Angus responds to Reynnar as Zi leads the group to the Carpenter's Guildhall, "I think you and I may be the only covert types in our little group here Reynnar. If we do want to go back in force, we can use Caspia and Gulin as lookouts. Alternative, as we clear rooms we could keep them in the safer areas with a clear line of escape. They would be closer if something were to go wrong, but then again their presence could cause such a thing to be more likely."
You approach the Carpenter's Guildhall, a female gnome in plain clothes is closing up the hall as you are arriving. Zi runs up to her and explains that Gulin is looking for someone to translate a manual written in Gnomish for him. The gnome quickly dismisses Zi, "Look child, it is late, I'm closing up shop here, and I run a carpenter's guild, not a translation service!" As she finishes her rant she looks over at Gulin, "Wait a second, your the flash gentleman in the council chamber with the fancy pipe. Maybe we could do business. If I remember correctly, the council hired you to go after the Sea Ghost. I'm always on the lookout for rare or strange woods to work with. A desk or table made from a pirate ship might fetch quite a price in Seaton. In exchange for a pair of planks from the Sea Ghost, I'll translate your manual for you. You can leave the manual with me now and I'll start on it in the morning, but I won't give you the translation until the pirate planks are mine! Do we have a deal?"
"Aye, that can be arranged, should we board the Sea Ghost or any other ship of ruffians, I will happily trade you so planks for the translation. Do you have a hacksaw I can purchase for such a purpose?"
Gulin hands over the manual, and purchases a hand saw if reasonably-priced.
The gnomish woman reaches over and grabs a set of Carpenter's Tools, she passes them in the direction of Gulin, "Keep them, consider it collateral for the book, though I doubt this manual is worth anywhere near what these tools are. Just get me those planks!" And with that the group is ushered out of the Carpenter's Guildhall, you look back and watch as the Gnome takes out a key, locks the front door, and heads home for the night.
“It would make sense to do what research we can—perhaps this gnome can translate something useful. Are there other options to find more information? I am not much for taverns, but surely someone has heard some gossip about this smuggling operation or Sea Princes?
Gulin and I also discussed going back to the house and checking it again as well. Night may not be the best time for that.”
"Aye, at least we have access to horses so we can get to the house quickly this time. I plan on leaving at first light. I imagine rumors are best found on the lips of drunks!"
At hearing the word research, Zi interjects, "Caspia you're trying to research something, Krag, the town's gravedigger, is the person to talk to. He is something of a bit of a historian and the town's local loremaster. You can find him during the day in the cemetery behind the Temple of Procan. It may be a little more targeted than speaking to drunkards as Gulin suggests, but his plan isn't completely without merit. Drink can loosen lips and reveal secrets that one would have a harder time finding."
"Caspia, if your just looking for a little bit of knowledge on the Sea Princes, you could ask almost anyone, even me." Zi goes on to regal the group of her knowledge of the Sea Princes, "Decades ago a group of privateers banded together and formed the Hold of the Sea Princes, filling a power vacuum that was left in this region. They pillaged and raided across the coast, causing allot of hatred in Saltmarsh for them. Thankfully, the crown raised a navy and has put a check to the Sea Princes, though they are still a major regional power. Not all smugglers and pirates owe their allegiance to the Sea Princes, but many do. Eliander has spoken at many previous council meetings of his belief that the Sea Princes are conspiring to bring Saltmarsh under their control."
How would the group like to proceed? I've seen suggestions of revisiting Ned, research, hitting the taverns, and returning to the mansion.
Alright, so, visit Ned tonight with the plan discussed above (Zi and R going in stealthily, us loud people as lookouts)? If we get done before first light, we can talk to the gravedigger some.
From here on out you guys should probably specify which DM NPC you want to bring with you on quests, you only get one. I'll assume since there is an element of stealth to the plan that you mean to bring Angus along and not Zi. Just let me know if you intended otherwise and I will modify the below post.
Night, Godsday, Goodmonth 10th, 591 CY
As Reynnar leads you over to building Ned was found within, Zi's armor clanks making a racket, causing the cleric to speak up."Caspia, I think maybe you meant Angus and not me. I'm not too cut out for this sneaking around business, and I'm not very comfortable potentially breaking laws in the town. I live here after all. I'll be at the temple if anything happens to any of you."
Angus laughs then exclaims, "That's her lose then!"He begins thinking as the group walks, "Reynnar, I'm sure there is some sort of lesson we learned from the last time we tried this? I get the feeling if Ned catches you poking about again he might not be as charitable the first time, especially given that it is now night."
Eventually the group approaches the building. Even at this hour there is light emanating from both the bottom and second floor of building.
Here we go again, assume the party is with Angus and Reynnar.
The front (west) entrance is on a usually busy street, though only a few citizens are out at night. The entrance is marked by a small green tree, barely taller than a shrub. There is a single door at the front with multiple windows on the first story, and a second set of windows on the second story. Angus speaks up as you look at the western side, "When we cased this join I believe Reynnar saw some sort of meeting room with multiple tables to conduct business and a small tavern bar on this side of the building."
On the back (east) street, noticeably less busy than the first. You deduce that the likelihood of a towns person using this road at night is low, but not non-existent. There is a second door flanked by another pair of windows at street level. Above the backdoor the roof slopes back for about half of the buildings length before arriving at a small landing and a door into the second floor. It appears to be some sort of deck with no ladder or stairs from the alleyway. It was on this deck that Reynnar was awkwardly discovered by Ned. Angus speaks up, "Did you see anything in particular on the second floor Reynnar? Also, it was a little curious that the door up there was unlocked for you to try to enter."
Both alleys on either side (north and south) have no current foot-traffic, though a beggar appears to be huddled in a heap of refuse on the northern side. The northern side is a sheer wall up to the second floor. The southern side has a sloped roof above the first floor, like the east side--but much shorter. This portion slopes for about ten feet before abutting the second story. There are no second story windows on either the north or south side of the building.
Through Avollac's eyes you notice that there are lamps left on across most of the first floor, with the exception of the northeast corner. The second floor is dark. Avalloc notices moving shadows cast by a figure or figures on the first floor.
Sorry, work was disgusting right up until thanksgiving, I should be able to get back to a daily clip of posting...
"Yeah, the door on the 2nd floor was unlocked, but there was a bucket placed such that it fell and would have made noise, had I not caught it. I'm thinking that they're more interested in catching intruders than simply keeping them out. Since the trap didn't work, they may have upgraded it, or simply locked the door, we'll have to be careful."
Reynnar motions Angus to follow him, and he goes and takes a peek in the window to the south to see what's going on in the front room.
As if a response, Gulin shifts slightly, his armor clanking loudly as the overlapping plates sound like a box of spoons being rattled.
"Think I might stay backup. Can watch with Avalloc and come rushing in should we be needed."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Evening, Godsday, Goodmonth 10th, 591 CY
Angus responds to Reynnar as Zi leads the group to the Carpenter's Guildhall, "I think you and I may be the only covert types in our little group here Reynnar. If we do want to go back in force, we can use Caspia and Gulin as lookouts. Alternative, as we clear rooms we could keep them in the safer areas with a clear line of escape. They would be closer if something were to go wrong, but then again their presence could cause such a thing to be more likely."
You approach the Carpenter's Guildhall, a female gnome in plain clothes is closing up the hall as you are arriving. Zi runs up to her and explains that Gulin is looking for someone to translate a manual written in Gnomish for him. The gnome quickly dismisses Zi, "Look child, it is late, I'm closing up shop here, and I run a carpenter's guild, not a translation service!" As she finishes her rant she looks over at Gulin, "Wait a second, your the flash gentleman in the council chamber with the fancy pipe. Maybe we could do business. If I remember correctly, the council hired you to go after the Sea Ghost. I'm always on the lookout for rare or strange woods to work with. A desk or table made from a pirate ship might fetch quite a price in Seaton. In exchange for a pair of planks from the Sea Ghost, I'll translate your manual for you. You can leave the manual with me now and I'll start on it in the morning, but I won't give you the translation until the pirate planks are mine! Do we have a deal?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Aye, that can be arranged, should we board the Sea Ghost or any other ship of ruffians, I will happily trade you so planks for the translation. Do you have a hacksaw I can purchase for such a purpose?"
Gulin hands over the manual, and purchases a hand saw if reasonably-priced.
#personalsidequests
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Evening, Godsday, Goodmonth 10th, 591 CY
The gnomish woman reaches over and grabs a set of Carpenter's Tools, she passes them in the direction of Gulin, "Keep them, consider it collateral for the book, though I doubt this manual is worth anywhere near what these tools are. Just get me those planks!" And with that the group is ushered out of the Carpenter's Guildhall, you look back and watch as the Gnome takes out a key, locks the front door, and heads home for the night.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
“It would make sense to do what research we can—perhaps this gnome can translate something useful. Are there other options to find more information? I am not much for taverns, but surely someone has heard some gossip about this smuggling operation or Sea Princes?
Gulin and I also discussed going back to the house and checking it again as well. Night may not be the best time for that.”
Caspia waits for her companions to weigh in.
"Aye, at least we have access to horses so we can get to the house quickly this time. I plan on leaving at first light. I imagine rumors are best found on the lips of drunks!"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Evening, Godsday, Goodmonth 10th, 591 CY
At hearing the word research, Zi interjects, "Caspia you're trying to research something, Krag, the town's gravedigger, is the person to talk to. He is something of a bit of a historian and the town's local loremaster. You can find him during the day in the cemetery behind the Temple of Procan. It may be a little more targeted than speaking to drunkards as Gulin suggests, but his plan isn't completely without merit. Drink can loosen lips and reveal secrets that one would have a harder time finding."
"Caspia, if your just looking for a little bit of knowledge on the Sea Princes, you could ask almost anyone, even me." Zi goes on to regal the group of her knowledge of the Sea Princes, "Decades ago a group of privateers banded together and formed the Hold of the Sea Princes, filling a power vacuum that was left in this region. They pillaged and raided across the coast, causing allot of hatred in Saltmarsh for them. Thankfully, the crown raised a navy and has put a check to the Sea Princes, though they are still a major regional power. Not all smugglers and pirates owe their allegiance to the Sea Princes, but many do. Eliander has spoken at many previous council meetings of his belief that the Sea Princes are conspiring to bring Saltmarsh under their control."
How would the group like to proceed? I've seen suggestions of revisiting Ned, research, hitting the taverns, and returning to the mansion.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Mansion tomorrow. Happy to follow any other plan tonight.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
I say at least some subset of us should visit Ned tonight.
I'm happy with that plan
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Alright, so, visit Ned tonight with the plan discussed above (Zi and R going in stealthily, us loud people as lookouts)? If we get done before first light, we can talk to the gravedigger some.
Then at first light we ride for the house, yes?
From here on out you guys should probably specify which DM NPC you want to bring with you on quests, you only get one. I'll assume since there is an element of stealth to the plan that you mean to bring Angus along and not Zi. Just let me know if you intended otherwise and I will modify the below post.
Night, Godsday, Goodmonth 10th, 591 CY
As Reynnar leads you over to building Ned was found within, Zi's armor clanks making a racket, causing the cleric to speak up. "Caspia, I think maybe you meant Angus and not me. I'm not too cut out for this sneaking around business, and I'm not very comfortable potentially breaking laws in the town. I live here after all. I'll be at the temple if anything happens to any of you."
Angus laughs then exclaims, "That's her lose then!" He begins thinking as the group walks, "Reynnar, I'm sure there is some sort of lesson we learned from the last time we tried this? I get the feeling if Ned catches you poking about again he might not be as charitable the first time, especially given that it is now night."
Eventually the group approaches the building. Even at this hour there is light emanating from both the bottom and second floor of building.
Here we go again, assume the party is with Angus and Reynnar.
The front (west) entrance is on a usually busy street, though only a few citizens are out at night. The entrance is marked by a small green tree, barely taller than a shrub. There is a single door at the front with multiple windows on the first story, and a second set of windows on the second story. Angus speaks up as you look at the western side, "When we cased this join I believe Reynnar saw some sort of meeting room with multiple tables to conduct business and a small tavern bar on this side of the building."
On the back (east) street, noticeably less busy than the first. You deduce that the likelihood of a towns person using this road at night is low, but not non-existent. There is a second door flanked by another pair of windows at street level. Above the backdoor the roof slopes back for about half of the buildings length before arriving at a small landing and a door into the second floor. It appears to be some sort of deck with no ladder or stairs from the alleyway. It was on this deck that Reynnar was awkwardly discovered by Ned. Angus speaks up, "Did you see anything in particular on the second floor Reynnar? Also, it was a little curious that the door up there was unlocked for you to try to enter."
Both alleys on either side (north and south) have no current foot-traffic, though a beggar appears to be huddled in a heap of refuse on the northern side. The northern side is a sheer wall up to the second floor. The southern side has a sloped roof above the first floor, like the east side--but much shorter. This portion slopes for about ten feet before abutting the second story. There are no second story windows on either the north or south side of the building.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"I'll keep an eye out, as best I can. Caspia, shake me awake should anything happen."
Gulin sits down, crosslegged. As he focuses, his eyes go pale white. You hear the sound of a hawk, not too distant.
Avalloc Perception (adv + night disadv = straight roll) 6
Avalloc circles the house, looking for movement in any window or otherwise. Gulin narrates anything of importance he sees.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
Through Avollac's eyes you notice that there are lamps left on across most of the first floor, with the exception of the northeast corner. The second floor is dark. Avalloc notices moving shadows cast by a figure or figures on the first floor.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin relays that to the others before they depart, and maintains his watch.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Caspia nods, scanning the area around them and keeping an ear out for any unusual sound.
Anything I happen to see I will share with Gulin.
Sorry, work was disgusting right up until thanksgiving, I should be able to get back to a daily clip of posting...
"Yeah, the door on the 2nd floor was unlocked, but there was a bucket placed such that it fell and would have made noise, had I not caught it. I'm thinking that they're more interested in catching intruders than simply keeping them out. Since the trap didn't work, they may have upgraded it, or simply locked the door, we'll have to be careful."
Reynnar motions Angus to follow him, and he goes and takes a peek in the window to the south to see what's going on in the front room.
Night, Godsday, Goodmonth 10th, 591 CY
You look into the main room from the southern window, Angus whispers to Reynnar,
"Now that definetly ain't Ned. Perhaps he has found some additional muscle to help him out."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Hmm, Angus, I'm starting to think that Ned might not be a fool after all. Lets scope this out a bit more."
Reynnar moves around the south side of the building to casually peek in the south east window.
Gulin watches from Avalloc's eyes, his own covered in a magical milky whiteness.
"Caspia, something is amiss. Be ready..."
His hand migrates to the haft of one of his handaxes.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag