The room continues to fill until all of the benches are packed and townsfolk line the back of the room. The bespeckled clerk motions to a member of the town watch, and moments later a loud bell is rung. The room falls silent as the five council members are escorted from their offices and take their seats at the front of the room. The clerk announces each of the council members names as their take their respective seats, you note that the town council is comprised of the following five individuals in alphabetical order.
Anders Solmor, a young slight man with sharp features and a toothy smile. Despite his statute he is quite striking, most likely explaining Zilvi Brinehanded's infatuation with the man. Being only in his early twenties he is by far the youngest of the council members.
Eda Oweland, a woman with short greying hair. Her face bears the marks of a life lived outdoors. You quickly deduce from her interactions that she is a gruff, highly pragmatic woman. She is introduced last, handed a gavel, and takes the middle seat at the table. These signs likely indicate her seniority over the other council members.
Eliander Fireborn, a burly aged man who walks upon a finely carved wooden peg. Despite his wounds he carries himself with a martial disposition, and remains an imposing figure.
Gellan Primewater, an extremely well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. By far the most expensively dressed individual you have yet to encounter in Saltmarsh.
Manistrad Cooperlocks, whom you know from previous interactions is the leader of the newly established mining operation in Saltmarsh. The woman is an iron-willed dwarven woman known to be a competent mining leader with a knack for pulling off impossible jobs. The dwarven woman is introduced first, and you could swear that you heard quite a few grumbles from the crowd when her name was mentioned and she sits down.
The council meeting quickly opens, taking up the business regarding the events at Crabber's Cove. You watch as witness after witness is called forward.
First the clerk with bespeckled patchy skin recalls his interaction with the group, Zi's tale of the alchemists mansion, and his response in sending two of the town watch down to Crabber's Cove to investigate. You watch as a few minutes into the meeting as Gellan Primewater comically motions to an individual off to the side who produces a flask and fills a glass of wine for the older gentleman, who begins drinking during the council meeting. This development does not appear to take anyone in the room by surprise. As the clerk describes the state in which Angus was brought into the council chambers, Anders Solmor is visibly shocked, and exclaims that such barbarity must be put to rest!
The two members of the town watch are next, they recount the events of the evening. Introducing a single cask of brandy as evidence, noting that they have nearly a dozen more locked up in a storeroom under protection. A merchant in the crowd exclaims that he recognizes the label as one from a nearby distillery that was robbed just last week. Eliander Fireborn asks the watch members multiple questions regarding whether the watch thought these were the actions of the Sea Princes or a localized smuggling ring. Ander Solmor interjects that it doesn't matter who is behind the attacks and thefts, these are crimes, and that the criminals should be brought to justice.
Eda Oweland seems a little less concerned, mixing in multiple swearwords to most of her sentences and asking what's the point. The injured man Angus has a reputation that leaves much to be desired. This could be a harmless exchange gone wrong, the type of thing that wasn't a crime up until the crown butted it's head back into Saltmarsh's business. Is there truly any danger to the town from these activities?
Manistrad, who has occasionally shot a glance in Reynnar's direction, interrupts the argument. The dwarf states that the council could argue all night without getting anywhere, what they really need is more evidence, and that there is a group of adventures who have yet to be heard from here. Eda stops her swearing and defers the dwarf's calm reasoning. "Yes Manistrad, you are right, if we could have the four adventures of whom this clerk speaks come forward at this time. Let the council hear your story."
Angus looks over at Reynnar and whispers,
You coming up with us? Where exactly do I draw the line on information to be shared. The Sea Ghost? Ned?
You watch as Zilvi approaches the front of the room. Eliander speaks up, "We will wait for your compatriots to join you, but the first thing I'd really love to hear about is exactly what your group found at the haunted mansion? Your opinion on the motives of the individuals you encountered at the mansion and what could have led to the assault at Crabber's Cove? And how big of an operation did this appear to be?"
Caspia stands and joins Zi in front of the council.
"Greetings. I was a navigator on a ship that was shipwrecked just off the coast. I was saved by Angus and, in payment, offered to assist him in his debt to the local healer. We ventured to this house of ghosts to find a particular herb needed by this healer. We connected with some fellow travelers who also needed to explore this house. When we went to this house, we were surprised to find goods that did not seem to belong there and a smuggling operation run by a human mage named Sanbalet. He had raised an undead army of skeletons that we dispatched, along with the dead alchemist. We believed it was important that the town council be aware of the this operation right under it's gills."
Caspia paused watching the reactions of the town council to the news she was sharing, her Triton face unreadable.
okay, i forgot, is there anything else I should tell them?
Reynarr whispers, "Angus, lets let the others take the lead on what they wish to reveal. I think we're okay to share details about the Sea Ghost, but I propose we hide the details we've found on Ned and his connections. While you all are up there, I'll blend in and see if any of the council members seem suspicious."
Reynarr quickly scrawls a note and hands it to Angus, and says, "Here, take this and discreetly hand it to Manistrad on your way up."
Note to Manistrad:
Manistrad, possible traitor in our midst. Playing close to the chest. More later.
-R
Reynnar then steps away, trying to maintain a low profile while getting to a place where he can see all the council members well.
This post has potentially manipulated dice roll results.
Sundown, Godsday, Goodmonth 10th, 591 CY
As Caspia tells her tale, the council leans in interested, the room goes silent as the unwatcher are enthralled.
After Caspia finishes speaking, Eliander Fireborn breaks the silence, "A mage with an undead army you say? And you claim to have dispatched the undead army, but what of this Sanbalet?"
Angus steps forward, "Sir, he has joined the ranks of his servants and is also dead. Speaking of servants, it wasn't just undead in there, Sanbalet had half a dozen people working for him, including two hobgoblins. They had a quite a few caverns for storage, and a rowboat from a ship, the Sea Ghost."
The council begins chatting among themselves, you overhear Eliander make a plea to Eda Oweland, "Look this isn't just a local looking to make a few extra dollars bypassing the crown's duties," to which Eda swears, "Shit, I guess this may be a bit more serious. I don't like the idea of someone raising the dead a few leagues from the town."
While they talk Angus attempts to step forward and place Reynnar's note for Manistrad.
Angus McTavin Sleight of Hand: 6
None of the other council members seem to notice. Manistrad plays it cool and doesn't immediately grab for the note, waiting a few moments before reaching forward slowly and unfurling the note. Her eyebrows raise and she searches the room Reynnar, but doesn't spot him. The dwarf speaks up, "There may be more to this situation than meets the eye, hopefully any citizens with knowledge will step forward with their findings in an appropriate setting."
Anders Solmor responds, believing that the dwarf's message was for the council, "Agreed Manistrad, but until then justice must be served! We must shut down these smugglers, for all we know they are in league with the Sea Princes! Eliandor, you have expertise in these matters, what do you suggest?"
Eliandor clears his throat, "I think it is safe to assume that the smugglers on the Sea Ghost are as yet, unaware of the death of their land-based colleagues, and a return visit by them might well be expected. Unfortunately we don't know the last day they exchanged goods with Sanbalet. They could be back any day, including this evening. We should arrange for members of the town guard to patrol the potential rendezvous points each night. If they believe they have sighted the Sea Ghost, we can make our move then."
At that Eda speaks up, "Look, we don't know what the hell is out there on that ship. I'm not sending the town guard straight into the jaws of the freaking Sea Princes, we need someone else willing to perform the actual task of boarding that ship. Who knows what shit show awaits them."
Manistrad concurs, "For once I agree with Eda, we have not learned the full story here and therefore should not risk the towns guard."
Caspia listens as the council debates these matters. She glances at Gulin before focusing on the council again.
"How have you handled smuggling operations in the past? Surely this is not the first time you have a problem. What are your town guards for if not to protect the town?," She said, a bit disdainfully.
This post has potentially manipulated dice roll results.
Gulin puffs at his long pipe in the corner, exhaling a large cloud of smoke. He takes out the naval almanac, quickly looking for the conditions when the tides would be just right for a delivery over the next few days.
Investigation 9
"If ye can provide transport back, loan us a set of fast horses, we can potentially ride for the house tonight. We found a set of signal codes, and the lantern to use 'em with. Perhaps we can lure some of the smugglers back in for a safe drop, except instead spring a trap on them. My bird can deliver a message to you to rally the troops, if ya will, and we can see about this Sea Ghost."
Gulin lets out another puff.
"For the right compensation and favors o' the town, of course."
Gulin puffs into the pipe as he speaks, looking down noticing that he has pulled out the pipe found at the Alchemist's mansion opposed to his normal pipe. A few cautious puffs, and the Dwarf notices that the quality of the tobacco is unparalleled with anything he has looked at before. The council members talk amongst themselves as the dwarf double checks the naval almanac he found in the mansion.
Gulin Investigation Check:
Judging from the naval almanac, and the size of the moon the past few days, you believe that the moon will be full within 1-2 days. The increased action of the tides would likely make a dropoff within the next few days risky. The tides should be more manageable within a week.
As the dwarf flips through the naval alamanac, the council chambers have once again gone silent, all eyes are on Gulin. The smoke from his pipe has formed small figures battling each other with martial weapons and magic. Looking closer you believe you recognize the scene. A dwarf throws a flask of oil towards a man in mage robes, then sets him afire. Another figure steps forward and removes the head from the mage that was aflame. This turn of events, recreated by the smoke of the pipe eerily remind you of your victory over Sanbalet.
Pipe of Remembrance:
Pipe of Remembrance
Wondrous Item, Common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
The smoke dies down, Manistrad clears her throat, "Now that is an impressive trick." Eda Oweland also speaks up, "We can cut the crappy theatrics, and get down to business. The council has agreed to advance you and your associates 300gp. 200gp as a reward for making us aware of the smuggling operation, and 100gp for returning the casks of brandy stolen by the smuggler from under the alchemist's freaking haunted mansion. As for the next steps, I'll let Eliander Fireborn take it from here."
The grizzled veteran takes that as his cue to speak. "We will arrange for members of the town guard to patrol potential rendezvous points each night for the next two weeks. I assume the redezvous will likely occur at or near the alchemist's mansion. If the ship is sighted word will be passed along to you of its location. If you agree, we would like for you to board the ship. Sinking the ship would be sufficient, but if you can take the ship by force. We will put a small fishing boat and two guardsmen at your command who will sail the boat. Additionally, if you require any non-magical equipment to aid your task, the council will pay for its acquisition. Within reason of course. We will pay you 500 gp for returning any potentially illicit or smuggled merchandise from the Sea Ghost. Belongings of the Sea Ghost's crew will be yours for the keeping."
Gulin pulls the pipe from his lips, a smile hidden behind his beard as he takes a look at it, before giving a gruff noise of affirmation and sticking the pipe back between his lips.
"Aye. I was looking at the almanac here, based on the position of the moon and nightly tides, it might be a few days before the smugglers can make the trip easily. In the meantime I recommend keeping an eye on Crabber's Cove. My companions here might have a location or two of interest as well for your guardsmen to keep a wary eye. If we can make use of some of the town's horses, which we will return in good health, we'd like to return to the Alchemist's manor and make sure no additional smugglers have returned since we eliminated Sanbalet."
Another large puff of smoke eminated from Gulin's mouth and nose.
"Once we have the ship sighted, I'm willing to board it and remove the threat." He snaps his fingers, summoning Avalloc into his outstretched hand. "This is my bird, Avalloc. He can be used to carry messages from us back to you, or whomever you designate. Perhaps have some steady sailing hands ready to help bring the Sea Ghost into port."
Eliander responds to Gulin, "You shall have horses at your disposal, just speak to the clerk on the way out. As for the location of the guardsmen patrols, don't worry we have similar knowledge of this coast." Eliander rubs at the side of his face before continuing, "having a sailing crew on standby is an interesting idea, and is definitely something that can be arranged. When the Sea Ghost is spotted the two members of the town guard sailing the fishing boat could return to shore to pick up a crew for the ship. Once again, I'm not having the guard or any town members set foot on that ship until we know it is safe. I don't want my people handed over as slaves to the Sea Princes."
Eda clears her throat, "Well this crap is settled then. Let the clerk know where you will be staying on your way out so the town guard can contact you. We don't want to waste a hellfull amount of time tracking you down when the Sea Ghost shows up."
The council chambers begin to clear. You watch as the council members return to their offices, likely finishing up for the day before heading home. The crowd has died down to just a few small groups of people still present. Among those are Angus, Zilvi Brinehanded, and her step-father. Now that the crowd is diapered you notice Reynnar milling about. You discretely inform the clerk that you are currently staying at the Wicker Goat. The clerk informs you that word has been sent ahead to the barracks and that you have at your disposal four horses for the next few weeks. He painstakingly reminds you that the horses are merely on loan, and that they should be returned in good health and well fed. Looking out a window you notice that the sun has completely set, the night is dark and dreary. What would you like to do?
Gulin takes the gold and distributes it amongst the four members of the original party. He will also do some quick mental math and calculate how much goes to each person given his proceeds from selling gear earlier.
Math!
Total Gold Equivalent looted/rewarded - 426.92 gp
Total Amount Each Person Should Get - 106.73 gp (106 gp, 7 sp, 3cp)
Money Already Given to Caspia and Gulin cause I suck - 63.46 gp each
THEREFORE: Angus and Zi recieve 106.73 gp. Caspia and Gulin receive 43.27 additional gp.
"Zi, you're the native of the town. Are there any booksellers that might still be open, who might be interested in buying some of the books we found? I also could use some fine ink and paper. If not, any other nice nighttime spot you know of?"
As Gulin attempts to give Zi a share of the gold, the cleric protests. "You have already given me more than enough with this fine set of armor. Plus I have no real need for monetary possessions. Procan and my step-father see that I have everything that I need. I bet Winston is still at his store for the next few hours, though he doesn't sell much of the way in adventuring gear. Mafera runs the Dwarven Anvil, a local blacksmith shop where you can by arms and armor. But it sounds like you are looking for stuff with a little bit more of a magical flair. For that you would have to speak to Captain Xendros she runs a trade delegation for the Faithful Quartermasters of Iuz. Apart from her, nobody sells magical goods in Saltmarsh."
The cleric pauses to think of her favorite activities, "Usually Saltmarsh is a little dead at night apart from the bars. I'm not much into carousing so usually I just sit at The Leap. The Leap is an outcropping of rock nearly a hundred feet above the edge of Crabber's Cove. Traditionally, the people of Saltmarsh leap from the cliffs into the water below when a loved one drowns at sea. The jump is usually not fatal; the water below the Leap is free of rocks, and it is a short swim back to dry land."
Zi points out the locations she has described on the map.
At this point Angus speaks up, "I believe Reynnar also had some nocturnal activities he wanted to participate in tonight." Zi gives the monk a funny look. Angus puts his hands up in protest, "No not those sort of activities. Reynnar was considering dropping in our my good friend Ned sometime in the next few days. Though Reynnar is the man with the plan, I'll let him speak about it more."
The following are Ghosts of Saltmarsh specific campaign rules. The below rules will be unlocked as characters discover parts of Saltmarsh. Additionally, there are other campaign specific rules (hint think ships for example), that will be revealed through progression.
Buying and Selling Magic Items:
Carousing: Carousing at a local tavern provides characters with a chance to make contacts in town. A week of carousing costs 2d10gp and afterwards you will earn a contact in the town. You can have a maximum number of contacts in town equal to 1 + your Charisma bonus (minimum of 1). The nature of the contact depends on the chosen tavern.
Research:
Employment:
Mercenary Work:
City Gate
Barracks and Jail
The Wicker Goat: Tavern, drink and rooms.
...
...
...
Faithful Quartermasters of Iuz: Captain Xendros, Sells magical items.
Empty Net: Tavern, drink only. Angus can be found here when not with the party.
Green Market: Sells food, random local items, and sometimes animals.
Sharkfin Bridge
...
...
The Snapping Line: Tavern, drink and rooms.
Council Hall
Weekly Market:Sells food. On Sundays sells PHB items up to 150 gold.
...
The Dwarven Anvil: Sells arms and armor.
...
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...
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Crabber'sCove: Abandoned houses, the beach where Caspia was found.
The Leap:
Temple ofProcan:Wellgar Brinehanded. Zi can be found here when not with the party.
...
Winston'sStore: Winston, Sells food, maps, and PHB items worth less than 10gp
"As you wish, Zi. We'll keep it as a general fund for all to use, or at least be useful for mundane supplies and such." Gulin takes her bag of gold and puts it into the Bag of Holding.
"Well, I'm interested in seeing what this Captain Xendros has to offer."He looks to the others. "Shall we? Before the town closes up and Angus and Reynnar have their shadowy business. I wouldn't mind applying a firebolt to Ned's feet after what he did."
The party makes their way down to the Faithful Qartermasters of Iuz. A red tiefling priest is currently closing up a large warehouse when you arrive. Zi explains that the group is looking for paper and ink for magical spells, as well as whatever else the good Captain may have for sale.
"The hour is pretty late, but I never turn down business." The tiefling responds. "I have plenty of basic components for memorizing and casting spells. No magical items available for the general public at this time. If you are interested in magical items, I request a 50 gold retainer each week for the privilege of buying and selling such wonders. Magical items are scarce here and I have to ship them in from my homeland. Plus your competing with every other mage in the town. Keledek buys quite a few of my wares. Any items that I am not able to promptly sell that week I ship elsewhere. I can also try to acquire specific items, though the price can vary depending on rarity."
"Hmm, well, perhaps after our current business concludes we might pay that retainer, especially when it comes to a point that we could have the cash on hand to actually buy a magical item! For now, though, I definitely am in need of very fine paper and ink. 100 gold pieces worth, in fact."
Captain Xendros hands over the fine paper and ink, "Your loss on the magical items, if you find yourself interested come back and let me know! Oh, and if you hear any leads on an Apparatus of Kwalish, please let me know. I've been tasked with finding one for my homeland, and will reward you for any information you may find."
Gulin turns back to the rest. "That's my business concluded here. Thoughts for the rest of the evening? Zi, you mentioned there was a gnome in town that might help decipher this instruction manual I have?"
"Aye, Angus and I were able to scope out your boy Ned's place. Seems to me that it might be a good idea to pay him a visit once more. Could be we catch him unawares and get some evidence from among his things, or if we're truly lucky, maybe the man and his boss. I propose that late tonight, we drop by. Whoever thinks they're quiet enough can be on the entry team, with everyone else standing by as backup if we need some muscle..."
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Sundown, Godsday, Goodmonth 10th, 591 CY
The room continues to fill until all of the benches are packed and townsfolk line the back of the room. The bespeckled clerk motions to a member of the town watch, and moments later a loud bell is rung. The room falls silent as the five council members are escorted from their offices and take their seats at the front of the room. The clerk announces each of the council members names as their take their respective seats, you note that the town council is comprised of the following five individuals in alphabetical order.
Anders Solmor, a young slight man with sharp features and a toothy smile. Despite his statute he is quite striking, most likely explaining Zilvi Brinehanded's infatuation with the man. Being only in his early twenties he is by far the youngest of the council members.
Eda Oweland, a woman with short greying hair. Her face bears the marks of a life lived outdoors. You quickly deduce from her interactions that she is a gruff, highly pragmatic woman. She is introduced last, handed a gavel, and takes the middle seat at the table. These signs likely indicate her seniority over the other council members.
Eliander Fireborn, a burly aged man who walks upon a finely carved wooden peg. Despite his wounds he carries himself with a martial disposition, and remains an imposing figure.
Gellan Primewater, an extremely well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. By far the most expensively dressed individual you have yet to encounter in Saltmarsh.
Manistrad Cooperlocks, whom you know from previous interactions is the leader of the newly established mining operation in Saltmarsh. The woman is an iron-willed dwarven woman known to be a competent mining leader with a knack for pulling off impossible jobs. The dwarven woman is introduced first, and you could swear that you heard quite a few grumbles from the crowd when her name was mentioned and she sits down.
The council meeting quickly opens, taking up the business regarding the events at Crabber's Cove. You watch as witness after witness is called forward.
First the clerk with bespeckled patchy skin recalls his interaction with the group, Zi's tale of the alchemists mansion, and his response in sending two of the town watch down to Crabber's Cove to investigate. You watch as a few minutes into the meeting as Gellan Primewater comically motions to an individual off to the side who produces a flask and fills a glass of wine for the older gentleman, who begins drinking during the council meeting. This development does not appear to take anyone in the room by surprise. As the clerk describes the state in which Angus was brought into the council chambers, Anders Solmor is visibly shocked, and exclaims that such barbarity must be put to rest!
The two members of the town watch are next, they recount the events of the evening. Introducing a single cask of brandy as evidence, noting that they have nearly a dozen more locked up in a storeroom under protection. A merchant in the crowd exclaims that he recognizes the label as one from a nearby distillery that was robbed just last week. Eliander Fireborn asks the watch members multiple questions regarding whether the watch thought these were the actions of the Sea Princes or a localized smuggling ring. Ander Solmor interjects that it doesn't matter who is behind the attacks and thefts, these are crimes, and that the criminals should be brought to justice.
Eda Oweland seems a little less concerned, mixing in multiple swearwords to most of her sentences and asking what's the point. The injured man Angus has a reputation that leaves much to be desired. This could be a harmless exchange gone wrong, the type of thing that wasn't a crime up until the crown butted it's head back into Saltmarsh's business. Is there truly any danger to the town from these activities?
Manistrad, who has occasionally shot a glance in Reynnar's direction, interrupts the argument. The dwarf states that the council could argue all night without getting anywhere, what they really need is more evidence, and that there is a group of adventures who have yet to be heard from here. Eda stops her swearing and defers the dwarf's calm reasoning. "Yes Manistrad, you are right, if we could have the four adventures of whom this clerk speaks come forward at this time. Let the council hear your story."
Angus looks over at Reynnar and whispers,
You coming up with us? Where exactly do I draw the line on information to be shared. The Sea Ghost? Ned?
You watch as Zilvi approaches the front of the room. Eliander speaks up, "We will wait for your compatriots to join you, but the first thing I'd really love to hear about is exactly what your group found at the haunted mansion? Your opinion on the motives of the individuals you encountered at the mansion and what could have led to the assault at Crabber's Cove? And how big of an operation did this appear to be?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia stands and joins Zi in front of the council.
"Greetings. I was a navigator on a ship that was shipwrecked just off the coast. I was saved by Angus and, in payment, offered to assist him in his debt to the local healer. We ventured to this house of ghosts to find a particular herb needed by this healer. We connected with some fellow travelers who also needed to explore this house. When we went to this house, we were surprised to find goods that did not seem to belong there and a smuggling operation run by a human mage named Sanbalet. He had raised an undead army of skeletons that we dispatched, along with the dead alchemist. We believed it was important that the town council be aware of the this operation right under it's gills."
Caspia paused watching the reactions of the town council to the news she was sharing, her Triton face unreadable.
okay, i forgot, is there anything else I should tell them?
Reynarr whispers, "Angus, lets let the others take the lead on what they wish to reveal. I think we're okay to share details about the Sea Ghost, but I propose we hide the details we've found on Ned and his connections. While you all are up there, I'll blend in and see if any of the council members seem suspicious."
Reynarr quickly scrawls a note and hands it to Angus, and says, "Here, take this and discreetly hand it to Manistrad on your way up."
Note to Manistrad:
Manistrad, possible traitor in our midst. Playing close to the chest. More later.
-R
Reynnar then steps away, trying to maintain a low profile while getting to a place where he can see all the council members well.
Stealth check to hide 22
Sundown, Godsday, Goodmonth 10th, 591 CY
As Caspia tells her tale, the council leans in interested, the room goes silent as the unwatcher are enthralled.
After Caspia finishes speaking, Eliander Fireborn breaks the silence, "A mage with an undead army you say? And you claim to have dispatched the undead army, but what of this Sanbalet?"
Angus steps forward, "Sir, he has joined the ranks of his servants and is also dead. Speaking of servants, it wasn't just undead in there, Sanbalet had half a dozen people working for him, including two hobgoblins. They had a quite a few caverns for storage, and a rowboat from a ship, the Sea Ghost."
The council begins chatting among themselves, you overhear Eliander make a plea to Eda Oweland, "Look this isn't just a local looking to make a few extra dollars bypassing the crown's duties," to which Eda swears, "Shit, I guess this may be a bit more serious. I don't like the idea of someone raising the dead a few leagues from the town."
While they talk Angus attempts to step forward and place Reynnar's note for Manistrad.
Angus McTavin Sleight of Hand: 6
None of the other council members seem to notice. Manistrad plays it cool and doesn't immediately grab for the note, waiting a few moments before reaching forward slowly and unfurling the note. Her eyebrows raise and she searches the room Reynnar, but doesn't spot him. The dwarf speaks up, "There may be more to this situation than meets the eye, hopefully any citizens with knowledge will step forward with their findings in an appropriate setting."
Anders Solmor responds, believing that the dwarf's message was for the council, "Agreed Manistrad, but until then justice must be served! We must shut down these smugglers, for all we know they are in league with the Sea Princes! Eliandor, you have expertise in these matters, what do you suggest?"
Eliandor clears his throat, "I think it is safe to assume that the smugglers on the Sea Ghost are as yet, unaware of the death of their land-based colleagues, and a return visit by them might well be expected. Unfortunately we don't know the last day they exchanged goods with Sanbalet. They could be back any day, including this evening. We should arrange for members of the town guard to patrol the potential rendezvous points each night. If they believe they have sighted the Sea Ghost, we can make our move then."
At that Eda speaks up, "Look, we don't know what the hell is out there on that ship. I'm not sending the town guard straight into the jaws of the freaking Sea Princes, we need someone else willing to perform the actual task of boarding that ship. Who knows what shit show awaits them."
Manistrad concurs, "For once I agree with Eda, we have not learned the full story here and therefore should not risk the towns guard."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia listens as the council debates these matters. She glances at Gulin before focusing on the council again.
"How have you handled smuggling operations in the past? Surely this is not the first time you have a problem. What are your town guards for if not to protect the town?," She said, a bit disdainfully.
Gulin puffs at his long pipe in the corner, exhaling a large cloud of smoke. He takes out the naval almanac, quickly looking for the conditions when the tides would be just right for a delivery over the next few days.
Investigation 9
"If ye can provide transport back, loan us a set of fast horses, we can potentially ride for the house tonight. We found a set of signal codes, and the lantern to use 'em with. Perhaps we can lure some of the smugglers back in for a safe drop, except instead spring a trap on them. My bird can deliver a message to you to rally the troops, if ya will, and we can see about this Sea Ghost."
Gulin lets out another puff.
"For the right compensation and favors o' the town, of course."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin puffs into the pipe as he speaks, looking down noticing that he has pulled out the pipe found at the Alchemist's mansion opposed to his normal pipe. A few cautious puffs, and the Dwarf notices that the quality of the tobacco is unparalleled with anything he has looked at before. The council members talk amongst themselves as the dwarf double checks the naval almanac he found in the mansion.
Gulin Investigation Check:
Judging from the naval almanac, and the size of the moon the past few days, you believe that the moon will be full within 1-2 days. The increased action of the tides would likely make a dropoff within the next few days risky. The tides should be more manageable within a week.
As the dwarf flips through the naval alamanac, the council chambers have once again gone silent, all eyes are on Gulin. The smoke from his pipe has formed small figures battling each other with martial weapons and magic. Looking closer you believe you recognize the scene. A dwarf throws a flask of oil towards a man in mage robes, then sets him afire. Another figure steps forward and removes the head from the mage that was aflame. This turn of events, recreated by the smoke of the pipe eerily remind you of your victory over Sanbalet.
Pipe of Remembrance:
Pipe of Remembrance
Wondrous Item, Common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
The smoke dies down, Manistrad clears her throat, "Now that is an impressive trick." Eda Oweland also speaks up, "We can cut the crappy theatrics, and get down to business. The council has agreed to advance you and your associates 300gp. 200gp as a reward for making us aware of the smuggling operation, and 100gp for returning the casks of brandy stolen by the smuggler from under the alchemist's freaking haunted mansion. As for the next steps, I'll let Eliander Fireborn take it from here."
The grizzled veteran takes that as his cue to speak. "We will arrange for members of the town guard to patrol potential rendezvous points each night for the next two weeks. I assume the redezvous will likely occur at or near the alchemist's mansion. If the ship is sighted word will be passed along to you of its location. If you agree, we would like for you to board the ship. Sinking the ship would be sufficient, but if you can take the ship by force. We will put a small fishing boat and two guardsmen at your command who will sail the boat. Additionally, if you require any non-magical equipment to aid your task, the council will pay for its acquisition. Within reason of course. We will pay you 500 gp for returning any potentially illicit or smuggled merchandise from the Sea Ghost. Belongings of the Sea Ghost's crew will be yours for the keeping."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin pulls the pipe from his lips, a smile hidden behind his beard as he takes a look at it, before giving a gruff noise of affirmation and sticking the pipe back between his lips.
"Aye. I was looking at the almanac here, based on the position of the moon and nightly tides, it might be a few days before the smugglers can make the trip easily. In the meantime I recommend keeping an eye on Crabber's Cove. My companions here might have a location or two of interest as well for your guardsmen to keep a wary eye. If we can make use of some of the town's horses, which we will return in good health, we'd like to return to the Alchemist's manor and make sure no additional smugglers have returned since we eliminated Sanbalet."
Another large puff of smoke eminated from Gulin's mouth and nose.
"Once we have the ship sighted, I'm willing to board it and remove the threat." He snaps his fingers, summoning Avalloc into his outstretched hand. "This is my bird, Avalloc. He can be used to carry messages from us back to you, or whomever you designate. Perhaps have some steady sailing hands ready to help bring the Sea Ghost into port."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Caspia nods in agreement with Gulin, seemingly exasperated with the town council.
"Let us go, then. I dislike wasting time. We agree to your terms and will investigate this Sea Ghost."
Caspia waits to see the councils' response.
Sundown, Godsday, Goodmonth 10th, 591 CY
Eliander responds to Gulin, "You shall have horses at your disposal, just speak to the clerk on the way out. As for the location of the guardsmen patrols, don't worry we have similar knowledge of this coast." Eliander rubs at the side of his face before continuing, "having a sailing crew on standby is an interesting idea, and is definitely something that can be arranged. When the Sea Ghost is spotted the two members of the town guard sailing the fishing boat could return to shore to pick up a crew for the ship. Once again, I'm not having the guard or any town members set foot on that ship until we know it is safe. I don't want my people handed over as slaves to the Sea Princes."
Eda clears her throat, "Well this crap is settled then. Let the clerk know where you will be staying on your way out so the town guard can contact you. We don't want to waste a hellfull amount of time tracking you down when the Sea Ghost shows up."
The council chambers begin to clear. You watch as the council members return to their offices, likely finishing up for the day before heading home. The crowd has died down to just a few small groups of people still present. Among those are Angus, Zilvi Brinehanded, and her step-father. Now that the crowd is diapered you notice Reynnar milling about. You discretely inform the clerk that you are currently staying at the Wicker Goat. The clerk informs you that word has been sent ahead to the barracks and that you have at your disposal four horses for the next few weeks. He painstakingly reminds you that the horses are merely on loan, and that they should be returned in good health and well fed. Looking out a window you notice that the sun has completely set, the night is dark and dreary. What would you like to do?
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin takes the gold and distributes it amongst the four members of the original party. He will also do some quick mental math and calculate how much goes to each person given his proceeds from selling gear earlier.
Math!
"Zi, you're the native of the town. Are there any booksellers that might still be open, who might be interested in buying some of the books we found? I also could use some fine ink and paper. If not, any other nice nighttime spot you know of?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
OOC: I've also made a character for the Bag of Holding (or really just its inventory).
If there's anything you want to put in to lighten your personal load, let me know.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Sundown, Godsday, Goodmonth 10th, 591 CY
Angus thanks Gulin for the 106 gp, 7 sp, and 3cp.
As Gulin attempts to give Zi a share of the gold, the cleric protests. "You have already given me more than enough with this fine set of armor. Plus I have no real need for monetary possessions. Procan and my step-father see that I have everything that I need. I bet Winston is still at his store for the next few hours, though he doesn't sell much of the way in adventuring gear. Mafera runs the Dwarven Anvil, a local blacksmith shop where you can by arms and armor. But it sounds like you are looking for stuff with a little bit more of a magical flair. For that you would have to speak to Captain Xendros she runs a trade delegation for the Faithful Quartermasters of Iuz. Apart from her, nobody sells magical goods in Saltmarsh."
The cleric pauses to think of her favorite activities, "Usually Saltmarsh is a little dead at night apart from the bars. I'm not much into carousing so usually I just sit at The Leap. The Leap is an outcropping of rock nearly a hundred feet above the edge of Crabber's Cove. Traditionally, the people of Saltmarsh leap from the cliffs into the water below when a loved one drowns at sea. The jump is usually not fatal; the water below the Leap is free of rocks, and it is a short swim back to dry land."
Zi points out the locations she has described on the map.
At this point Angus speaks up, "I believe Reynnar also had some nocturnal activities he wanted to participate in tonight." Zi gives the monk a funny look. Angus puts his hands up in protest, "No not those sort of activities. Reynnar was considering dropping in our my good friend Ned sometime in the next few days. Though Reynnar is the man with the plan, I'll let him speak about it more."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"As you wish, Zi. We'll keep it as a general fund for all to use, or at least be useful for mundane supplies and such." Gulin takes her bag of gold and puts it into the Bag of Holding.
"Well, I'm interested in seeing what this Captain Xendros has to offer." He looks to the others. "Shall we? Before the town closes up and Angus and Reynnar have their shadowy business. I wouldn't mind applying a firebolt to Ned's feet after what he did."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Evening, Godsday, Goodmonth 10th, 591 CY
The party makes their way down to the Faithful Qartermasters of Iuz. A red tiefling priest is currently closing up a large warehouse when you arrive. Zi explains that the group is looking for paper and ink for magical spells, as well as whatever else the good Captain may have for sale.
"The hour is pretty late, but I never turn down business." The tiefling responds. "I have plenty of basic components for memorizing and casting spells. No magical items available for the general public at this time. If you are interested in magical items, I request a 50 gold retainer each week for the privilege of buying and selling such wonders. Magical items are scarce here and I have to ship them in from my homeland. Plus your competing with every other mage in the town. Keledek buys quite a few of my wares. Any items that I am not able to promptly sell that week I ship elsewhere. I can also try to acquire specific items, though the price can vary depending on rarity."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Hmm, well, perhaps after our current business concludes we might pay that retainer, especially when it comes to a point that we could have the cash on hand to actually buy a magical item! For now, though, I definitely am in need of very fine paper and ink. 100 gold pieces worth, in fact."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Evening, Godsday, Goodmonth 10th, 591 CY
Captain Xendros hands over the fine paper and ink, "Your loss on the magical items, if you find yourself interested come back and let me know! Oh, and if you hear any leads on an Apparatus of Kwalish, please let me know. I've been tasked with finding one for my homeland, and will reward you for any information you may find."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"We can certainly keep an eye out!"
Gulin turns back to the rest. "That's my business concluded here. Thoughts for the rest of the evening? Zi, you mentioned there was a gnome in town that might help decipher this instruction manual I have?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Aye, Angus and I were able to scope out your boy Ned's place. Seems to me that it might be a good idea to pay him a visit once more. Could be we catch him unawares and get some evidence from among his things, or if we're truly lucky, maybe the man and his boss. I propose that late tonight, we drop by. Whoever thinks they're quiet enough can be on the entry team, with everyone else standing by as backup if we need some muscle..."