Reynarr finishes looking around and looks to Angus and says "That's an interesting conclusion, my friend, and one that deserves to be followed up on! We will have to see if there's anyone who might have had a bone to pick with you folks. Lets move on back to town and see if anyone knows anything. We can catch up with the group later, but maybe the ship's captain will know something. Lets head out and go find him."
I'm having trouble again editing the map post on the first page. I do want to give the three of you an updated map showing the places you have been. It might have to do with the image I am using causing it to get locked out. Worst case scenario, I add it as a tab to Josh's item tracker in google docs.
Godsday, Goodmonth 10th, 591 CY
Gulin Runehammer and Caspia Aspergina:
The dwarf and triton spend the next hour inspecting the scale mail and the mysterious handbag. After thoroughly experimenting, testing, and trying the items on, the two believe they have identified what the items are.
Mariner's Armor (Scale Mail):
Armor (Scale Mail), uncommon
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Bag of Holding:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
After identifying the two items, the dwarf and triton return to their rooms in the Wicker Goat to rest, removing another point of exhaustion. By the time they wake the sun is just about to set. The council will be meeting very soon.
Reynarr Eversharp:
The town guard bids farewell and good luck to the human and half-elf, then returns to their duties protecting the town.
Reynarr Eversharp Investigation: 16
Reynarr and Angus spend the next few hours checking the docks for the Sea Ghost, however, the boat does not appear to be currently moored in Saltmarsh, nor do any of the other crews know of the boat. Giving up on searching the docks you follow Angus down to the Empty Net. The tavern is partially supported by stilts driven into the harbor waters. Angus explains that, "This rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. The owner takes coin from anyone and asks no questions. Perhaps we will find what we are looking for in here." You have climbed onto a deck leading around the building towards the harbor and are about to open the door to the tavern when it explodes outwards. A muscled bouncer throws a drunken sailor out the door, over the deck's railing, and into the reeking harbor. A splash soon follows. Despite the reputation Angus has just explained, it appears there are lines that can be crossed.
A few more hours are spent drinking and following the human monk's lead. He appears to know many of the patrons, but takes his time broaching the subject of the Sea Ghost. "You see if we come out and show too much interest we may attract unwanted attention, the slow and steady approach may be safer."
The afternoon continues to pass. You are starting to think that the monk may be blowing smoke at you as an excuse to drink and gamble at his favorite establishment. You have just about given up when you are sitting in a booth with Angus and a weathered half-ling woman dressed in nautical clothes who apparently works for the town's dock-master. "The Sea Ghost eh? Haven't seen that ship in a few months. I believe I remember inspecting it the last time it was docked. I believe her captain is Captain Sigurd. Goes by the nickname of Snake Eyes. Not sure how he got the nickname. With a name like that he would probably be pretty terrible at dice. The crew was a little rough looking, not like any of these new merchant ships supporting the Kingdom's development efforts."
The assistant dock master continues, "Anyways, about the ship. Nothing untoward was found in her cargo hold. In fact it was a little curious in that the boat's cargo hold was completely empty. They must have been searching for work or something. At one point a local merchant, Debrun Rinewall, came aboard to talk to the Captain."
Gulin dons the Mariner's armor. "Well, we dwarves may float as well as a rock tied to an anchor, but I'll feel less terrified on the seas with this on."
After the hour, but prior to the second rest, Gulin clears some space in the center of the inn room.
With one arm stretched as far from your body as possible you begin to turn the bag of holding inside out. Your stomach begins to churn and your knees start shaking. A voice in the back of your head questions your hasty decision and begins to reminiscence on missed opportunities throughout life. An eternity later the straps of the bag are finally undone and the bag is fully turned inside out. Gulin winces with eyes closed and hears a small pinging sound hit the tavern floor.
Opening up an eye Gulin notices a single ball bearing rolling on the room's floor. Whether the ball bearing was always in the bag of holding, or inadvertently left during Gulin's experiments, the world of Greyhawk will never know. Otherwise the bag of holding appeares to be entirely empty.
"Debrun Rinewall, huh? Sounds like someone that may bear investigating. Do you know them, Angus? I think we need to find where they set up shop..."
As he listens to the replies, Reynnar begins to hatch a plot to try and catch this Rinewall red-handed, if indeed they are the one behind this attack. One involving some well intentioned breaking and entering, and, if the situation calls for it, trying to get hired as a hitman...
"Not sure I've ever heard of this individual myself Reynarr, but I'm a bit newer to the town. My contacts are usually a bit more on the rowdier side..."As Angus finishes his friend, the assistant dockmaster chugs her remaining ale and waves the bartender for another round.She motions towards Reynarr, "I could probably help you with that for a few coins. I believe he has an office with an apartment above it just a few block from here in town. I could take you right there"
Angus politely paid the woman, and that is how the three of you, soaked by the rainstorm came to be standing in the middle of an alley. Near sundown. Angus turns to you, "Whatever you are going to do, we better be quick! But not so quick this blows back on us in a bad way. The council will be meeting soon, and I think my battle scars may be one of the star witnesses they want to see."
From here in the rain the two story office and apartment looks closed. You know the following from a quick circle around the building:
The front (west) entrance is on a busy street and is marked by a small green tree, barely taller than a shrub. There is a single door at the front with multiple windows on the first story, and a second set of windows on the second story.
On the back (east) street, noticeably less busy than the first, there is a second door flanked by another pair of windows. Above the backdoor the roof slopes back for about half of the buildings length before arriving at a small landing and a door into the second floor. It appears to be some sort of deck with no ladder or stairs from the alleyway.
Both alleys on either side (north and south) have no current foot-traffic. The northern side is a sheer wall up to the second floor. The southern side has a sloped roof above the first floor, like the east side--but much shorter. This portion slopes for about ten feet before abutting the second story. There are no second story windows on either the north or south side of the building.
Erich, f you want to explore the house the easiest approach would be for us to set up a time to knock it out over discord. That way this doesn't hold everyone back a few weeks.
Reynnar returns to the Wicker Goat with Angus in tow. As he spots Gulin and Caspia, he motions for them to join him in the room he's rented. Once they're safely in the room and behind a closed door, he begins to relay what happened.
"Alright new friends, here's what we've got. Angus and I went to Crabber's Cove and did a little digging. From the evidence there, it appears that the one to attack you must have been part of the ship you were on.
"Knowing that, we went on a little bit of an adventure, and tracked some funny business back to a local merchant, Debrun Rinewall. Now Angus and I, being polite, upstanding citizens, decided we needed to visit Mr. Rinewall at his place of business, inform him that he's dealing with some shady characters! Now when I casually dropped by, he wasn't home, but while hanging out on the 2nd floor balcony, I ran into the most interesting fella. Said he was supposed to kill some adventurer-type folk who were stirring up trouble in the local smugger community (of which, to my shock, I found that Mr. Rinewall is a member). Only thing is, he botched the job." Reynnar smiles, and continues "Me, being enterprising, offered to help him take out those adventurers, which he said he's going to take me up on in the next few days."
"So, I told him that you were all checked into the Snapping Line under an assumed name. If we can buy some time, I think we can set a trap that would catch this thug and his smuggler boss in the act. I'm thinking maybe later tonight we can pay the house a visit again, see if we can get any details, then setup an ambush at the Snapping Line. What do you think?"
Angus chimes in to add, "Yeah it was Ned alright, saw him from across the street and I don't think he spotted me. The guy may be a little less helpless than we thought, at one point he pulled a sword on Reynnar. By the way Reynnar, you need to show me some day how you talked your way out of that situation. I for sure thought the man was going to either attack you or scream for the guards. It is up to the three of you how much we want to tell the council, just realize that council meetings are usually a public setting."
"Besides Ned sleeping at the man's house, it seems that some ship named the Sea Ghost is connecting the players involved here. Reynnar spotted the name on the side of rowboat we took back to town, and a friend pointed us in the direction of Debrun Rinewall's business/estate. Seems more than a coincidence that Ned was hanging out there."
"The council meeting should be starting very soon. I recommend we head our way back to the council hall, unless there is anything else pressing we must cover. Speaking of pressing matters, where the heck were you two today Caspia and Gulin? Find or do anything interesting?"
"Bah! The lying, no-good cheat. If you haven't already brought him to justice, think a hammer to the toes will be an adequate response."
"We rested off some of the aches from the previous day, sold some of the trinkets we found. Came to the realization that there's probably a pair of spellbooks we did not find in the house, so we've made plans to return to the mansion come morning. Tear up that building plank by bloody plank if we have to. In addition, discovered that we have in our possession a Bag of Holding, and this set of mail I'm wearin' will keep me from sinking like a stone next time we're at sea."
"It seems you have been busy while we have rested. How much longer do we have until this council meeting?
I don't know how much detail this council should know--we have already told them about the smugglers. What if one of them is aware of the smuggling and is being paid off?"
"Aye, we told 'em of the smugglers in the Mansion, but what Reynnar and Angus found out could be useful information we should bring up. And if one of the council is on the take, well, we'll keep a wary eye when we drop the information. See if anyone flinches."
"As for what we say... think the cat's out of the proverbial bag regarding the Alchemist's Manor already. We should speak to what we saw."
Before the group departs, he takes a strip of parchment and writes a note.
Zi. We head to the council now. Would appreciate if you can meet us there. Gulin
Gulin gathers his gear, hammer strapped across his shoulders and a new set of throwing axes on his belt. "Welp. Shall we?" He does an overly courteous bowing motion for Caspia. As they leave the confines of the inn, he snaps his fingers, Avalloc apparating in a puff of fey smoke and feathers. The bird, as always, looks a bit perturbed by the summons, and gives an annoyed squawk.
"Hush, Av. Take this to Zi. Find her in the temple, she's probably finishing her own rest. Find her there, or find Wellgar, the priest."
"I'm ready to go, though I think we have to play this close to the chest. If we can trust a member, maybe bring them in on it? If we can buy some time, we might be able to setup an ambush, catch these people in the act."
Before he leaves, Reynnar brushes off any dirt he's accumulated on his clothes from climbing on roofs, and washes up a bit, taking probably a bit too long on his hair...
Leaving the Wicker Goat, you walk down the rainy streets of Saltmarsh. The sky has noticeably darkened as the sun, obscured by the clouds, has begun setting. The parties pass over the Sharkfin bridge which spans the Kingfisher river. During the traverse across the single large bridge, lined with small shops and homes, a nauseated feeling overcomes Reynnar. This feeling passes once the party is clear of the bridge.
The council hall is marked with a wooden sign depicting a net filled with fish, hanging above the large double doors. In front of the building lies the towns aged gallows. You know from the previous night that this large brick building contains both the offices of the town council and a large meeting hall. A large crowd is waiting patiently in line to enter the building. You join the line.
Moment's later, the council clerk whom the party, excluding Reynnar, met the previous night notices you. He arrives with a pair of guards to collect the group and escort you past the crowd, "If you'd follow me, I can get you past this rabble," the clerk remarks. "The council meeting should be starting any second and you lot have cut your timing awfully fine. The council members are waiting in their offices inside for word that you have arrived."
You are quickly ushered inside the building through the two large doors on the western side, past the foyer where you had met the clerk the previous night, and into a large meeting room. The walls are made from sturdy stone. Beams cross the ceiling, and both the beams and floor of the hall are a variety of differing hardwoods from the region. In the front center, east, of the hall stands five large chairs behind a long wooden table. To the north are two hallways leading into what appears to be office spaces. You are able to make out the word "Manistrad" hanging from a wooden pack in front of the first office visible.
You watch as the clerk heads off towards the other northern hallway, undoubtedly to begin summoning the council members. You may only have a fleeting moment to see to pressing business, if there is any, before the meeting starts.
I had kinda retconned a "He would have set you up in the plate armor before we went shopping" type post, since that would make more narrative sense.
Also, add a Potion of Healing. We should both have one.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Feel free to just sell it and add half of it's gold value to your inventory. Which item do you want to identify, the satchel, the rock, or the pipe?
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Reynarr finishes looking around and looks to Angus and says "That's an interesting conclusion, my friend, and one that deserves to be followed up on! We will have to see if there's anyone who might have had a bone to pick with you folks. Lets move on back to town and see if anyone knows anything. We can catch up with the group later, but maybe the ship's captain will know something. Lets head out and go find him."
Hey Steve, I'll DM you a pic on discord today.
I'm having trouble again editing the map post on the first page. I do want to give the three of you an updated map showing the places you have been. It might have to do with the image I am using causing it to get locked out. Worst case scenario, I add it as a tab to Josh's item tracker in google docs.
Godsday, Goodmonth 10th, 591 CY
Gulin Runehammer and Caspia Aspergina:
The dwarf and triton spend the next hour inspecting the scale mail and the mysterious handbag. After thoroughly experimenting, testing, and trying the items on, the two believe they have identified what the items are.
Mariner's Armor (Scale Mail):
Bag of Holding:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
After identifying the two items, the dwarf and triton return to their rooms in the Wicker Goat to rest, removing another point of exhaustion. By the time they wake the sun is just about to set. The council will be meeting very soon.
Reynarr Eversharp:
The town guard bids farewell and good luck to the human and half-elf, then returns to their duties protecting the town.
Reynarr Eversharp Investigation: 16
Reynarr and Angus spend the next few hours checking the docks for the Sea Ghost, however, the boat does not appear to be currently moored in Saltmarsh, nor do any of the other crews know of the boat. Giving up on searching the docks you follow Angus down to the Empty Net. The tavern is partially supported by stilts driven into the harbor waters. Angus explains that, "This rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. The owner takes coin from anyone and asks no questions. Perhaps we will find what we are looking for in here." You have climbed onto a deck leading around the building towards the harbor and are about to open the door to the tavern when it explodes outwards. A muscled bouncer throws a drunken sailor out the door, over the deck's railing, and into the reeking harbor. A splash soon follows. Despite the reputation Angus has just explained, it appears there are lines that can be crossed.
A few more hours are spent drinking and following the human monk's lead. He appears to know many of the patrons, but takes his time broaching the subject of the Sea Ghost. "You see if we come out and show too much interest we may attract unwanted attention, the slow and steady approach may be safer."
The afternoon continues to pass. You are starting to think that the monk may be blowing smoke at you as an excuse to drink and gamble at his favorite establishment. You have just about given up when you are sitting in a booth with Angus and a weathered half-ling woman dressed in nautical clothes who apparently works for the town's dock-master. "The Sea Ghost eh? Haven't seen that ship in a few months. I believe I remember inspecting it the last time it was docked. I believe her captain is Captain Sigurd. Goes by the nickname of Snake Eyes. Not sure how he got the nickname. With a name like that he would probably be pretty terrible at dice. The crew was a little rough looking, not like any of these new merchant ships supporting the Kingdom's development efforts."
The assistant dock master continues, "Anyways, about the ship. Nothing untoward was found in her cargo hold. In fact it was a little curious in that the boat's cargo hold was completely empty. They must have been searching for work or something. At one point a local merchant, Debrun Rinewall, came aboard to talk to the Captain."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin dons the Mariner's armor. "Well, we dwarves may float as well as a rock tied to an anchor, but I'll feel less terrified on the seas with this on."
After the hour, but prior to the second rest, Gulin clears some space in the center of the inn room.
And turns the bag of holding inside out.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Godsday, Goodmonth 10th, 591 CY
Gulin Runehammer:
With one arm stretched as far from your body as possible you begin to turn the bag of holding inside out. Your stomach begins to churn and your knees start shaking. A voice in the back of your head questions your hasty decision and begins to reminiscence on missed opportunities throughout life. An eternity later the straps of the bag are finally undone and the bag is fully turned inside out. Gulin winces with eyes closed and hears a small pinging sound hit the tavern floor.
Opening up an eye Gulin notices a single ball bearing rolling on the room's floor. Whether the ball bearing was always in the bag of holding, or inadvertently left during Gulin's experiments, the world of Greyhawk will never know. Otherwise the bag of holding appeares to be entirely empty.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin us quite pleased with the results of his experiment. He half expected a quarter ton of rotting mackerel to come flying out.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Debrun Rinewall, huh? Sounds like someone that may bear investigating. Do you know them, Angus? I think we need to find where they set up shop..."
As he listens to the replies, Reynnar begins to hatch a plot to try and catch this Rinewall red-handed, if indeed they are the one behind this attack. One involving some well intentioned breaking and entering, and, if the situation calls for it, trying to get hired as a hitman...
Godsday, Goodmonth 10th, 591 CY
Reynarr Eversharp:
"Not sure I've ever heard of this individual myself Reynarr, but I'm a bit newer to the town. My contacts are usually a bit more on the rowdier side..." As Angus finishes his friend, the assistant dockmaster chugs her remaining ale and waves the bartender for another round. She motions towards Reynarr, "I could probably help you with that for a few coins. I believe he has an office with an apartment above it just a few block from here in town. I could take you right there"
Angus politely paid the woman, and that is how the three of you, soaked by the rainstorm came to be standing in the middle of an alley. Near sundown. Angus turns to you, "Whatever you are going to do, we better be quick! But not so quick this blows back on us in a bad way. The council will be meeting soon, and I think my battle scars may be one of the star witnesses they want to see."
From here in the rain the two story office and apartment looks closed. You know the following from a quick circle around the building:
The front (west) entrance is on a busy street and is marked by a small green tree, barely taller than a shrub. There is a single door at the front with multiple windows on the first story, and a second set of windows on the second story.
On the back (east) street, noticeably less busy than the first, there is a second door flanked by another pair of windows. Above the backdoor the roof slopes back for about half of the buildings length before arriving at a small landing and a door into the second floor. It appears to be some sort of deck with no ladder or stairs from the alleyway.
Both alleys on either side (north and south) have no current foot-traffic. The northern side is a sheer wall up to the second floor. The southern side has a sloped roof above the first floor, like the east side--but much shorter. This portion slopes for about ten feet before abutting the second story. There are no second story windows on either the north or south side of the building.
Erich, f you want to explore the house the easiest approach would be for us to set up a time to knock it out over discord. That way this doesn't hold everyone back a few weeks.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Reynnar returns to the Wicker Goat with Angus in tow. As he spots Gulin and Caspia, he motions for them to join him in the room he's rented. Once they're safely in the room and behind a closed door, he begins to relay what happened.
"Alright new friends, here's what we've got. Angus and I went to Crabber's Cove and did a little digging. From the evidence there, it appears that the one to attack you must have been part of the ship you were on.
"Knowing that, we went on a little bit of an adventure, and tracked some funny business back to a local merchant, Debrun Rinewall. Now Angus and I, being polite, upstanding citizens, decided we needed to visit Mr. Rinewall at his place of business, inform him that he's dealing with some shady characters! Now when I casually dropped by, he wasn't home, but while hanging out on the 2nd floor balcony, I ran into the most interesting fella. Said he was supposed to kill some adventurer-type folk who were stirring up trouble in the local smugger community (of which, to my shock, I found that Mr. Rinewall is a member). Only thing is, he botched the job." Reynnar smiles, and continues "Me, being enterprising, offered to help him take out those adventurers, which he said he's going to take me up on in the next few days."
"So, I told him that you were all checked into the Snapping Line under an assumed name. If we can buy some time, I think we can set a trap that would catch this thug and his smuggler boss in the act. I'm thinking maybe later tonight we can pay the house a visit again, see if we can get any details, then setup an ambush at the Snapping Line. What do you think?"
Sundown, Godsday, Goodmonth 10th, 591 CY
Angus chimes in to add, "Yeah it was Ned alright, saw him from across the street and I don't think he spotted me. The guy may be a little less helpless than we thought, at one point he pulled a sword on Reynnar. By the way Reynnar, you need to show me some day how you talked your way out of that situation. I for sure thought the man was going to either attack you or scream for the guards. It is up to the three of you how much we want to tell the council, just realize that council meetings are usually a public setting."
"Besides Ned sleeping at the man's house, it seems that some ship named the Sea Ghost is connecting the players involved here. Reynnar spotted the name on the side of rowboat we took back to town, and a friend pointed us in the direction of Debrun Rinewall's business/estate. Seems more than a coincidence that Ned was hanging out there."
"The council meeting should be starting very soon. I recommend we head our way back to the council hall, unless there is anything else pressing we must cover. Speaking of pressing matters, where the heck were you two today Caspia and Gulin? Find or do anything interesting?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Bah! The lying, no-good cheat. If you haven't already brought him to justice, think a hammer to the toes will be an adequate response."
"We rested off some of the aches from the previous day, sold some of the trinkets we found. Came to the realization that there's probably a pair of spellbooks we did not find in the house, so we've made plans to return to the mansion come morning. Tear up that building plank by bloody plank if we have to. In addition, discovered that we have in our possession a Bag of Holding, and this set of mail I'm wearin' will keep me from sinking like a stone next time we're at sea."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"It seems you have been busy while we have rested. How much longer do we have until this council meeting?
I don't know how much detail this council should know--we have already told them about the smugglers. What if one of them is aware of the smuggling and is being paid off?"
"Aye, we told 'em of the smugglers in the Mansion, but what Reynnar and Angus found out could be useful information we should bring up. And if one of the council is on the take, well, we'll keep a wary eye when we drop the information. See if anyone flinches."
"As for what we say... think the cat's out of the proverbial bag regarding the Alchemist's Manor already. We should speak to what we saw."
Before the group departs, he takes a strip of parchment and writes a note.
Zi. We head to the council now. Would appreciate if you can meet us there. Gulin
Gulin gathers his gear, hammer strapped across his shoulders and a new set of throwing axes on his belt. "Welp. Shall we?" He does an overly courteous bowing motion for Caspia. As they leave the confines of the inn, he snaps his fingers, Avalloc apparating in a puff of fey smoke and feathers. The bird, as always, looks a bit perturbed by the summons, and gives an annoyed squawk.
"Hush, Av. Take this to Zi. Find her in the temple, she's probably finishing her own rest. Find her there, or find Wellgar, the priest."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"I'm ready to go, though I think we have to play this close to the chest. If we can trust a member, maybe bring them in on it? If we can buy some time, we might be able to setup an ambush, catch these people in the act."
Before he leaves, Reynnar brushes off any dirt he's accumulated on his clothes from climbing on roofs, and washes up a bit, taking probably a bit too long on his hair...
"Ok, NOW I'm ready to go..."
"Unfortunately, there are few in this town I trust."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Well, you know these folks better than I do, I'll follow your lead."
Sundown, Godsday, Goodmonth 10th, 591 CY
Leaving the Wicker Goat, you walk down the rainy streets of Saltmarsh. The sky has noticeably darkened as the sun, obscured by the clouds, has begun setting. The parties pass over the Sharkfin bridge which spans the Kingfisher river. During the traverse across the single large bridge, lined with small shops and homes, a nauseated feeling overcomes Reynnar. This feeling passes once the party is clear of the bridge.
The council hall is marked with a wooden sign depicting a net filled with fish, hanging above the large double doors. In front of the building lies the towns aged gallows. You know from the previous night that this large brick building contains both the offices of the town council and a large meeting hall. A large crowd is waiting patiently in line to enter the building. You join the line.
Moment's later, the council clerk whom the party, excluding Reynnar, met the previous night notices you. He arrives with a pair of guards to collect the group and escort you past the crowd, "If you'd follow me, I can get you past this rabble," the clerk remarks. "The council meeting should be starting any second and you lot have cut your timing awfully fine. The council members are waiting in their offices inside for word that you have arrived."
You are quickly ushered inside the building through the two large doors on the western side, past the foyer where you had met the clerk the previous night, and into a large meeting room. The walls are made from sturdy stone. Beams cross the ceiling, and both the beams and floor of the hall are a variety of differing hardwoods from the region. In the front center, east, of the hall stands five large chairs behind a long wooden table. To the north are two hallways leading into what appears to be office spaces. You are able to make out the word "Manistrad" hanging from a wooden pack in front of the first office visible.
You watch as the clerk heads off towards the other northern hallway, undoubtedly to begin summoning the council members. You may only have a fleeting moment to see to pressing business, if there is any, before the meeting starts.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin first looks for Zi, and attempts to view Avalloc's eyes quickly just to see where he's at if she is not there.
"Caspia, you want to take the lead on this, or should I?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin easily notices Zilvi Brinehanded on the other side of the room, standing beside her adopted father, Welgar Brinehanded.
If I don't hear anything tomorrow from the other two I'll go ahead and start the council meeting.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent