I am so sorry, I missed the notification that someone posted.
As Reynnar works with his tools on the lock, sweat begins to accumulate at his brow. After a few minutes of work, the elf steps back and swears. The lock remains solid and un-moving.
This post has potentially manipulated dice roll results.
Gulin will give it a lookover, looking for both traps and good spots for leverage. He asks Reynnar to help him do that. Then he'll take a crowbar to the drawer (assuming no trap).
Gulin and Reynnar investigate the armoire, and quickly discover that the latch to the top enclosure is indeed trapped. With that knowledge, the pair push the armoire away from the wall, and Gulin proceeds to open the back panel of the furniture, bypassing the trap.
Inside the armoire the group finds an old musty smelling tattered robe. The robe appears to have be resown multiple times, for there are various shapes of multi-color patches covering a significant portion of the robe. Angus upon seeing the robe mentions, "Now that looks a little interesting. Who would bother to continue repairing an old moldy cloak like this, let alone storing it in a locked and enclosed space? While a few of you did mention confidence in talking our way out, I think I personally would rather not be tied up talking to the authorities! Is there anything else we want to do in this establishment or living quarters before making our exit, preferably hasty exit?"
"Wouldn't be worth trapping if it didn't have some value."
Gulin stuffs the robe into his pack. "If there's no where left to investigate, and no more clues to be had, let's get out of here. Out the back, then?"
"Might be best to avoid the front and back door, with that alarm, we might have the authorities on the way. When I was here last, I was able to get in and out from the balcony."
Assuming everyone else agrees, I'll lead them out the balcony, onto the roof and down to the alley to the south.
After Gulin gathers up the robe, the party hastily exits through the front door. As they are heading down the road, they see in the distance members of the town's watch respond to the commotion. Returning to the Wicker Goat, the parter beds down for the remainder of the night. In the morning they awake to more gloom and rain. Ned is unceremoniously dropped off with the jailer, Kraddok Stonehorn, across from the Wicker Goat. Kraddok was a little credulous about taking in Ned, but with the mention of your business with the council, Kraddok agrees to hold Ned until he checks with Eliander. "If this man is indeed a criminal connected with the events at the mansion, then his place is here. Perhaps with time his lips will loosen."
Morning, Waterday, Goodmonth 11th, 591 CY
The party gathers, rested, in the center tap room of the Wicker Goat. After a quick breakfast, the door bangs open and Zi joins the group. Reynnar shares the calendar with everyone, causing Zi to remark, "So it looks like we have four days before the Sea Ghost arrives. That should give us plenty of time to address any shopping or errands that we want to accomplish before the boat. The town watch is patrolling each night with orders from the council to inform us when and where the Sea Ghost shows up, and assist us on boarding the vessel. At least we know the when ahead of time and can prepare accordingly. Not sure if anyone has an idea on where the Sea Ghost will arrive, but the watch should be able to come through on that matter for us. We should decide in the next day or two where we want to be the evening of the Sea Ghost's arrival and inform the town watch accordingly."
Gulin wipes some egg and bacon from his beard after a huge breakfast.
"Well, if she's been out at sea and hasn't been contacted otherwise, I expect she'll sail for the old mansion. We have the list of signals and the lamp we found... and besides, I want to go back this morning to give another search for those spellbooks."
"We can borrow those horses from the town council, at least. Make the trip go quicker today. If we decide to post up there, we can take the rowboat back."
Too bad we can't fast-forward to when the ship is here....
"I will accompany Gulin to search the house again. Perhaps when we pick up some horses, we can ask the watch where the Sea Ghost docks and plan where we want to be when it arrives on the way to the house."
Steve mentioned on discord that we can do a brief "this is what I want to do with the downtime" including the search of the house again instead of full-RP.
What's on my agenda:
Get Spellbooks. (1 day to search mansion)
Copy Spells! (can do on long rests)
Identify the last two magical items - Stone w/ Arcane Rune, and the Robe (takes two hours at some point)
Turn the Animated Armor into functional Half-Plate (which if it requires me to rent out a forge, should be easy enough) (day or two?)
I figure we'll need a way to get out to the Sea Ghost, so we'll need that boat again. Though hopefully we can take it back at a leisurely pace and empty of goods and not get more exhaustion.
Tiffany, yeah, you and Erich just need to list off what you want to accomplish if anything, where you want to start the night the Sea Ghost arrives, and a rough plan.
Speaking of the rough plan, you do have the rowboat, currently hidden in Crabber's Cove of Saltmarsh, and you also have the items Josh mentioned above. In addition to the horses, the Council told you this:
"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."
Up to you guys, you could definitely use the signal and try to approach from the mansion. You could also use either the fishing boat or the rowboat to approach from a different angle. Or any other combination you can think of. I just wanted to remind you that you had the two guards and the fishing boat. The Council was pretty clear though that the guards would not be boarding the Sea Ghost.
This post has potentially manipulated dice roll results.
My previous days post was edited to include dropping Ned off at the jail.
Waterday, Goodmonth 11th, 591 CY
Gulin, Reynnar and Caspia return to the haunted mansion. The trek through the rain was miserable, and the path traversed safely only days ago is now treacherous with mud. By midday the trio has arrived at the alchemist's mansion. Entering through the front door, they are relieved to be out of the rain. Gulin and Caspia lead the way to the west wing, and down the hidden ladder they had found last time and through the barracks towards Sanbalet's bedroom and the room where the remains of the alchemist were fought. Bodies and skeletal remains still litter the basement.
Entering the alchemists laboratory the party sees a bench running down the west wall. On the bench are jars of powders and liquids and several pieces of chemical apparatus. There is a desk with drawers against the south wall, forming an L-shape with the bench. The party remembers that a book and golden plated bones once stood on this table, but those items have since been removed. The party opens the drawers under the desk and finds the alchemist's spellbook.
Returning to Sanbalet's quarters the party sees a small room holding comfortable furnishings and appears to be well cared for, including a comfortable-looking bed in the northwest corner has a wooden locker at its foot, and a small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three now burnt out candles no longer providing the room with light. Under the table is a small wooden box, opened and emptied. In the northeast corner is an open and empty wooden wardrobe.
The evil mage's spellbook is not immediately present. Nor is it on the body when the party double checks his body. Gulin leads the party as they investigate the entire basement, attempting to find the spellbook.
Investigation led by Gulin with advantage due to party members. I upped the DC a little from the book because there isn't a specific spot being searched and it was hidden by Sanbalet.
Gulin Investigation Check: 17
The search lasts well into the night, but party persists. Gulin can be heard muttering to the party, "I know this is around here somewhere. It has got to be. He was a mage right not a sorcerer?"
Earthday, Goodmonth 12th, 591 CY
Gulin Investigation Check: 25
After calling the search for the evening, the party beds down in the alchemist's mansion. Sleep does not come easy in the dreary and unlit cellar, but it is a rest after all. The search is resumed in the morning. Hours later Caspia, almost inadvertently stumbles across the spellbook. It was within Sanbalet's chambers. The triton whilst sitting in the room, bemoaning the lack of the search's progress, began unconsciously running her fingers underneath the table. There she was surprised to discover a small nook in the table, perceptible to the eye, which unlocked a secret compartment. Within, Sanbalet's spellbook.
Thankful, yet annoyed, Caspia remarks to the group, "Now that we have what we came here for, can we finally leave?" With somber head-nods from the group, the party returns to the Wicker Goat in Saltmarsh, the day mostly spent. With the remaining time, the party sets about identifying the stone with the arcane rune and the robe.
Luckstone:
Wondrous Item, uncommon
Requires attunement
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
1x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
2x Riding Horses with Saddle Bags
1x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
This post has potentially manipulated dice roll results.
As Caspia notes her find, the red-haired dwarf is overjoyed. "Hah! Lass, I could kiss ya. Well done! Very well done! Now, let me take a look here!"
Thumbing through the tome, Gulin's eyes flash through the pages with delight. "Ah, Sanbalet. Some beauties you have here. Odd notation."
Any lore tidbits I can decipher from Sanbalet's notes in the spell book? Like, who his master might have been, what school he might have gone to, etc? Arcana - 19
Over the course of the days remaining, Gulin will spend four hours copying Magic Missile and Comprehend Languages. At the end of each day, and again each morning, he will line his door and window with the Alarm ritual spell, and put up a "Do Not Disturb" sign - both to keep his Arcane Ward refreshed as well as make sure no one is snooping while he's away.
Oh! And with Comprehend Languages, I don't need that gnome. I'll go see if she's done any work on translating as soon as the party gets back, and if not, take the book back and try to renegotiate another reward for the planks of wood from the Sea Ghost.
This post has potentially manipulated dice roll results.
Freeday, Goodmonth 13th, 591 CY
Gulin spend most of his day studying Sanbalet's book. Looking closely at it, Gulin deduces that Sanbalet mostly focused his studies on illusion. Whether he trained at a formal school or not is unknown, but the name Keledek is mentioned a few times. The exact relationship between Sanbalet and Keledek is unable to be deduced from Sanbalet's spellbook. Gulin successfully copies magic missile and comprehend languages into his spellbook. Realizing now that he has the means to read other tongues, he seeks out Jilar Kanklesten at the Carpenter's Guildhall regarding the instruction manual.
Jilar responds to Gulin's inquries, "Nah didn't get around to it, been busy here supervising work. You can have the book back for sure, my time is spent on other pursuits. However, I still want that plank from a pirate ship. I'll give you 100 gold if you still manage to procure it for me."
Back in his room, Gulin translates the manual. It is a simple formula mostly consisting of salts and lubricants available at the mines, however, the ingredient bog-berry sounds ominous. Asking around town, Gulin quickly discovers that this berry can be found in the nearby Hool Marshes. Further questions leads Gulin to discover that the locals are not keen on visiting the Hool Marshes. Perhaps a map of the region could assist the party in traveling to the Hool Marshes to obtain bog-berries.
Reynnar spends the day asking around time regarding Debrun Rinewall.
Reynnar Investigation: 5
Information regarding Debrun Rinewall is suprisingly easy to come by. You discover the following facts about the man: 1. He is a well respected import/export merchant who has operated out of Saltmarsh for the last three years; 2. He has a mansion in the neighboring city of Seaton; 3. His business competes with one of the Saltmarsh Councilmembers, Gellan Primewater, and rumor has it the pair can't stand the sight of each other; 4. He has not been seen around Saltmarsh for about a week; and 5. His place of business and apartment in Saltmarsh was robbed a few nights back.
Caspia searches around town for healing potions, but is unable to locate any vendors at this time. A helpful townsperson points out that she believes she has seen healing potions sold at the weekly market. Unfortunately, the weekly market is only open on Sundays.
Caspia Intelligence Roll: 3
That rowboat which you brought back to Saltmash was heavy. Combining that fact with your observations of the secluded bay the alchemist's mansion was perched over, and your knowledge of shipping, you deduce that the Sea Ghost likely drops anchor within the bay close to the mansion. This approach would likely minimize the time spent stationary while rowboats traversed back and forth loading and unloading cargo.
Starday, Goodmonth 14th, 591 CY
Zi and Angus rejoin the party at the Wicker Goat. Zi speaks to the group as she arrives, "So what's the plan for tonight?" A hearty meal is served as you consider your options. You have multiple rowboats at your disposal, the town's fishing boat, and two of the town watch. The members of the town watch will not board the Sea Ghost. Additionally, Gulin had discovered a note regarding a signaling system utilized by Sanbalet's group during the parties first trip to the alchemist's mansion.
Remember, you can select either Angus or Zi to join you on your adventure, but not both!
As everyone is eating, Lankus Kurrid approaches the table. The old friendly man speaks, "Well you three has racked up quite the tab over the last week. 9 gold should cover the two rooms you have continued to rent and the food you have eaten here over the last week. I realize you have been tasked with council business, but I still have a business of my own to run."
Gulin nods and fishes out the gold from the group coin stored in his bag. "No worries, Keep. Fair's fair, and the room's have been welcome with the terrible weather."
Whatever it costs, I pay my portion. Also, assume that I've told everyone my likely deduction on where the Sea Ghost will dock.
"We will need a boat if we want to go to the Sea Ghost. Do we wait for them to start unloading their goods and then try to board the ship? We will need to be quick because they will find mage's body at the mansion. A fishing might garner less attention even at night than a rowboat."
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"Alright, let me see if I can get these drawers open, then we can go."
Unlock drawers: 13
Night, Godsday, Goodmonth 10th, 591 CY
I am so sorry, I missed the notification that someone posted.
As Reynnar works with his tools on the lock, sweat begins to accumulate at his brow. After a few minutes of work, the elf steps back and swears. The lock remains solid and un-moving.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin will give it a lookover, looking for both traps and good spots for leverage. He asks Reynnar to help him do that. Then he'll take a crowbar to the drawer (assuming no trap).
Investigation 21
Strength 16
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Night, Godsday, Goodmonth 10th, 591 CY
Gulin and Reynnar investigate the armoire, and quickly discover that the latch to the top enclosure is indeed trapped. With that knowledge, the pair push the armoire away from the wall, and Gulin proceeds to open the back panel of the furniture, bypassing the trap.
Inside the armoire the group finds an old musty smelling tattered robe. The robe appears to have be resown multiple times, for there are various shapes of multi-color patches covering a significant portion of the robe. Angus upon seeing the robe mentions, "Now that looks a little interesting. Who would bother to continue repairing an old moldy cloak like this, let alone storing it in a locked and enclosed space? While a few of you did mention confidence in talking our way out, I think I personally would rather not be tied up talking to the authorities! Is there anything else we want to do in this establishment or living quarters before making our exit, preferably hasty exit?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Wouldn't be worth trapping if it didn't have some value."
Gulin stuffs the robe into his pack. "If there's no where left to investigate, and no more clues to be had, let's get out of here. Out the back, then?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Might be best to avoid the front and back door, with that alarm, we might have the authorities on the way. When I was here last, I was able to get in and out from the balcony."
Assuming everyone else agrees, I'll lead them out the balcony, onto the roof and down to the alley to the south.
Night, Godsday, Goodmonth 10th, 591 CY
After Gulin gathers up the robe, the party hastily exits through the front door. As they are heading down the road, they see in the distance members of the town's watch respond to the commotion. Returning to the Wicker Goat, the parter beds down for the remainder of the night. In the morning they awake to more gloom and rain. Ned is unceremoniously dropped off with the jailer, Kraddok Stonehorn, across from the Wicker Goat. Kraddok was a little credulous about taking in Ned, but with the mention of your business with the council, Kraddok agrees to hold Ned until he checks with Eliander. "If this man is indeed a criminal connected with the events at the mansion, then his place is here. Perhaps with time his lips will loosen."
Morning, Waterday, Goodmonth 11th, 591 CY
The party gathers, rested, in the center tap room of the Wicker Goat. After a quick breakfast, the door bangs open and Zi joins the group. Reynnar shares the calendar with everyone, causing Zi to remark, "So it looks like we have four days before the Sea Ghost arrives. That should give us plenty of time to address any shopping or errands that we want to accomplish before the boat. The town watch is patrolling each night with orders from the council to inform us when and where the Sea Ghost shows up, and assist us on boarding the vessel. At least we know the when ahead of time and can prepare accordingly. Not sure if anyone has an idea on where the Sea Ghost will arrive, but the watch should be able to come through on that matter for us. We should decide in the next day or two where we want to be the evening of the Sea Ghost's arrival and inform the town watch accordingly."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin wipes some egg and bacon from his beard after a huge breakfast.
"Well, if she's been out at sea and hasn't been contacted otherwise, I expect she'll sail for the old mansion. We have the list of signals and the lamp we found... and besides, I want to go back this morning to give another search for those spellbooks."
"We can borrow those horses from the town council, at least. Make the trip go quicker today. If we decide to post up there, we can take the rowboat back."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Too bad we can't fast-forward to when the ship is here....
"I will accompany Gulin to search the house again. Perhaps when we pick up some horses, we can ask the watch where the Sea Ghost docks and plan where we want to be when it arrives on the way to the house."
Steve mentioned on discord that we can do a brief "this is what I want to do with the downtime" including the search of the house again instead of full-RP.
What's on my agenda:
I figure we'll need a way to get out to the Sea Ghost, so we'll need that boat again. Though hopefully we can take it back at a leisurely pace and empty of goods and not get more exhaustion.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Tiffany, yeah, you and Erich just need to list off what you want to accomplish if anything, where you want to start the night the Sea Ghost arrives, and a rough plan.
Speaking of the rough plan, you do have the rowboat, currently hidden in Crabber's Cove of Saltmarsh, and you also have the items Josh mentioned above. In addition to the horses, the Council told you this:
"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
Ah, good point. Can use the fishing boat or the rowboat. Rowboat might be more clandestine?
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Up to you guys, you could definitely use the signal and try to approach from the mansion. You could also use either the fishing boat or the rowboat to approach from a different angle. Or any other combination you can think of. I just wanted to remind you that you had the two guards and the fishing boat. The Council was pretty clear though that the guards would not be boarding the Sea Ghost.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
What I want to do in my downtime:
That's it. Let's get to the Sea Ghost
My previous days post was edited to include dropping Ned off at the jail.
Waterday, Goodmonth 11th, 591 CY
Gulin, Reynnar and Caspia return to the haunted mansion. The trek through the rain was miserable, and the path traversed safely only days ago is now treacherous with mud. By midday the trio has arrived at the alchemist's mansion. Entering through the front door, they are relieved to be out of the rain. Gulin and Caspia lead the way to the west wing, and down the hidden ladder they had found last time and through the barracks towards Sanbalet's bedroom and the room where the remains of the alchemist were fought. Bodies and skeletal remains still litter the basement.
Entering the alchemists laboratory the party sees a bench running down the west wall. On the bench are jars of powders and liquids and several pieces of chemical apparatus. There is a desk with drawers against the south wall, forming an L-shape with the bench. The party remembers that a book and golden plated bones once stood on this table, but those items have since been removed. The party opens the drawers under the desk and finds the alchemist's spellbook.
The alchemist's spellbook contains the following spells: comprehend languages, Tenser’s floating disk, and shatter.
Returning to Sanbalet's quarters the party sees a small room holding comfortable furnishings and appears to be well cared for, including a comfortable-looking bed in the northwest corner has a wooden locker at its foot, and a small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three now burnt out candles no longer providing the room with light. Under the table is a small wooden box, opened and emptied. In the northeast corner is an open and empty wooden wardrobe.
The evil mage's spellbook is not immediately present. Nor is it on the body when the party double checks his body. Gulin leads the party as they investigate the entire basement, attempting to find the spellbook.
Investigation led by Gulin with advantage due to party members. I upped the DC a little from the book because there isn't a specific spot being searched and it was hidden by Sanbalet.
Gulin Investigation Check: 17
The search lasts well into the night, but party persists. Gulin can be heard muttering to the party, "I know this is around here somewhere. It has got to be. He was a mage right not a sorcerer?"
Earthday, Goodmonth 12th, 591 CY
Gulin Investigation Check: 25
After calling the search for the evening, the party beds down in the alchemist's mansion. Sleep does not come easy in the dreary and unlit cellar, but it is a rest after all. The search is resumed in the morning. Hours later Caspia, almost inadvertently stumbles across the spellbook. It was within Sanbalet's chambers. The triton whilst sitting in the room, bemoaning the lack of the search's progress, began unconsciously running her fingers underneath the table. There she was surprised to discover a small nook in the table, perceptible to the eye, which unlocked a secret compartment. Within, Sanbalet's spellbook.
Sanbalet's spellbook contains the following spells: charm person, color spray, magic missile, silent image, magic mouth, and scorching ray.
Thankful, yet annoyed, Caspia remarks to the group, "Now that we have what we came here for, can we finally leave?" With somber head-nods from the group, the party returns to the Wicker Goat in Saltmarsh, the day mostly spent. With the remaining time, the party sets about identifying the stone with the arcane rune and the robe.
Luckstone:
Wondrous Item, uncommon
Requires attunement
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
Robe of Useful Items:
Wondrous Item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has the following patches remaining:
2x daggers
2x Bullseye Lanterns (filled and lit)
2x Steel mirror
2x 10-foot pole
2x Hempen rope (50 feet, coiled)
2x Sack
1x Spell Scroll Nondetection
1x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
2x Riding Horses with Saddle Bags
1x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
2x Rowboats (12 feet long)
1x Wooden Ladder (24 feet long)
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
As Caspia notes her find, the red-haired dwarf is overjoyed. "Hah! Lass, I could kiss ya. Well done! Very well done! Now, let me take a look here!"
Thumbing through the tome, Gulin's eyes flash through the pages with delight. "Ah, Sanbalet. Some beauties you have here. Odd notation."
Any lore tidbits I can decipher from Sanbalet's notes in the spell book? Like, who his master might have been, what school he might have gone to, etc? Arcana - 19
Over the course of the days remaining, Gulin will spend four hours copying Magic Missile and Comprehend Languages. At the end of each day, and again each morning, he will line his door and window with the Alarm ritual spell, and put up a "Do Not Disturb" sign - both to keep his Arcane Ward refreshed as well as make sure no one is snooping while he's away.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Oh! And with Comprehend Languages, I don't need that gnome. I'll go see if she's done any work on translating as soon as the party gets back, and if not, take the book back and try to renegotiate another reward for the planks of wood from the Sea Ghost.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Freeday, Goodmonth 13th, 591 CY
Gulin spend most of his day studying Sanbalet's book. Looking closely at it, Gulin deduces that Sanbalet mostly focused his studies on illusion. Whether he trained at a formal school or not is unknown, but the name Keledek is mentioned a few times. The exact relationship between Sanbalet and Keledek is unable to be deduced from Sanbalet's spellbook. Gulin successfully copies magic missile and comprehend languages into his spellbook. Realizing now that he has the means to read other tongues, he seeks out Jilar Kanklesten at the Carpenter's Guildhall regarding the instruction manual.
Jilar responds to Gulin's inquries, "Nah didn't get around to it, been busy here supervising work. You can have the book back for sure, my time is spent on other pursuits. However, I still want that plank from a pirate ship. I'll give you 100 gold if you still manage to procure it for me."
Back in his room, Gulin translates the manual. It is a simple formula mostly consisting of salts and lubricants available at the mines, however, the ingredient bog-berry sounds ominous. Asking around town, Gulin quickly discovers that this berry can be found in the nearby Hool Marshes. Further questions leads Gulin to discover that the locals are not keen on visiting the Hool Marshes. Perhaps a map of the region could assist the party in traveling to the Hool Marshes to obtain bog-berries.
Reynnar spends the day asking around time regarding Debrun Rinewall.
Reynnar Investigation: 5
Information regarding Debrun Rinewall is suprisingly easy to come by. You discover the following facts about the man: 1. He is a well respected import/export merchant who has operated out of Saltmarsh for the last three years; 2. He has a mansion in the neighboring city of Seaton; 3. His business competes with one of the Saltmarsh Councilmembers, Gellan Primewater, and rumor has it the pair can't stand the sight of each other; 4. He has not been seen around Saltmarsh for about a week; and 5. His place of business and apartment in Saltmarsh was robbed a few nights back.
Caspia searches around town for healing potions, but is unable to locate any vendors at this time. A helpful townsperson points out that she believes she has seen healing potions sold at the weekly market. Unfortunately, the weekly market is only open on Sundays.
Caspia Intelligence Roll: 3
That rowboat which you brought back to Saltmash was heavy. Combining that fact with your observations of the secluded bay the alchemist's mansion was perched over, and your knowledge of shipping, you deduce that the Sea Ghost likely drops anchor within the bay close to the mansion. This approach would likely minimize the time spent stationary while rowboats traversed back and forth loading and unloading cargo.
Starday, Goodmonth 14th, 591 CY
Zi and Angus rejoin the party at the Wicker Goat. Zi speaks to the group as she arrives, "So what's the plan for tonight?" A hearty meal is served as you consider your options. You have multiple rowboats at your disposal, the town's fishing boat, and two of the town watch. The members of the town watch will not board the Sea Ghost. Additionally, Gulin had discovered a note regarding a signaling system utilized by Sanbalet's group during the parties first trip to the alchemist's mansion.
Remember, you can select either Angus or Zi to join you on your adventure, but not both!
As everyone is eating, Lankus Kurrid approaches the table. The old friendly man speaks, "Well you three has racked up quite the tab over the last week. 9 gold should cover the two rooms you have continued to rent and the food you have eaten here over the last week. I realize you have been tasked with council business, but I still have a business of my own to run."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin nods and fishes out the gold from the group coin stored in his bag. "No worries, Keep. Fair's fair, and the room's have been welcome with the terrible weather."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
9 gold each or 9 gold total (so we split it)?
"Certainly we will pay our bill."
Whatever it costs, I pay my portion. Also, assume that I've told everyone my likely deduction on where the Sea Ghost will dock.
"We will need a boat if we want to go to the Sea Ghost. Do we wait for them to start unloading their goods and then try to board the ship? We will need to be quick because they will find mage's body at the mansion. A fishing might garner less attention even at night than a rowboat."