the council members."
After Angus finishes his ale, the member of the town watch leads you through the muddy streets towards Crabber's Cove. Crabber's Cove is a handful of dilapidated buildings just east of the docks, built along the shores of a secluded bay. The member of the town watch explains that the weathered buildings have been abandoned by the residents of Saltmarsh. Since then, thousands of crabs have taken up residence in the crumbling remains. Crabbers from Saltmarsh are cautious about the cove, as more than one overeager fisher has disappeared into the clacking darkness, never to be seen again.
Angus points you towards one of the buildings. As you approach you notice the rowboat tucked away to the side protected from the rain by an overhanging awning from a building. The monk states, "This is where I was ambushed. Where do we want to start with this investigation of yours?"
In addition to the abandoned building and rowboat, Reynnar's passive perception identifies a pool of dried blood, about half a dozen sets of footprints, and a shallow trench of sand that has been moved leading from the rowboat back towards the town. Additionally, the half-elf reckons that Angus or the watch member may have additional information they can provide.
I am changing Angus to orange like Caspia because he is now a DMPC. Note that the party may only have one DMPC with them as part of the party at any time.
Gulin Runehammer:
Gulin wakes up and sets about on his tasks for the morning. The dwarf tastes the magical liquid within the remaining vial and confirms that it is indeed a potion of healing.
The dwarf conducts an inspection of the full plate armor recovered from the clutches of the rot grubs. The mending spells cast the previous day have repaired the most egregious of tears in the armor. Quite a few dents remain, but they are no match for the arcane smith. Between the dwarf's background in smithing and spellcraft, the armor is quickly repaired and polished up to a state where it appears as good as new. Gulin reckons that this armor could be suitable for any of the party members--including Caspia or Zi who may be proficient in heavy armor--or for sale.
Gulin Runehammer and Caspia Aspergina:
After comparing notes with Caspia who has acquired a map of Saltmarsh and marked every location visited by party members and gathering up items for sale, the dwarf and triton travel down the streets of Saltmarsh towards Winston's store. Trudging through the rain is a thankless journey, and Winston's store is on the other side of town. The Temple of Procan looms in the distance when Gulin and Caspia come across a large wooden building. A sign on the outside identifies the building as "Winston's Store." As Gulin and Caspia enter they hear a voice bellow out from a portly halfling sitting behind the counter, "Welcome, welcome! How may I help you? I have solid goods for honest prices! Oh, blue lady, I remember you from the other day! Always happy to have a repeat customer." Perusing the shop, Winston does not see an abundance of items that would interest an adventurer. This appears to be more of a mix between a local grocery with basic supplies for the home. A few random weapons are scattered about the store indicating that Winston does trade in some martial items, but his stock is rather limited.
Winston Sells food, maps, and PHB items worth less than 10gp. He appraises some of the remaining items the party has gathered at the following prices. He will buy any identified item that is not a book for half of it's value. You gather that there is not much demand for books in this town and you may need to search for a buyer. A few of the items Winston does not recognize.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Insight: 4
Gulin assesses the merchant, thinking he doesn't want to be scammed of hard-earned coin after the last few days.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Godsday, Goodmonth 10th, 591 CY
Gulin Runehammer:
You size up the halfling attempting to ascertain if his appraisal and willingness to pay half the appraised cost is honest. You decide after a bit of contemplation that Winston is probably what he claims to be, an honest merchant dealing goods at honest prices. Additionally, you think back and some of the more mundane items Winston quoted are similarly priced to what you have encountered in your previous travels.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia, if you want the fancy oilskin coat to complete a cool pirate motif, we'll say I don't sell it here.
I also would like to imagine that Caspia brought this pile of soggy plaster and was like "Give me the coinage for this mystical surface bounty!" and the guy was just confused.
Gulin places the following items on the counter, not feeling like he is being conned and that the asking price is a fair one:
For a total of 70gp50c, split 35g25c for him and Caspia.
Gulin splits the 52gp, 43s, and 12cp as well (26gp, 21s, and 11cp to each getting change for one of the sp).
Gulin sorts through the gear offered by the store, and purchases three handaxes (-15gp).
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
As Gulin thinks about the books in their possession, he realizes something.
"Caspia, we never found any spellbooks. And we fought TWO wizards. I'm going back to the manor first thing in the morning, rested with a fresh set of eyes. Those books are too valuable to leave to some sort of bandit. We might have just been too exhausted and missed them, but I'm going to tear every room in that damn building apart. I'd like you to come with me, once we get your new platemail fitted up."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
hellooo I'm back!
Caspia nods.
"You are correct, Gulin, I don't think we should leave any spell books in the hands of smugglers. We will have to hurry. If they have any compatriots, they might clean out the house if we wait too long. It is too bad we have to explain to this council about the smugglers in their own town."
Caspia browses the shop while Gulin completes his business and chuckles at the sight of the fancy oilskin. "I am already waterproof. I do not need additional water protection. I do not think I will purchase anything--Tritons like to travel light. It is difficult to swim with a large amount of luggage."
While he worked on it earlier, Gulin made an addition to the plate armor, the engraving of a small sailing ship in front of a sunset on the open ocean, centered on the breastplate. He also added some nautical themed engravings to the gauntlets, shoulderplates, and boots. It has been sized to fit Caspia's frame, and has been redesigned to not interfere with the fins on her arms and legs. "It might be a bit heavier than you're used to, but you'll find no better protection possible." he had said, before they set out on their shopping trip.
(can sell your old armor, I might do the same when I ID the other scale set)
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Reynarr looks around, taking in the scene.
Investigation to see if there's anything more that I can find here: 3
"Here seems like a good place, while we look around, lets talk about what you saw."
He then proceeds to search the general area while asking questions to the two men.
Thinks I want to ask/investigate:
Tiffany, make sure you are adding the items and money to your inventory that Josh is removing from his and let him know whether you are taking the armor or not. Erich, when you get a chance, find a picture for your character and send it to me. I need to make a token for your character in case you end up on any of the roll20 maps.
Godsday, Goodmonth 10th, 591 CY
Gulin Runehammer and Caspia Aspergina:
The halfling Winston thanks the two of you for his patronage. Checking the time with Winston, you find that it is roughly 9 hours until the council meeting. You likely could run another quick errand in town and then head back to The Wicker Goat, continuing to rest your exhausted bodies, before the council meeting. Alternatively, you could continue to explore the town of Saltmarsh.
Reynarr Eversharp:
Both the guard and Angus chuckle when you ask about suspicious characters, "You see, this here part of the coast attracts the more enterprising sorts of individuals, I think you may be describing a good portion of the town here," Angus explains. To which the guard breaks out laughing, "Enterprising? Don't you mean, thieving, pirating crooks like yourself?" Angus' face goes a bit red, "Hey, since I've been here I've been nothing but a model citizen! I do have some connections down at one of the local establishments, the Empty Net. The ale is pretty watered down and it is a bit rowdier than the Wicker Goat. Let's just say that the patrons have a bit of a reputation."
Reynarr Eversharp Investigation Roll:
You start your investigation by inspecting the rowboat. The interior is heavily worn and a few large scratches run along the outer hull. Otherwise the boat is in fairly good condition. Painted in small letters on the side of the boat you see the words, "Sea Ghost."
You proceed to search the surrounding houses, but are unable to find any hints that the buildings are still in use. The local legends must have scared everyone off for every single building appears to be long abandoned.
Reynarr Eversharp Survival Roll: 8
Most of the tracks lead towards the Azure Sea, many being deep and hinting at figures in heavy armor. The tracks end a few feet after the wooden awning overhead, likely washed out by the rain. Angus and the guard watch as you attempt to trace the tracks before Angus speaks up, "I believe those might be ours from yesterday when we took the ship ashore, though there appears to be two new sets." The guard coughs, "Those other tracks are probably my friend and I saving you from your assailant who ran, then being stuck having to roll all of the remaining casks back into town."
Prompted by the guard mentioning word of Angus' assailant, you look towards the back of the rowboat. There you find a solitary set of tracks. While these tracks are similarly washed out after leaving the safety of the awning, you do pick up the trail again by a nearby building, and soon afterwards by a third building heading west back into the heart of Saltmarsh. By the time it rejoins the main road you have lost the tracks. They have become incredibly intermingled with the daily traffic of residents of Saltmarsh beginning their day, the churned mud from the rain isn't helping much either.
Angus McTavin Wisdom Check: 10
Angus begins to appear troubled after following Reynarr's excellent tracking. "Reynarr, these tracks are too straight and with a purpose. I'm telling you, when we pulled into the cove nobody was here, and I am fairly confident noboone from the nearby docks noticed us. Only someone who was in the boat with us could have sold us out, either purposefully or inadvertently. I'm not sure what Gulin, Caspia, and Zi said or did when they went into town without me, and Ned still hasn't shown his face."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
I think Gulin will go back to the inn and spend time identifying as many items as he can, in the following order:
Can at least fit one "short rest" in there, if not two or more.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Caspia takes the new armor from Gulin, admiring the careful craftsmanship. "Thank you! This is fine armor and will likely come in handy in the future."
Have we left the shop already or still hanging out there? If so, I'll sell the old armor. If we're already gone, can I also go back for a rest and I can help identify items if Gulin is limited in the number he can do. I'll follow his priority listing.