Caspia immediately spots the object Angus is gesturing towards. As the two of you walk east in the direction Angus pointed, the rocks slowly grow in size until they are boulders up to your shoulder. The sand narrows, and eventually the water is lapping up against the cliff face. Among two of the larger boulders lies a wooden ship figurehead, a male Merfolk brandishing a long spear in one hand and a shield in the other. Upon the Merfolks face rests a large grin. Similar to the plank, the figurehead has suffered superficial burns. Clinging to the protruding edges of the sculpture is a healthy portion of seaweed.
Caspia Aspergina:
You immediately recognize this object as the Grinning Merfolk's figurehead.
Angus McTavin:
During your studies at the Temple of Procan, Wellgar Brinehanded--the one legged former whaler and priest of Procan--has been largely dismissive of both you and all other matters ashore. However, significant remains of a ship lost at sea, such as this figurehead, may interest him. From your studies you know that Procan is an ancient sea god embodied by the winds and tempests of the seas. While followers of such a primal sea god may have no time for the happenings upon land, ships that have been claimed by Procan's domain are most likely another matter.
"Good idea Gulin. We should respect the deceased and help provide them a proper burial."
Looking at Verdun, Khelnes says, "Yes we would greatly appreciate being able to work on the Peryton in a place with less sand. I don't like sand. It's coarse and rough and irritating and it gets everywhere."
"Good idea Gulin, we shall give them a proper burial so that they may lie with their clansmen. Hey you two!" Verdun shouts to a pair of knights, "Go get a wagon these dwarves deserve better than to lie here in the sand! And you, guard their corpses so that scavengers do not desecrate the bodies."
"As for the Peryton, I care not what you do with it. Feel free to leave it here or bring it with you. If you two will follow me we shall return to the mines," Verdun signals you and the remaining knights to return to the mine complex. The two of you drag the Peryton's dead body behind you as you march.
Verdun leads the group North up a slowly rolling hill towards the Copperlock mines. White stone walls encompass the mines with two large guard towers overlooking the main gate. There are three other towers evenly spaced around the perimeter, which ends on both sides against a sheer cliff wall. Verdun bellows out to the guards on duty, "We have returned, raise the gates!" Moments later the large portcullis begins to rise. You are led through the gate past the two guard towers and towards the small village with warehouses, workshops, and houses within the complex walls.
"Khelnes, usually we don't allow visitors within here, but given that you saved Julark, we can make an exception. Gulin was on route to help us repair one of our ore processing machines. It was designed by an alchemist up North in the capital, however, it quickly broke once we began to use it. I'm unsure of your profession Khelnes, but feel free to have a look at the machine with Gulin. If either of you could fix it, we would be in your debt again." As he speaks, Verdun motions to a large tarped object next to one of the warehouses.
"As for your heroics saving Julark, I have authorized the company store across the way to supply both of you with up to 100 gold worth of our equipment. The selection may be a little meager compared to what you might find in Saltmarsh but there are a few items that would likely interest an adventurer. The company store can be found along the eastern wall. Look for the sign with a mining pick in the center of a golden coin. For a drink or entertainment we have a tavern near the western wall, Miner's Respite, which you mail avail yourself. As for a place to sleep or work on that thing you brought with you, return to the southern guard towers flanking the gate. Both towers have spare cots that you could use to recover and tables where you could work. I'd rather that beast be out of my sight. Once again, thank you for saving Julark, good miners are hard to come by, and the Copperlocks cannot afford to loose anymore clansman after what happened today."
Verdun is finishing up thanking you as the knight with the large banner returns. "Sir, the White Breaker will remain anchored for the next four hours, then they are journeying on to Saltmarsh."
Verdun listens then turns back to you, "One of our quartermasters will be traveling to report today's happenings to Manistrad in Saltmarsh, if the two of you would wish to have passage to the village, we will pay for your expenses. As you heard the ship will be leaving shortly later today. It may be safer to travel by the Azure Sea than by the road, especially given this uncharacteristically good weather. Knight, please inform the quartermaster of our arrangement in case these two wish to move on to Saltmarsh."
"Gulin and Khelnes, if there is anything else that I may be do for the two of you, please let me know."
"Aye, Verdun. Thank you. I think the starting point will be the company store for me. I could use the makings of a new alchemist set, and some other supplies now that I'm expecting to be on dry land for a while. After that, we should attend to the beast quickly so that we can be done with it before it spoils much further. I will attend to the ore machine immediately afterward. If I am quick enough with the repairs, hopefully we can make the White Breaker before she leaves."
Gulin looks around, pausing at Khelnes. "No rest for the weary, not yet at least."
I have a bit of a shopping list, but the biggest ticket item is the alchemist set (50gp), followed by enough charcoal, incense, and herbs for 1-2 castings of Find Familiar (10-20gp). There are some additional common items I'd like to stock up on, so let me know how the selection is and I'll just add what I want to my inventory.
After the store, cleared hot to Help Khelnes with skinning the Peryton.
The two of you walk over towards the eastern wall and find a small wooden building constructed against and leaning into the fortifications. A small sign hanging over the door with a mining pick in the center of a coin mark this building as the Copperlocks company shop. An elderly female dwarf sits behind the counter smoking a pipe. "Feel free to look around, you two must be the newcomers Verdun sent word ahead about. I am to extend each of you 100 gold of credit." As you peruse the shop you quickly can deduce that the wares are oriented towards the mining profession. Basic light and medium armor, war-picks, and simple weapons line the racks. Sticks of dynamite, a Common Potion of Healing, and a Potion of Climbing catch your eye. These three items appear to be in very short supply. Unfortunately, the items Gulin identified above do not appear to be stocked in this shop.
The following other basic items are available, this list is not all inclusive:
Gulin searches through the inventory, gathering several items.
Gulin's bag of goodies:
Bedroll
Blanket
Candle (10)
Climber's Kit
Crowbar
Dagger
Glass Bottle
Grapple Hook
Hooded Lantern
Oil Flasks (3)
Pitons (10)
Rope (silk)
As he takes his desired goods up to the counter, he looks at the elderly dwarf. "Ma'am, I'd like these items, as well as that potion of healing you have."
The dwarven woman checks the tags on all of the items, attempting to ensure that the items add up to 100gp. "Everything checks out, it was a pleasure doing business with you."
Before turning to leave, Gulin gives a quick glance over the store for any decent bottles of liquor, dwarven or otherwise. If not, he will mentally add a note to swing by the tavern before departing the mines.
You notice an entire wall of alcohol towards the back of the shop. Upon closer inspection it holds mostly dwarven beer, but there are some harder selections. As you inspect the labels a little more closely, you recognize many of them from your time in the northern Keoland cities. These may not be the finest of spirits, but they will get the job done.
Eyeing a stoppered flask and a small bottle of whiskey worth about 2 gold (whichever particular brand that might be), Gulin puts down the appropriate coinage. He finishes loading up his pack with all the various new items.
"Khelnes, once you are done browsing, I'm ready to attend to the Peryton when you are. I'll be just outside."
Gulin leans against the outside wall of the shop, removing his long ivory smoking pipe and a pinch of dried tobacco from a small pouch. Once the tobacco is set in the pipe, he snaps his fingers, summoning a bit of magical fire energy to ignite the tobacco.
Releasing a puff of smoke, he surveys the rest of the camp idly as he waits for his new companion.
"This is the figure that was on the front of the Grinning Merfolk, my ship."
Caspia walks towards the debris to see if she can see anything else through the seaweed. The burns could be anything—a careless sailor's lamp could have started a fire on board.
"It seems only by luck that I have survived whatever happened to my ship and crewmates."
You continue to search around the rocks but do not find any more wreckage from the Grinning Merfolk. This figurehead must have been broken off cleanly from the rest of the ship, there appears to be no other parts from the ships prow. Additionally, the figurehead has the same superficial burns that were present on the plank found further back along the beach.
"Caspia, I know a man in town at the temple who might pay to have this figurehead from the ship which we can put towards some of the rest of that annoying list. Whilst we are in town we can see if we can source some of the other things, ask after the cinderpetal, and maybe a map of the area to find a forest where the anskerus grows."
Steve feel free to move us into town with the figurehead. I presume it is of a size we can carry?
Angus McTavin and Caspia Aspergina Athletics Roll (Caspia assisted by Angus): 16
Angus McTavin and Caspia Aspergina:
With Angus' help the triton effortlessly removes the figurehead from the large boulders, keeping careful footing and deftly remaining out of the lapping water and seaweed. The two of you carry the figurehead along the beach. The eyes of a thousand crustaceans watch from the abandoned buildings as you pass. You follow a road along a small section of Saltmarsh until the cliff finally descends from its perch and a path intersects with your current one. What few people are about in this part of town eye your cargo curiously as you lug it. You turn up the path and head towards the Temple of Procan and one of Saltmarsh's local stores.
Just before reaching the temple, Angus motions to Caspia to follow him into a large building. A sign on the outside identifies the building as "Winston's Store." The two of you lift the figurehead up a small series of steps and perch it against the railing along the stores large porch. You then enter.
As you enter you hear a voice bellow out from a portly halfling sitting behind the counter, "Welcome, welcome! How may I help you? I have solid goods for honest prices!" Perusing the shop you do not see many items that would interest an adventurer. This appears to be more of a mix between a local grocery with basic supplies for the home. You do notice in one corner two dozen crates of olive oil. Each flask within the crates is listed at 1 silver piece and there are 12 flasks to a crate. You remember that Ferrin had requested three crates of olive oil.
Near the counter you see a collection of maps with a tag stating that prices vary. Many of the maps appear to chart the local marshes and are currently not of much use due to your limited knowledge of where these marshes may even be in relation to your current position. However, there are three separate maps detailing the town of Saltmarsh which could come in quite handy.
In addition to the above this store will have all items costing less than 10 gold pieces that are listed in Chapter 5 of the Player's Handbook. Feel free to message or talk to me outside the forum post if you want more details on what this covers.
Tiffany before we head into town, we should find out how much money we have (I'm guessing none as I don't see any in my inventory), find out if we can sell the figurehead of the ship here, or if we need to head to the temple. We also need a map, so it may not be a bad thing to try and buy one here if we have any money, or maybe be sneaky and attempt to steal one?
Andrew, I have 31 gold and you have 10 gold from what I can tell from your sheet. The olive oil will be 18 gold pieces, 6 silver total.
Caspia turns to Angus.
"This does not seem a place that would purchase a ship's figurehead, but we can get some of the supplies we require here. I require a map of Saltmarsh and we must procure olive oil for the healer."
Caspia turns to the proprietor of the shop intent upon negotiating a deal for the olive oil and map.
"Sir, are you the owner of this shop? We wish to purchase several items for you. I require a map of Saltmarsh and we require several crates of olive oil. Since we are buying in bulk and taking a large amount of olive oil off your hands, perhaps there is a deal we can make that benefits both of us."
Just rechecked the PHB, a flask of oil is actually only 1 silver. So 36 flasks of oil would be 3 gold 6 silver. I modified my above post accordingly
Caspia Aspergina Persuasion Roll: 20
Angus McTavin and Caspia Aspergina:
"Why yes of course, I am Winston, and this here is my shop. Normally I wouldn't budge off of the listed prices, this is a business after all, but because of the sheer quantity that you are buying, I believe we could work out a quantity discount. How about 3 gold for the 3 crates of olive oil? Those crates would bring you to a total of 36 flasks of oil. Not sure what one would do with all of that oil, but to each their own. The map of Saltmarsh will be 10 gold. A local created these a few years back and I am now down to my last few. The price may appear steep but trust me it is well worth it."
You wait outside for an eternity for Khelnes. After nearly a quarter of an hour passes you poke your head back into the store. Inquiring of the dwarven proprietor what happened to your companion she states, "He left you? What sort of traveling companion is that! A few minutes after you stepped out the door, the triton selected one of the half-kegs of ale and left the side door. I'm just glad he dragged the corpse of that hideous bird out with him. The hermit probably went back to his cave to get drunk, he smelled like he wasn't too sober to begin with!"
You are slightly hurt that the triton would leave without saying a word. The fact that he took the corpse of your prize is honestly an afterthought given that you weren't sure where to unload the bird's hide. Judging from the extreme burn marks that you remember, it probably wasn't worth much anyways.
This post has potentially manipulated dice roll results.
Gulin's eyebrows furrow, and he makes a harumph noise, putting away his pipe into one of his belt pouches as he speaks dwarvish to the proprietor.
"<How rude. Fine, well. Time to do what I came here to do. Thank you, grandmother>."
He leaves the shop, seeing a trail of blood and feathers making a path along the opposite wall from where he had waited. Shaking his head, he moves to the ore machine under the tarp that Verdun had pointed out earlier. Removing the tarp and rolling it up to the side, he studies the machine in detail - attempting to determine both the manner in which it functions, and subsequently, the manner in which it is broken.
Angus McTavin and Caspia Aspergina:
Caspia immediately spots the object Angus is gesturing towards. As the two of you walk east in the direction Angus pointed, the rocks slowly grow in size until they are boulders up to your shoulder. The sand narrows, and eventually the water is lapping up against the cliff face. Among two of the larger boulders lies a wooden ship figurehead, a male Merfolk brandishing a long spear in one hand and a shield in the other. Upon the Merfolks face rests a large grin. Similar to the plank, the figurehead has suffered superficial burns. Clinging to the protruding edges of the sculpture is a healthy portion of seaweed.
Caspia Aspergina:
You immediately recognize this object as the Grinning Merfolk's figurehead.
Angus McTavin:
During your studies at the Temple of Procan, Wellgar Brinehanded--the one legged former whaler and priest of Procan--has been largely dismissive of both you and all other matters ashore. However, significant remains of a ship lost at sea, such as this figurehead, may interest him. From your studies you know that Procan is an ancient sea god embodied by the winds and tempests of the seas. While followers of such a primal sea god may have no time for the happenings upon land, ships that have been claimed by Procan's domain are most likely another matter.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Good idea Gulin. We should respect the deceased and help provide them a proper burial."
Looking at Verdun, Khelnes says, "Yes we would greatly appreciate being able to work on the Peryton in a place with less sand. I don't like sand. It's coarse and rough and irritating and it gets everywhere."
Gulin Runehammer and Khelnes Bahlnurath:
"Good idea Gulin, we shall give them a proper burial so that they may lie with their clansmen. Hey you two!" Verdun shouts to a pair of knights, "Go get a wagon these dwarves deserve better than to lie here in the sand! And you, guard their corpses so that scavengers do not desecrate the bodies."
"As for the Peryton, I care not what you do with it. Feel free to leave it here or bring it with you. If you two will follow me we shall return to the mines," Verdun signals you and the remaining knights to return to the mine complex. The two of you drag the Peryton's dead body behind you as you march.
Verdun leads the group North up a slowly rolling hill towards the Copperlock mines. White stone walls encompass the mines with two large guard towers overlooking the main gate. There are three other towers evenly spaced around the perimeter, which ends on both sides against a sheer cliff wall. Verdun bellows out to the guards on duty, "We have returned, raise the gates!" Moments later the large portcullis begins to rise. You are led through the gate past the two guard towers and towards the small village with warehouses, workshops, and houses within the complex walls.
"Khelnes, usually we don't allow visitors within here, but given that you saved Julark, we can make an exception. Gulin was on route to help us repair one of our ore processing machines. It was designed by an alchemist up North in the capital, however, it quickly broke once we began to use it. I'm unsure of your profession Khelnes, but feel free to have a look at the machine with Gulin. If either of you could fix it, we would be in your debt again." As he speaks, Verdun motions to a large tarped object next to one of the warehouses.
"As for your heroics saving Julark, I have authorized the company store across the way to supply both of you with up to 100 gold worth of our equipment. The selection may be a little meager compared to what you might find in Saltmarsh but there are a few items that would likely interest an adventurer. The company store can be found along the eastern wall. Look for the sign with a mining pick in the center of a golden coin. For a drink or entertainment we have a tavern near the western wall, Miner's Respite, which you mail avail yourself. As for a place to sleep or work on that thing you brought with you, return to the southern guard towers flanking the gate. Both towers have spare cots that you could use to recover and tables where you could work. I'd rather that beast be out of my sight. Once again, thank you for saving Julark, good miners are hard to come by, and the Copperlocks cannot afford to loose anymore clansman after what happened today."
Verdun is finishing up thanking you as the knight with the large banner returns. "Sir, the White Breaker will remain anchored for the next four hours, then they are journeying on to Saltmarsh."
Verdun listens then turns back to you, "One of our quartermasters will be traveling to report today's happenings to Manistrad in Saltmarsh, if the two of you would wish to have passage to the village, we will pay for your expenses. As you heard the ship will be leaving shortly later today. It may be safer to travel by the Azure Sea than by the road, especially given this uncharacteristically good weather. Knight, please inform the quartermaster of our arrangement in case these two wish to move on to Saltmarsh."
"Gulin and Khelnes, if there is anything else that I may be do for the two of you, please let me know."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Aye, Verdun. Thank you. I think the starting point will be the company store for me. I could use the makings of a new alchemist set, and some other supplies now that I'm expecting to be on dry land for a while. After that, we should attend to the beast quickly so that we can be done with it before it spoils much further. I will attend to the ore machine immediately afterward. If I am quick enough with the repairs, hopefully we can make the White Breaker before she leaves."
Gulin looks around, pausing at Khelnes. "No rest for the weary, not yet at least."
I have a bit of a shopping list, but the biggest ticket item is the alchemist set (50gp), followed by enough charcoal, incense, and herbs for 1-2 castings of Find Familiar (10-20gp). There are some additional common items I'd like to stock up on, so let me know how the selection is and I'll just add what I want to my inventory.
After the store, cleared hot to Help Khelnes with skinning the Peryton.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer and Khelnes Bahlnurath:
The two of you walk over towards the eastern wall and find a small wooden building constructed against and leaning into the fortifications. A small sign hanging over the door with a mining pick in the center of a coin mark this building as the Copperlocks company shop. An elderly female dwarf sits behind the counter smoking a pipe. "Feel free to look around, you two must be the newcomers Verdun sent word ahead about. I am to extend each of you 100 gold of credit." As you peruse the shop you quickly can deduce that the wares are oriented towards the mining profession. Basic light and medium armor, war-picks, and simple weapons line the racks. Sticks of dynamite, a Common Potion of Healing, and a Potion of Climbing catch your eye. These three items appear to be in very short supply. Unfortunately, the items Gulin identified above do not appear to be stocked in this shop.
The following other basic items are available, this list is not all inclusive:
Ball bearings, Block and Tackles, Glass Bottles, Chains, Climber's Kits, Crowbar, Grappling Hooks, Hammers, Sledge Hammers, Healer's Kit, Ladders, Lamps, Bullseye and Hooded Lanterns, Locks, Oil, Miner's Picks, Pitons, Poles, Portable Rams, Hempen and Silk Ropes, Shovels, Iron Spikes, Torches, Dungeoneer's Pack, Explorer's Packs, Carpenter's Tools, Mason's Tools, Smith's Tools, Woodcarver's Tools.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin searches through the inventory, gathering several items.
Gulin's bag of goodies:
As he takes his desired goods up to the counter, he looks at the elderly dwarf. "Ma'am, I'd like these items, as well as that potion of healing you have."
Per PHB, 100gp exactly for all items.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
The dwarven woman checks the tags on all of the items, attempting to ensure that the items add up to 100gp. "Everything checks out, it was a pleasure doing business with you."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Before turning to leave, Gulin gives a quick glance over the store for any decent bottles of liquor, dwarven or otherwise. If not, he will mentally add a note to swing by the tavern before departing the mines.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
You notice an entire wall of alcohol towards the back of the shop. Upon closer inspection it holds mostly dwarven beer, but there are some harder selections. As you inspect the labels a little more closely, you recognize many of them from your time in the northern Keoland cities. These may not be the finest of spirits, but they will get the job done.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Eyeing a stoppered flask and a small bottle of whiskey worth about 2 gold (whichever particular brand that might be), Gulin puts down the appropriate coinage. He finishes loading up his pack with all the various new items.
"Khelnes, once you are done browsing, I'm ready to attend to the Peryton when you are. I'll be just outside."
Gulin leans against the outside wall of the shop, removing his long ivory smoking pipe and a pinch of dried tobacco from a small pouch. Once the tobacco is set in the pipe, he snaps his fingers, summoning a bit of magical fire energy to ignite the tobacco.
Releasing a puff of smoke, he surveys the rest of the camp idly as he waits for his new companion.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"This is the figure that was on the front of the Grinning Merfolk, my ship."
Caspia walks towards the debris to see if she can see anything else through the seaweed. The burns could be anything—a careless sailor's lamp could have started a fire on board.
"It seems only by luck that I have survived whatever happened to my ship and crewmates."
Caspia Aspergina Investigation Roll: 16
You continue to search around the rocks but do not find any more wreckage from the Grinning Merfolk. This figurehead must have been broken off cleanly from the rest of the ship, there appears to be no other parts from the ships prow. Additionally, the figurehead has the same superficial burns that were present on the plank found further back along the beach.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Caspia, I know a man in town at the temple who might pay to have this figurehead from the ship which we can put towards some of the rest of that annoying list. Whilst we are in town we can see if we can source some of the other things, ask after the cinderpetal, and maybe a map of the area to find a forest where the anskerus grows."
Steve feel free to move us into town with the figurehead. I presume it is of a size we can carry?
Angus McTavin and Caspia Aspergina Athletics Roll (Caspia assisted by Angus): 16
Angus McTavin and Caspia Aspergina:
With Angus' help the triton effortlessly removes the figurehead from the large boulders, keeping careful footing and deftly remaining out of the lapping water and seaweed. The two of you carry the figurehead along the beach. The eyes of a thousand crustaceans watch from the abandoned buildings as you pass. You follow a road along a small section of Saltmarsh until the cliff finally descends from its perch and a path intersects with your current one. What few people are about in this part of town eye your cargo curiously as you lug it. You turn up the path and head towards the Temple of Procan and one of Saltmarsh's local stores.
Just before reaching the temple, Angus motions to Caspia to follow him into a large building. A sign on the outside identifies the building as "Winston's Store." The two of you lift the figurehead up a small series of steps and perch it against the railing along the stores large porch. You then enter.
As you enter you hear a voice bellow out from a portly halfling sitting behind the counter, "Welcome, welcome! How may I help you? I have solid goods for honest prices!" Perusing the shop you do not see many items that would interest an adventurer. This appears to be more of a mix between a local grocery with basic supplies for the home. You do notice in one corner two dozen crates of olive oil. Each flask within the crates is listed at 1 silver piece and there are 12 flasks to a crate. You remember that Ferrin had requested three crates of olive oil.
Near the counter you see a collection of maps with a tag stating that prices vary. Many of the maps appear to chart the local marshes and are currently not of much use due to your limited knowledge of where these marshes may even be in relation to your current position. However, there are three separate maps detailing the town of Saltmarsh which could come in quite handy.
In addition to the above this store will have all items costing less than 10 gold pieces that are listed in Chapter 5 of the Player's Handbook. Feel free to message or talk to me outside the forum post if you want more details on what this covers.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Steve, I'm good with going into town. Do you have to move us into town and give us some scenery/environment?
Tiffany before we head into town, we should find out how much money we have (I'm guessing none as I don't see any in my inventory), find out if we can sell the figurehead of the ship here, or if we need to head to the temple. We also need a map, so it may not be a bad thing to try and buy one here if we have any money, or maybe be sneaky and attempt to steal one?
Andrew, I have 31 gold and you have 10 gold from what I can tell from your sheet. The olive oil will be 18 gold pieces, 6 silver total.
Caspia turns to Angus.
"This does not seem a place that would purchase a ship's figurehead, but we can get some of the supplies we require here. I require a map of Saltmarsh and we must procure olive oil for the healer."
Caspia turns to the proprietor of the shop intent upon negotiating a deal for the olive oil and map.
"Sir, are you the owner of this shop? We wish to purchase several items for you. I require a map of Saltmarsh and we require several crates of olive oil. Since we are buying in bulk and taking a large amount of olive oil off your hands, perhaps there is a deal we can make that benefits both of us."
Just rechecked the PHB, a flask of oil is actually only 1 silver. So 36 flasks of oil would be 3 gold 6 silver. I modified my above post accordingly
Caspia Aspergina Persuasion Roll: 20
Angus McTavin and Caspia Aspergina:
"Why yes of course, I am Winston, and this here is my shop. Normally I wouldn't budge off of the listed prices, this is a business after all, but because of the sheer quantity that you are buying, I believe we could work out a quantity discount. How about 3 gold for the 3 crates of olive oil? Those crates would bring you to a total of 36 flasks of oil. Not sure what one would do with all of that oil, but to each their own. The map of Saltmarsh will be 10 gold. A local created these a few years back and I am now down to my last few. The price may appear steep but trust me it is well worth it."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin Runehammer:
You wait outside for an eternity for Khelnes. After nearly a quarter of an hour passes you poke your head back into the store. Inquiring of the dwarven proprietor what happened to your companion she states, "He left you? What sort of traveling companion is that! A few minutes after you stepped out the door, the triton selected one of the half-kegs of ale and left the side door. I'm just glad he dragged the corpse of that hideous bird out with him. The hermit probably went back to his cave to get drunk, he smelled like he wasn't too sober to begin with!"
You are slightly hurt that the triton would leave without saying a word. The fact that he took the corpse of your prize is honestly an afterthought given that you weren't sure where to unload the bird's hide. Judging from the extreme burn marks that you remember, it probably wasn't worth much anyways.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin's eyebrows furrow, and he makes a harumph noise, putting away his pipe into one of his belt pouches as he speaks dwarvish to the proprietor.
"<How rude. Fine, well. Time to do what I came here to do. Thank you, grandmother>."
He leaves the shop, seeing a trail of blood and feathers making a path along the opposite wall from where he had waited. Shaking his head, he moves to the ore machine under the tarp that Verdun had pointed out earlier. Removing the tarp and rolling it up to the side, he studies the machine in detail - attempting to determine both the manner in which it functions, and subsequently, the manner in which it is broken.
Gulin Investigation - 25
I don't believe this.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag