Reynnar looks through the cloak, it appears to have no special properties or significant value. The pockets are empty. The elf turns his attention over to the sea chest and brass box.
Reynnar Investigation Check: 15
Inspecting the sea chest, you quickly notice it is neither trapped or locked. Opening it up, it contains some garments and a pair of boots, mostly quite old but reasonably clean.
The brass box, however, appears to be locked, but not trapped. You fish out the last key you had picked up from the battle atop the Sea Ghost and are pleasantly surprised to see that the key fits into the lock and unlocks the box. The box contains 500 silver pieces.
With the directions from Foul Frithoff, Gulin is easily able to recognize the hidden door to the secret weapons cache. At the rear of the ship in this room is a cramped area, only four feet wide at the widest, sandwiched between the cabin and the ship's stern. It contains eight large irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck as though thrown in casually from the doorway. Taking stock it seems as if there are a few dozen morning stars, long-swords, shields, and javelins. At the top of the pile is a single ornate shield emblanzoned on the front with the design of a lizard with a forked tongue extended. There are enough weapons in here to outfit a combat squad or two.
Caspia enters the last remaining room. Foul Frithoff had previously exited the boat in this direction. In the center of the cabin sits a plain wood table on which stand a pewter flagon and a pewter mug. Beside the table is a wooden chair, and hanging over the table is an unlit hooded lantern. Also hanging from the ceiling, at the aft end of the cabin, is a large cage that is now opened and empty. Next to the hull hangs an unoccupied hammock. Beneath it is a brass-bound wooden sea chest, also opened. The opened sea chest contains a spear, a dagger, and the remains of a crossbow damaged beyond repair.
As Caspia and Zi enter the room, they hear a voice cry out in a foreign language. Caspia, knowing primordial, immediately recognizes the words. <Help! I am trapped in here by pirates! Someone let me out!> Zi and Caspia drawn by the voice head to the far wall. There they find the captive Foul Frithoff mentioned, trapped behind a secret door. The captive is kept in a dark, cramped area only four feet wide at most, squeezed between the ship's stern and the adjacent cabin. It appears to be a secretive holding cell. The captive within the cell is a slim bluish humanoid figure cowering in the far corner, chained to the hull. From a quick visual inspection, despite the creature's bluish skin color it is not a fellow triton. Seeing Caspia open the trap door the figure exclaims, <Friend, please release me!>
After the remaining issues on the Sea Ghost are handled, I suggest we fast forward time back to Saltmarsh. Let me know how you plan to travel back to Saltmarsh. The reinforcements from Saltmarsh will be on the ship shortly. Additionally, when the party returns to Saltmarsh they will be level 3!
His hands on his hips as he examines the bounty, Gulin exclaims, "I bet the council in Saltmarsh will be very interested in this veritable armory... and in the folk it was destined for." He takes a look at the shield, assessing its value and if it has any hallmarks of magic.
The shield is of extremely good construction, for a non-dwarven artifact at least. The symbol of the lizard with the forked tongue extended, while cartoonish, has been embossed on the front of the shield in fine brass. With your background you are able to deduce that this particular shield was not manufactured by a standard process, but instead painstakingly crafted to be more amenable to enchantment. While you are uncertain if the shield is currently enchanted, you get the feeling that this particular shield should not be immediately cast aside.
"Don't worry friend, we will free you. Why are you being held captive?"Caspia and Zi help the captive out of the space.
Caspia and Zi will assist the captive back to our other companions and will help this person back to Saltmarsh when we are ready to go. I assume they will have to ride back in a boat with us or the reinforcements. Good to fast forward to Saltmarsh whenever.
Caspia and Zi attempt to free the trapped figure, but his manacles are locked. Neither of the characters have the required key. Zi speaks up to Caspia, "I'm not sure that they can understand me, but even if Reynnar can't free them we can have someone in Saltmarsh free him, or her."
Caspia conveys this to the figure in primordial, who is starting to look visibly excited at the prospect of finally being free. The shackled figure continues to converse with Caspia. <My name is Oceanus, I am a member of the Sea Elf tribe of Manaan. We live deep undernearth the waves not too far from the small fishing village around here. My tribe has noted from a distance the periodic travels of this particular ship at night, sailing with no lights lit along a supposedly deserted coastal area. Suspicious of this behavior, the tribal chief ordered me to keep watch along this portion of the coast, slip aboard when the ship arrived, and follow the ship back to its port of origin to discover what I could of these strange proceedings. I successfully made it aboard this ship about a week ago. The ship docked in a very large human settlement where I witnessed the stowing aboard of a small arsenal of weaponry. Before I could escape and return to my tribe I was discovered, knocked out, and taken prisoner. I awoke some time later, chained tin this compartment. I'm unsure where this weapons are destined, but if the ship has always transported these weapons there are probably enough gathered in their final destination to support a small army.>
We can hand wave Gulin recovering the planks which say "Sea Ghost" at the back of the ship. Does anyone have anything else they want to try or accomplish?
This post has potentially manipulated dice roll results.
Reynnar hears the commotion and enters the room. "Well now, I'm sure I can do something about these shackles. So what's our plan on getting out of here? I propose we take what we've got and go back the way we came, if you want to hang around until the relief crew gets here, fine with me, but I don't have a pressing need to have to explain everything just yet."
Reynnar inspects the shackles and sees if there's a trap, wary after getting bloodied by one earlier, and not wanting to injure the captured person.
With the second attempt Reynnar releases the chains from around the Sea Elf. The Sea Elf turns to Caspia and speaks in primordial, <I appreciate the fact that you and your comrades have gone out of your way to save a complete stranger. I will return the favor by sticking around for a day or two making my knowledge available to those that need it. If there are any leads on who is receiving the weapons and for what purpose, my clan would greatly appreciate knowing that information.>
Minutes later, the reinforcements from Saltmarsh arrive. Gulin tasks a few of the sailors with helping him set up ropes over the back of the ship to retrieve the planks labeled Sea Ghost.
Gulin Intelligence (Carpenter's Tools) Roll w/ Advantage: 12
The task takes significantly longer than the dwarf intended. By the time he is done removing the plank he is weary and cold from the storm. Thankfully there is plenty of opportunity to rest and the plank remains undamaged.
As the party gathers on the deck, the leader of the town's guard from Saltmarsh speaks to the party. "These shipments of weapons you have uncovered trouble me. Undoubtedly the council will want to know about this when you return to Saltmarsh. I will try to arrange a private audience with them tomorrow night. Some matters are best kept close."
As the townsfolk steer the ship back to Saltmarsh, with the occasional aid of Caspia's skills as a navigator, the party takes turns resting in the now ownerless cabins of the Sea Ghost. You awake in the morning rested on the Sea Ghost as it enters the port of Saltmarsh. You even feel more powerful than the night before, though the storm still rages and has only gathered further strength since last night.
Sunday Morning, Goodmonth 15th, 591 CY
"Swing by the council chambers tonight and we will discuss the potential next steps. The council will also have your payment available to pick up then. Until then, the day, or what little one can salvage of such a rain drenched day is yours," the leader of the group of town guard comments as you leave the Sea Ghost. In front of you is the Weekly Market. Though the ground around the stalls of the Weekly Market is thoroughly drenched, the market is still alive and bustling with activity. Turns out these merchants strickly abide by their schedule, regardless of weather.
This post has potentially manipulated dice roll results.
During the restful period aboard the ship, Gulin spends much time at the desk of the sea-witch, the three recovered spellbooks laid out next to his own ironbound tome. Avalloc stays perched on top of the furniture, the red-tailed hawk watching his master's work.
"Ah-hah! Reynnar, come here lad! The alchemist's notes on hardening substances, plus the witch's scribing on directing windflow. Lad, I think I can cast such a spell on a bow or blade that will make every blow strike hard and true! Just think of how easily your shots will fall if the wind guides the arrow and the steel will not bend! Or... if I look at the notes of that snake Sanbalet but focus on building instead of draining, I think I could infuse just a tiny bit of your soul with the grace of a cat or splendor of an eagle. Think of it! You would have the confidence to talk a nun into a brothel..." The dwarf is elated with his magical discoveries, and prattles on for several more minutes at Reynnar. New Spells: Magic Weapon and Enhance Ability
The next morning, as the group reassembles, Gulin notes that there is coin to be made by visiting the carpenter. "But, let's take a look and see what the market has to offer on the way, if anything is striking our fancy."Counting out on his fingers, the dwarven mage lists several goods and needs that the group might be interested in.
Investigation 19 (curios, magical or otherwise, spells and components for spells / scribing, instances of Bog-Berry enough to fuel the mining machine, magical weapons, and perhaps a buyer for that nice shield they found as well as the various silver goods and other misc bits of loot)
It takes most of the morning, but a vendor in the weekly market points a rain soaked Gulin over towards an elderly woman who sells medicinal wares. "You're just in luck, my grandson is a bit of an adventurer himself and brought me back some bog-berries the other day. Not exactly sure what one does with them, but supposedly alchemists use them." As Gulin consultes the manual and describes how much he needs, the vendor gives him a quote. "Well these are pretty hard to come by, my Grandson could have been killed. say 40 gold for what you need."
You can purchase any PHB item worth 150 gold or less in the weekly market. The party also notices that an intermediary for the red female tiefling, Captain Xendros, has set up a stall in the market. Captain Xendros is the only source of magical items in Saltmarsh, that the party knows about. Her organization would likely be interested in buying magical items. What magical items does the party have that have not been identified. Reynnar and Caspia weren't up to anything on the trip back to Saltmarsh and could have spent their downtime each identifying a magical item.
I can help identify a magical item on the way back. What kind of roll do I do for that? Once we have it identified, we can decide on selling it and see what Captain Xendros offers. I'd like to go and inspect her stall at the very least. Make friendly conversation.
You just decide which magical item you want to identify and you attune to it, no roll needed. Downside of this method opposed to an identify spell is that you could possibly attune to something that is cursed. Cursed items are pretty rare, but they do exist.
Sunday Morning, Goodmonth 15th, 591 CY
The party walks over towards a large ornate stall hanging a banner of a red skull. From your previous dealings with Captain Xendros, you know that this is the symbol of the Faithful Quartermasters of Iuz, a northern nation of this world for whom Captain Xendros represents in Saltmarsh. Within the shop's stall are multiple tables where Captain Xendros' minions are currently negotiating contracts with many of the local fisherman and farmers. But what interests you most is the display, under heavy guard, up front showing off some of the magical goods shipped in from Iuz. Captain Xendros does not appear to be present.
"From your bearing you must be the adventurers that everyone is talking about!" one of the quartermasters states. "I see you have a fine eye for magical implements which may aid your quests. Without paying my master's weekly 50 gold retainer, you will be unable to deal in magical items with our organization. But before you grimace at the price, let me show you how it is money well spent. In addition to the goods that you see currently in front of you, the Faithful Quartermasters of Iuz restock Saltmarsh with new magical items each week. We can even fulfill specific requests, though the rarer the item, the longer it may take. Additionally, if you have magical items which you would rather part with for a fair price, we can utilize our network across the world to find you a buyer. Unfortunately, until the weekly retainer is paid and we enter into a contract, we cannot conduct business with you. However, feel free to browse." Before you you see the following items:
Gulin glances over the wares. "Hmm, most intriguing! I do have a question though, and perhaps it might be something to check in your ledger. The spell, Identify, do you happen to have that in your stocks?"He pauses, looking over the fine cloak and the ring. "These items, this cloak that seems to shift colors and the ring, how much would they cost us, should we pay the retainer?"
He looks over to his friends. "While we might not have the coin just at the moment, there is plenty of business to attend to today... and several payouts. If we do not buy from you here at the market today, we can find you at your warehouse for later business, correct? I will no doubt want to purchase some fine inks and vellum."
Gulin listens to the response, and nods to his friends. "We should return. But first..."
He taps the side of his bag. "We have electrum and silverware to trade. Let's see if we can find a banker and a silversmith. And pay a visit to the carpenter, she'll want to take a look at the planks we recovered."
So we have 70.27gp in pure coinage, 17 electrum bars (50gp each), pretty much every piece of silverware our sticky fingers touched on the boat, and Gulin grabbed some appropriate planks and the sign for the Sea Ghost. Figure we do all the selling, split to proceeds, and return to the market with our respective cash in hand. We have 91gp ish in the group gold pot (aka Zi's last share) to use for the retainer if we want.
The quartermaster pulls out a large ledger, "One second good sir. I know of the particular scroll you speak, but we don't have any in stock currently at our branch." You watch for a few minutes as the quartermaster flips back and forth. "If you are interested we could order a scroll of identify and have it in stock within roughly a week. It would be 50 gold, payable upon receipt of the scroll."
The quartermaster reaches forward to consult a smaller piece of paper wedged between the front pages of the ledger. "As for the items that interest you in our current stock, the cloak of elvenkind would run you 500 gold while the ring of jumping is a bargain if I say so myself at only 200 gold. Those prices would be in addition to the weekly 50 gold retainer. Purchases can be made anyday at the Faithful Quartermasters of Iuz headquarters or here at our tent on Sundays. You might just have to walk across town to pick an item up on Sunday depending on where we have it on display, a minor delay for such wondrous items."
Gulin Runehammer:
The alchemical powders do not appear to be magical in nature. Looking them over carefully they appear to be powders that would assist in the creation of of alkaline and acidic substances. Their worth is relatively minor, perhaps 5 gold each. However, these substances could be used with an alchemist kit and glass vials to create acid. Due to your proficiency with alchemist tools, these substances might be useful substitutes for more complex creations.
It is easy enough to locate the representative for a smith in the market. Despite the terrible weather, the whole town's out conducting commerce. A young dark skinned human named Jasker quotes you 25 gold for entire lot of silverware. "You should also swing by our forge sometime. My mom, Mafera, runs a local smithy called the Dwarven Anvil. Looking at the equipment we use, it is obviously of dwarven make, but my mom refuses to tell me the full story of how she found it. Perhaps as a dwarf you may have better luck and could share the story with me sometime, I'd consider it a favor."
Asking around, you quickly discover that there isn't a per se bank in Saltmarsh. However, the wealthy fishing families run rather large businesses, the Faithful Quartermasters of Iuz is a rather large organization, and there is always dwarven mine owned by the Copperlocks. Returning to the tent for the Faithful Quartermasters of Iuz you show the quartermaster the bars of electrum. "I can see how that would be a little awkward to carry around, electrum is as good as gold, and we will kindly offer you 50 gold for each bar." The guards keep passerby's prying eyes averted as a sizeable portion of gold is transferred to you for the electrum bars. You take your time to count it, it is exactly 850 gold. Zi leans in her eyes wide, "Looks like we have enough gold for that retainer if we are still interested. I think that cloak would look really nice on Reynnar."
As Josh stated there are the two un-identified items. Reynnar, Caspia, and Zilvi did not conduct any business during the waking portion of the rest on the return to Saltmarsh. Therefore any of those characters could spend time to identify one item each. I thought I took Zi's share and added it to her inventory, but she only has 58 gold on her. Just give her a fair share from the next split.
"Dwarven make, you say? Interesting. I'll most definitely swing by, lad. Always looking to meet fellow practitioners of the trade!"The trade for the silverware is completed, as is the electrum.
"I agree, Zi. Let us see the fruits of our labors on the Sea Ghost, both with the carpenter and the Council. Despite my better judgement, I can see the benefits of putting Reynnar in that cloak, and perhaps adding a few coin for the group's further success from our personal reserves."
Caspia spent some time attuning to the rock with the arcane glyph on it to help identify it.
"Aye, I would like to wrap up this business with the Sea Ghost and the Council," she said. "I wonder what would motivate Jasker's mother to keep such a secret. But I have heard dwarves are very secretive."
Zi responds to Caspia, "Well from the look of him he appears human. Never know if dwarven blood runs deep in the past. But barring that it causes one to wonder how a family of humans came into possession of a dwarven anvil. Their shop does great work, but they always have a month long backlog. My father has ordered some new metal candle holders for the temple, and we have been waiting of them forever."
The quartermaster coughs, "If you want me to place the order for the scroll, I will need the 50 gold retainer."
Zi responds to the group, "Seems to be an affordable price given the good luck we have run into. Plus if we are planning to buy any of the other items, like the cloak for Reynnar, we are going to have to pay the retainer anyways." After talking amongst themselves, the party hands 600 gold over to the Faithful Quartermasters of Iuz. 50 gold for the retainer, 50 gold to order the scroll of identify, and 500 gold for the cloak of elvenkind.
The quartermaster thanks you for your business, "Should have your scroll in-stock around this time next week. I'd check either here at our stall in the weekly market or at our headquarters. I assume you know where it is?"
Bidding the quartermaster fairwell, the group next travels to the Carpenter's Guildhall. There they are greeted by Jilar Kanklesten. Gulin takes out the pair of planks with the words, Sea Ghost, scrawled across them. "I'll be honest, I wasn't expecting much out of you lot. But these planks will do nicely. The signage definitely helps increase the value." After Zi spends time haggling with Jilar, Jilar and Zi agree upon a price of 125 gold pieces for the planks.
Jilar stands back to size up the party. She begins to speak in a low voice, "Despite my initial misgivings, you are certainly starting to establish a reputation as people who can get a job down. What are your thoughts with regards to the Copperlocks? I think I could make something fine out of a wooden bracer support from their mine. Preferably something stained enough that one would know it came from a mine, something unique. Don't really care how you acquire it, but make sure you don't foul it up and cause a bunch of people to be injured. I can't have that coming back down on me. Same price as before, 100 gold for the wood."
"Before we meet the council, I would like to visit Wellgard and see if he has learned anything about my ship," Caspia asked. "If the rest of you wish to continue shopping, I can meet you back at where we will meet the council."
Caspia went back to the temple to speak to Wellgard about her lost ship.
Starday Night, Goodmonth 14th, 591 CY
Reynnar looks through the cloak, it appears to have no special properties or significant value. The pockets are empty. The elf turns his attention over to the sea chest and brass box.
Reynnar Investigation Check: 15
Inspecting the sea chest, you quickly notice it is neither trapped or locked. Opening it up, it contains some garments and a pair of boots, mostly quite old but reasonably clean.
The brass box, however, appears to be locked, but not trapped. You fish out the last key you had picked up from the battle atop the Sea Ghost and are pleasantly surprised to see that the key fits into the lock and unlocks the box. The box contains 500 silver pieces.
With the directions from Foul Frithoff, Gulin is easily able to recognize the hidden door to the secret weapons cache. At the rear of the ship in this room is a cramped area, only four feet wide at the widest, sandwiched between the cabin and the ship's stern. It contains eight large irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck as though thrown in casually from the doorway. Taking stock it seems as if there are a few dozen morning stars, long-swords, shields, and javelins. At the top of the pile is a single ornate shield emblanzoned on the front with the design of a lizard with a forked tongue extended. There are enough weapons in here to outfit a combat squad or two.
Caspia enters the last remaining room. Foul Frithoff had previously exited the boat in this direction. In the center of the cabin sits a plain wood table on which stand a pewter flagon and a pewter mug. Beside the table is a wooden chair, and hanging over the table is an unlit hooded lantern. Also hanging from the ceiling, at the aft end of the cabin, is a large cage that is now opened and empty. Next to the hull hangs an unoccupied hammock. Beneath it is a brass-bound wooden sea chest, also opened. The opened sea chest contains a spear, a dagger, and the remains of a crossbow damaged beyond repair.
As Caspia and Zi enter the room, they hear a voice cry out in a foreign language. Caspia, knowing primordial, immediately recognizes the words. <Help! I am trapped in here by pirates! Someone let me out!> Zi and Caspia drawn by the voice head to the far wall. There they find the captive Foul Frithoff mentioned, trapped behind a secret door. The captive is kept in a dark, cramped area only four feet wide at most, squeezed between the ship's stern and the adjacent cabin. It appears to be a secretive holding cell. The captive within the cell is a slim bluish humanoid figure cowering in the far corner, chained to the hull. From a quick visual inspection, despite the creature's bluish skin color it is not a fellow triton. Seeing Caspia open the trap door the figure exclaims, <Friend, please release me!>
After the remaining issues on the Sea Ghost are handled, I suggest we fast forward time back to Saltmarsh. Let me know how you plan to travel back to Saltmarsh. The reinforcements from Saltmarsh will be on the ship shortly. Additionally, when the party returns to Saltmarsh they will be level 3!
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
His hands on his hips as he examines the bounty, Gulin exclaims, "I bet the council in Saltmarsh will be very interested in this veritable armory... and in the folk it was destined for." He takes a look at the shield, assessing its value and if it has any hallmarks of magic.
Smith Tools (Int) 15 - evaluating the shield
Arcana 11
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Starday Night, Goodmonth 14th, 591 CY
Gulin Runehammer:
The shield is of extremely good construction, for a non-dwarven artifact at least. The symbol of the lizard with the forked tongue extended, while cartoonish, has been embossed on the front of the shield in fine brass. With your background you are able to deduce that this particular shield was not manufactured by a standard process, but instead painstakingly crafted to be more amenable to enchantment. While you are uncertain if the shield is currently enchanted, you get the feeling that this particular shield should not be immediately cast aside.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin puts the shield into his bag. "Well, maybe we don't mention this guy to the Council. Could come in handy for Zi."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Don't worry friend, we will free you. Why are you being held captive?" Caspia and Zi help the captive out of the space.
Caspia and Zi will assist the captive back to our other companions and will help this person back to Saltmarsh when we are ready to go. I assume they will have to ride back in a boat with us or the reinforcements. Good to fast forward to Saltmarsh whenever.
Starday Night, Goodmonth 14th, 591 CY
Caspia and Zi attempt to free the trapped figure, but his manacles are locked. Neither of the characters have the required key. Zi speaks up to Caspia, "I'm not sure that they can understand me, but even if Reynnar can't free them we can have someone in Saltmarsh free him, or her."
Caspia conveys this to the figure in primordial, who is starting to look visibly excited at the prospect of finally being free. The shackled figure continues to converse with Caspia. <My name is Oceanus, I am a member of the Sea Elf tribe of Manaan. We live deep undernearth the waves not too far from the small fishing village around here. My tribe has noted from a distance the periodic travels of this particular ship at night, sailing with no lights lit along a supposedly deserted coastal area. Suspicious of this behavior, the tribal chief ordered me to keep watch along this portion of the coast, slip aboard when the ship arrived, and follow the ship back to its port of origin to discover what I could of these strange proceedings. I successfully made it aboard this ship about a week ago. The ship docked in a very large human settlement where I witnessed the stowing aboard of a small arsenal of weaponry. Before I could escape and return to my tribe I was discovered, knocked out, and taken prisoner. I awoke some time later, chained tin this compartment. I'm unsure where this weapons are destined, but if the ship has always transported these weapons there are probably enough gathered in their final destination to support a small army.>
We can hand wave Gulin recovering the planks which say "Sea Ghost" at the back of the ship. Does anyone have anything else they want to try or accomplish?
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Reynnar hears the commotion and enters the room. "Well now, I'm sure I can do something about these shackles. So what's our plan on getting out of here? I propose we take what we've got and go back the way we came, if you want to hang around until the relief crew gets here, fine with me, but I don't have a pressing need to have to explain everything just yet."
Reynnar inspects the shackles and sees if there's a trap, wary after getting bloodied by one earlier, and not wanting to injure the captured person.
Investigation: 22
Lockpick: 10
Reynnar sees that he's made no progress, takes a deep breath, steadies himself and tries one more time to pick the lock: 13
Starday Night, Goodmonth 14th, 591 CY
With the second attempt Reynnar releases the chains from around the Sea Elf. The Sea Elf turns to Caspia and speaks in primordial, <I appreciate the fact that you and your comrades have gone out of your way to save a complete stranger. I will return the favor by sticking around for a day or two making my knowledge available to those that need it. If there are any leads on who is receiving the weapons and for what purpose, my clan would greatly appreciate knowing that information.>
Minutes later, the reinforcements from Saltmarsh arrive. Gulin tasks a few of the sailors with helping him set up ropes over the back of the ship to retrieve the planks labeled Sea Ghost.
Gulin Intelligence (Carpenter's Tools) Roll w/ Advantage: 12
The task takes significantly longer than the dwarf intended. By the time he is done removing the plank he is weary and cold from the storm. Thankfully there is plenty of opportunity to rest and the plank remains undamaged.
As the party gathers on the deck, the leader of the town's guard from Saltmarsh speaks to the party. "These shipments of weapons you have uncovered trouble me. Undoubtedly the council will want to know about this when you return to Saltmarsh. I will try to arrange a private audience with them tomorrow night. Some matters are best kept close."
As the townsfolk steer the ship back to Saltmarsh, with the occasional aid of Caspia's skills as a navigator, the party takes turns resting in the now ownerless cabins of the Sea Ghost. You awake in the morning rested on the Sea Ghost as it enters the port of Saltmarsh. You even feel more powerful than the night before, though the storm still rages and has only gathered further strength since last night.
Sunday Morning, Goodmonth 15th, 591 CY
"Swing by the council chambers tonight and we will discuss the potential next steps. The council will also have your payment available to pick up then. Until then, the day, or what little one can salvage of such a rain drenched day is yours," the leader of the group of town guard comments as you leave the Sea Ghost. In front of you is the Weekly Market. Though the ground around the stalls of the Weekly Market is thoroughly drenched, the market is still alive and bustling with activity. Turns out these merchants strickly abide by their schedule, regardless of weather.
Long rest and level up to 3!
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
During the restful period aboard the ship, Gulin spends much time at the desk of the sea-witch, the three recovered spellbooks laid out next to his own ironbound tome. Avalloc stays perched on top of the furniture, the red-tailed hawk watching his master's work.
"Ah-hah! Reynnar, come here lad! The alchemist's notes on hardening substances, plus the witch's scribing on directing windflow. Lad, I think I can cast such a spell on a bow or blade that will make every blow strike hard and true! Just think of how easily your shots will fall if the wind guides the arrow and the steel will not bend! Or... if I look at the notes of that snake Sanbalet but focus on building instead of draining, I think I could infuse just a tiny bit of your soul with the grace of a cat or splendor of an eagle. Think of it! You would have the confidence to talk a nun into a brothel..." The dwarf is elated with his magical discoveries, and prattles on for several more minutes at Reynnar. New Spells: Magic Weapon and Enhance Ability
The next morning, as the group reassembles, Gulin notes that there is coin to be made by visiting the carpenter. "But, let's take a look and see what the market has to offer on the way, if anything is striking our fancy." Counting out on his fingers, the dwarven mage lists several goods and needs that the group might be interested in.
Investigation 19 (curios, magical or otherwise, spells and components for spells / scribing, instances of Bog-Berry enough to fuel the mining machine, magical weapons, and perhaps a buyer for that nice shield they found as well as the various silver goods and other misc bits of loot)
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Sunday Morning, Goodmonth 15th, 591 CY
It takes most of the morning, but a vendor in the weekly market points a rain soaked Gulin over towards an elderly woman who sells medicinal wares. "You're just in luck, my grandson is a bit of an adventurer himself and brought me back some bog-berries the other day. Not exactly sure what one does with them, but supposedly alchemists use them." As Gulin consultes the manual and describes how much he needs, the vendor gives him a quote. "Well these are pretty hard to come by, my Grandson could have been killed. say 40 gold for what you need."
You can purchase any PHB item worth 150 gold or less in the weekly market. The party also notices that an intermediary for the red female tiefling, Captain Xendros, has set up a stall in the market. Captain Xendros is the only source of magical items in Saltmarsh, that the party knows about. Her organization would likely be interested in buying magical items. What magical items does the party have that have not been identified. Reynnar and Caspia weren't up to anything on the trip back to Saltmarsh and could have spent their downtime each identifying a magical item.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
I can help identify a magical item on the way back. What kind of roll do I do for that? Once we have it identified, we can decide on selling it and see what Captain Xendros offers. I'd like to go and inspect her stall at the very least. Make friendly conversation.
You just decide which magical item you want to identify and you attune to it, no roll needed. Downside of this method opposed to an identify spell is that you could possibly attune to something that is cursed. Cursed items are pretty rare, but they do exist.
Sunday Morning, Goodmonth 15th, 591 CY
The party walks over towards a large ornate stall hanging a banner of a red skull. From your previous dealings with Captain Xendros, you know that this is the symbol of the Faithful Quartermasters of Iuz, a northern nation of this world for whom Captain Xendros represents in Saltmarsh. Within the shop's stall are multiple tables where Captain Xendros' minions are currently negotiating contracts with many of the local fisherman and farmers. But what interests you most is the display, under heavy guard, up front showing off some of the magical goods shipped in from Iuz. Captain Xendros does not appear to be present.
"From your bearing you must be the adventurers that everyone is talking about!" one of the quartermasters states. "I see you have a fine eye for magical implements which may aid your quests. Without paying my master's weekly 50 gold retainer, you will be unable to deal in magical items with our organization. But before you grimace at the price, let me show you how it is money well spent. In addition to the goods that you see currently in front of you, the Faithful Quartermasters of Iuz restock Saltmarsh with new magical items each week. We can even fulfill specific requests, though the rarer the item, the longer it may take. Additionally, if you have magical items which you would rather part with for a fair price, we can utilize our network across the world to find you a buyer. Unfortunately, until the weekly retainer is paid and we enter into a contract, we cannot conduct business with you. However, feel free to browse." Before you you see the following items:
2 potion of healing, 1 scroll ofchaos bolt, 1 goggles of night, 1 potion of heroism, 1 potion of invisibility, 1 scroll of holy aura, 1 cloak of elvenkind, and 1 ring of jumping.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin glances over the wares. "Hmm, most intriguing! I do have a question though, and perhaps it might be something to check in your ledger. The spell, Identify, do you happen to have that in your stocks?" He pauses, looking over the fine cloak and the ring. "These items, this cloak that seems to shift colors and the ring, how much would they cost us, should we pay the retainer?"
He looks over to his friends. "While we might not have the coin just at the moment, there is plenty of business to attend to today... and several payouts. If we do not buy from you here at the market today, we can find you at your warehouse for later business, correct? I will no doubt want to purchase some fine inks and vellum."
Gulin listens to the response, and nods to his friends. "We should return. But first..."
He taps the side of his bag. "We have electrum and silverware to trade. Let's see if we can find a banker and a silversmith. And pay a visit to the carpenter, she'll want to take a look at the planks we recovered."
So we have 70.27gp in pure coinage, 17 electrum bars (50gp each), pretty much every piece of silverware our sticky fingers touched on the boat, and Gulin grabbed some appropriate planks and the sign for the Sea Ghost. Figure we do all the selling, split to proceeds, and return to the market with our respective cash in hand. We have 91gp ish in the group gold pot (aka Zi's last share) to use for the retainer if we want.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Also, we have two un-identified items: the rock with the arcane glyph on it, and the unknown alchemical powder.
Alchemist Tools: 21
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Sunday Morning, Goodmonth 15th, 591 CY
The quartermaster pulls out a large ledger, "One second good sir. I know of the particular scroll you speak, but we don't have any in stock currently at our branch." You watch for a few minutes as the quartermaster flips back and forth. "If you are interested we could order a scroll of identify and have it in stock within roughly a week. It would be 50 gold, payable upon receipt of the scroll."
The quartermaster reaches forward to consult a smaller piece of paper wedged between the front pages of the ledger. "As for the items that interest you in our current stock, the cloak of elvenkind would run you 500 gold while the ring of jumping is a bargain if I say so myself at only 200 gold. Those prices would be in addition to the weekly 50 gold retainer. Purchases can be made anyday at the Faithful Quartermasters of Iuz headquarters or here at our tent on Sundays. You might just have to walk across town to pick an item up on Sunday depending on where we have it on display, a minor delay for such wondrous items."
Gulin Runehammer:
The alchemical powders do not appear to be magical in nature. Looking them over carefully they appear to be powders that would assist in the creation of of alkaline and acidic substances. Their worth is relatively minor, perhaps 5 gold each. However, these substances could be used with an alchemist kit and glass vials to create acid. Due to your proficiency with alchemist tools, these substances might be useful substitutes for more complex creations.
It is easy enough to locate the representative for a smith in the market. Despite the terrible weather, the whole town's out conducting commerce. A young dark skinned human named Jasker quotes you 25 gold for entire lot of silverware. "You should also swing by our forge sometime. My mom, Mafera, runs a local smithy called the Dwarven Anvil. Looking at the equipment we use, it is obviously of dwarven make, but my mom refuses to tell me the full story of how she found it. Perhaps as a dwarf you may have better luck and could share the story with me sometime, I'd consider it a favor."
Asking around, you quickly discover that there isn't a per se bank in Saltmarsh. However, the wealthy fishing families run rather large businesses, the Faithful Quartermasters of Iuz is a rather large organization, and there is always dwarven mine owned by the Copperlocks. Returning to the tent for the Faithful Quartermasters of Iuz you show the quartermaster the bars of electrum. "I can see how that would be a little awkward to carry around, electrum is as good as gold, and we will kindly offer you 50 gold for each bar." The guards keep passerby's prying eyes averted as a sizeable portion of gold is transferred to you for the electrum bars. You take your time to count it, it is exactly 850 gold. Zi leans in her eyes wide, "Looks like we have enough gold for that retainer if we are still interested. I think that cloak would look really nice on Reynnar."
As Josh stated there are the two un-identified items. Reynnar, Caspia, and Zilvi did not conduct any business during the waking portion of the rest on the return to Saltmarsh. Therefore any of those characters could spend time to identify one item each. I thought I took Zi's share and added it to her inventory, but she only has 58 gold on her. Just give her a fair share from the next split.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Aye, make the order. Seems reasonable."
"Dwarven make, you say? Interesting. I'll most definitely swing by, lad. Always looking to meet fellow practitioners of the trade!" The trade for the silverware is completed, as is the electrum.
"I agree, Zi. Let us see the fruits of our labors on the Sea Ghost, both with the carpenter and the Council. Despite my better judgement, I can see the benefits of putting Reynnar in that cloak, and perhaps adding a few coin for the group's further success from our personal reserves."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Caspia spent some time attuning to the rock with the arcane glyph on it to help identify it.
"Aye, I would like to wrap up this business with the Sea Ghost and the Council," she said. "I wonder what would motivate Jasker's mother to keep such a secret. But I have heard dwarves are very secretive."
Sunday Morning, Goodmonth 15th, 591 CY
Zi responds to Caspia, "Well from the look of him he appears human. Never know if dwarven blood runs deep in the past. But barring that it causes one to wonder how a family of humans came into possession of a dwarven anvil. Their shop does great work, but they always have a month long backlog. My father has ordered some new metal candle holders for the temple, and we have been waiting of them forever."
The quartermaster coughs, "If you want me to place the order for the scroll, I will need the 50 gold retainer."
Zi responds to the group, "Seems to be an affordable price given the good luck we have run into. Plus if we are planning to buy any of the other items, like the cloak for Reynnar, we are going to have to pay the retainer anyways." After talking amongst themselves, the party hands 600 gold over to the Faithful Quartermasters of Iuz. 50 gold for the retainer, 50 gold to order the scroll of identify, and 500 gold for the cloak of elvenkind.
The quartermaster thanks you for your business, "Should have your scroll in-stock around this time next week. I'd check either here at our stall in the weekly market or at our headquarters. I assume you know where it is?"
Bidding the quartermaster fairwell, the group next travels to the Carpenter's Guildhall. There they are greeted by Jilar Kanklesten. Gulin takes out the pair of planks with the words, Sea Ghost, scrawled across them. "I'll be honest, I wasn't expecting much out of you lot. But these planks will do nicely. The signage definitely helps increase the value." After Zi spends time haggling with Jilar, Jilar and Zi agree upon a price of 125 gold pieces for the planks.
Jilar stands back to size up the party. She begins to speak in a low voice, "Despite my initial misgivings, you are certainly starting to establish a reputation as people who can get a job down. What are your thoughts with regards to the Copperlocks? I think I could make something fine out of a wooden bracer support from their mine. Preferably something stained enough that one would know it came from a mine, something unique. Don't really care how you acquire it, but make sure you don't foul it up and cause a bunch of people to be injured. I can't have that coming back down on me. Same price as before, 100 gold for the wood."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Before we meet the council, I would like to visit Wellgard and see if he has learned anything about my ship," Caspia asked. "If the rest of you wish to continue shopping, I can meet you back at where we will meet the council."
Caspia went back to the temple to speak to Wellgard about her lost ship.