The party leaves the Carpenter's Guildhall and takes the winding road up to the Temple of Procan. The rain does not abate, and the walk up the hill is utterly miserable. Reynnar's new cloak is already beginning to pick up splotches of mud. Upon entering the temple you spot the elderly single legged black cleric instructing acolytes near the alter.
He motions for the party to approach. "Bandit circles and pirate ships? What is Saltmarsh coming too? Thanks for keeping my adopted daughter safe."
The cleric continues, "But Caspia I think you and I should have a little chat. So I'm not sure what to make of it. I took your description of the Grinning Merfolk and circulated amongst some of my contacts in the fishing industry. They say they have seen a ship that is a close match to the description operating around Saltmarsh. It even pulled into port a few days ago while you were camped out at the Alchemist's Mansion. I was so intrigued that I stumbled down to the docks to get a good look at it myself. The ship indeed matched the description, and was even missing the prow-head figurine. There were some hasty repairs trying to hide the damage, but I swear it was the same ship. Though it had a different name painted onto the side of it, Blue Rider. I thought you said your ship was destroyed, do you remember anything about the incident?"
"I do not recall anything from the incident. It was assumed shipwreck based on the wreckage around me and my state, but it appears more like piracy to me." Caspia said. "Do your contacts know if the ship is still in port in Saltmarsh? I wonder what happened to the rest of my crew mates if the ship itself wasn't destroyed."
She turned to her new companions, furious at the news.
"Friends, I must investigate this further. I need to know what happened to my shipmates if I can. I learn of my crew mates fate and avenge them."
Gulin nods solemnly. "We have our business with the council today, and I have some minor business of my own to complete at the Copperlock mines, outside of the carpenter's request. But the mines can wait. I'd be happy to help you discover the true fate of your ship, lass."
Pondering what was said, Gulin postulates, "Could the ship have been captured, then? Brigands set off some sort of explosion that flung you clear and gave you a knock on the noggin' that scrambled you for a bit, and then made off with ship and survivors?"
Zi responds to Gulin, "Over the years Saltmarsh has suffered many raids from the Sea Princes. They are pretty much just a group of loosely aligned pirates that will steal what the please and enslave whoever the wish. With the war in the north over, the Kingdom finally has had the resources to try to address and route the Sea Princes from their holds, but I fear it might take a war between the Kingdom of Keoland and the Sea Princes to finally settle the matter. Most of us have lost friends and loved ones to the Sea Princes. Everyone here wants the Sea Princes gone, but open warfare between the Kingdom and the Sea Princes may make it even worse." As Zi speaks about lost friends and loved ones, her tone becomes noticeably somber. "Caspia, I hope for your sake that your friends on the Grinning Merfolk did not befall such a fate. Is there anyway we could try to follow this lead?"
"From Wellgard's report, it would seem likely that the ship was taken and I fear for my crewmates,"Caspia said grimly. "Wellgard, where the ship last seen? At what docks? Perhaps we can start there and ask around to find some additional leads after we finish our business with the council. Wellgard, Zi, would you have suggestions on where to get more information?"
"Depending on what information we find, perhaps we will have time to also handle your business at the mine, Gulin. Regardless, I cannot rest until I have discovered the fate of my crewmates and avenged their fates."
Overhearing the conversation, Wellgar Brinehanded responds, "I last saw the ships a few days ago down at the Saltmarsh docks. Usually a band of pirates or Sea Princes would not dock in Saltmarsh. If they docked here they either had a good reason or were desperate. Unfortunately my interest lies primarily in shipwrecks, and not ships still assail. Here at the temple of Procan it is our job to retrieve and bury the remains of those lost at sea. While the ship and it's cargo belong to Procan, the bodies and bones belong to their families. If you happen across the remains of the crew of the Grinning Merfolk or any other ship, please return them here. Not only will I put their remains to rest, you will be well compensated."
Zi shoots her step father a cold glance before turning back to Caspia and chiming in a more positive note, "I wouldn't give up all hope Caspia, your crew mates may still be alive. A capable sailing crew is worth it's weight in gold out on the Azure Sea. Asking a few questions then down at the docks could be worth our time. I fear that ultimately our leads may be out on the sea, but if we could at least get pointed in the right direction, perhaps we can track your compatriots down."
Caspia Aspergina:
You have been carrying around the rock with a rune carved into it the last few days. During one of your rests, you sat down and played around with the object to determine what it is. Surprisingly, the rock is indeed magical!
Custom Item: Good-Luck Runestone:
Wonderous Item, Uncommon (requires attunement)
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
Let me know if there is anything else before meeting with the council the group would like to do. Otherwise I can fast forward to meeting with the council, then fast forward again to the next morning so you can start knocking off side quests (or start on the next main one).
This post has potentially manipulated dice roll results.
Sunday Afternoon Goodmonth 15th, 591 CY
Reynnar Eversharp Investigation Check: 9
Reynnar asks around in the temple regarding the goofy lizard dude following him. Wellgar Brinehanded directs the half-elf to the graveyard, "Krag is who you will want to talk to. The half-orc may not lookthat intelligent, but looks can be deceiving. Krag is our local loremaster."
The party leaves the Temple of Procan and heads to the graveyard situated immediately behind it. The rain is still heavy, and the muddy cemetery is not the most welcoming destination in Saltmarsh. You spot Krag towards the back of the graveyard under a tent. As you walk towards the tent Krag holds up his arms and shouts to the group, "Try not to step on the tarp, I'm covering a freshly dug grave. What can I do for you?"
Zi runs up and hugs Krag, then explains what knowledge Reynnar is seeking, pointing to the small lizard following the party.
"Well that's a new thing! Never seen one of his kind. What exactly have you been involved with Zi? Anyways, follow me Reynnar. The rain is preventing my work here, and I know just the place where we can look up information on your friend. I happen to organize council member Eliander's library in my spare time."
The half-orc leads you across town. As you journey he shares a ghost story of a phantom pirate ship that haunts the sea lanes around Saltmarsh. After an half hour of trudging through the rain, you arrive at Eliander's home. Tucked at the edge of town and overlooking the sea, Eliander’s home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. Krag explains to the party that Eliander maintains the largest library in town; during his days of military service, Eliander made a hobby of collecting rare books.
"Now make sure you clean off your shoes before entering. Eliander would kill us if we tracked mud in here."
Reynnar is easily distracted and unable to focus on the task at hand in the library. As a result, the party spends the next 8 hours scouring books, before Krag locatesa rare tome on mythical creatures. It turns out your friend is a pseudodragon.
"Hmmm, what a strange find. He seems slightly attached to you. Treat him well, and he could be an asset to your group, as well as a good friend." Krag tugs at his scraggly half-orc beard. "Too bad it took us so long finding information on him. But, a day spent researching is a day well spent. If you are ever interested in helping me sort books let me know.
I'll go ahead and get the reference map and reference activity pages updated this weekend!
Saltmarsh Activity, Researching:
You can spend a week working with Krag, helping tend the graveyard during the day and organizing Eliander’s library in the evenings. You earn enough money to afford a modest lifestyle. You also learn one piece of lore regarding the region around Saltmarsh. That lore is the equivalent of one true statement about a person, place, or thing found within 25 miles of town. The DM is the final arbiter on the exact information learned, but it is likely something that helps you solve a problem or make progress with a task.
As you enter the council chambers, only the clerk, Eliander Fireborn, and a contingent of Saltmarsh's town watch stand there to greet you. Additionally in the back of the room is Oceanus, the Sea Elf whom you freed from the Sea Ghost. Lights are on throughout the offices of the council chambers tonight and you here the echoes of voices down the hall.
As you gather around Eliander, the grizzled veteran begins to speak. "Well this is an unexpected turn of events. Weapon smuggling for the lizardfolk? Who knows what they could be up to?" While the old man speaks, Caspia has been translating the conversation to Oceanus who responds to her in primordial. The Sea Elf responds to Caspia, <The lizardfolk have been at this for months, they probably have enough weapons for a decent sized strike force. My kin are unsure what they are planning.>
As Oceanus talks, Eliander turns to the clerk. "Pay these fine adventures out their 500 gold. And see that they are treated well, we will have need for their continued services. As for the Sea Ghost, leave it docked and under guard. Send word to Seaton, the crown will ultimately have say on how the ship is disposed."
"Eda and the other council-members have been informed regarding the weapon smuggling, which deeply concerns all of us. We occasionally see lizardfolk in the area around Saltmarsh, and know there is a colony somewhere nearby, but are unsure exactly where. In the past both Saltmarsh and the lizardfolk have chosen to ignore each other, allowing everyone to live and let live. I fear that policy may be coming to an end. Given my military experience, I have been put in charge of our response. Before we can act decisively, we must know exactly what we are dealing with here. It has been agreed that I can offer you lot 700 gold in exchange for your services in this matter. It is essential that a scouting party be sent to reconnoiter the area and ascertain the strength and size of this colony, as well as their intentions. I believe your group to be capable and more than able to fulfill this roll. You are not required to act with hostile force in this matter. Returning with concrete information regarding the intentions of the lizardfolk is sufficient. But I must know their intent. You may use whatever means you deem necessary! If there is any local resources that you may want in handling this matter, you may come to me directly. Solving this troublesome issue is my top priority right now. Any questions?"
The following are Ghosts of Saltmarsh specific campaign rules. The below rules will be unlocked as characters discover parts of Saltmarsh. Additionally, there are other campaign specific rules (hint think ships for example), that will be revealed through progression.
Buying and Selling Magic Items: Xendros asks for a 50 gp retainer to engage her services as an item broker each week. If the characters pay the retainer, they may purchase any magic items Xendros has on offer in any given week. Unsold items are shipped elsewhere and regularly replaced with new options. If the characters want a specific item, Xendros may be able to fulfill a request for an item, but it could take weeks. Xendros is always on the lookout for items she can buy for resale.
Carousing: Carousing at a local tavern provides characters with a chance to make contacts in town. A week of carousing costs 2d10gp and afterwards you will earn a contact in the town. You can have a maximum number of contacts in town equal to 1 + your Charisma bonus (minimum of 1). The nature of the contact depends on the chosen tavern.
Research: You can spend a week working with Krag, helping tend the graveyard during the day and organizing Eliander’s library in the evenings. You earn enough money to afford a modest lifestyle. You also learn one piece of lore regarding the region around Saltmarsh. That lore is the equivalent of one true statement about a person, place, or thing found within 25 miles of town. The DM is the final arbiter on the exact information learned, but it is likely something that helps you solve a problem or make progress with a task.
Employment:
Mercenary Work:
City Gate
Barracks and Jail
The Wicker Goat: Tavern, drink and rooms.
Eliander's House: Research
...
...
Faithful Quartermasters of Iuz: Captain Xendros, Buying and Selling magical items.
Empty Net: Tavern, drink only. Angus can be found here when not with the party.
Green Market: Sells food, random local items, and sometimes animals.
Sharkfin Bridge
...
...
The Snapping Line: Tavern, drink and rooms.
Council Hall
Weekly Market:Sells food. On Sundays sells PHB items up to 150 gold.
...
The Dwarven Anvil: Sells arms and armor.
...
...
...
...
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Carpenters' Guildhall: Jilar Kanklesten
Crabber'sCove: Abandoned houses, the beach where Caspia was found.
The Leap
Temple ofProcan:Wellgar Brinehanded. Zilvi Brinehanded when not with the party.
Saltmarsh Cemetery: Krag
Winston'sStore: Winston, Sells food, maps, and PHB items worth less than 10gp
Gulin sits in a relaxed position, smoking from his pipe and counting out the bag of coin the council has paid. He almost automatically divides up the gold pieces, running through some mental calculations as the council discusses the minutia of securing the Sea Ghost for future judgement of the crown, and setting aside four stacks of coin like poker chips.
OOC: See discord for gold division.
As the discussion turns to the lizardfolk, Gulin speaks up. "Aye, we showed your men the secret hold aboard the Ghost with all the arms and armaments. And given what Mr. Eversharp and Ms. Brinehanded overheard from the lizards aboard, they intend some sort of hostilities to more than just us. Now, one of the slippery bastards escaped into the sea before we could finish him off, so it may be a fair assessment that they know some sort of response is coming, though we made sure not to associate ourselves with Saltmarsh or any authority more than high-seas piracy."
The dwarf lets loose a long stream of smoke, then motions to Reynnar.
"Lad, show them the map." As he waits for Reynnar to pull out the map with the lizardfolk's river marked out, he continues. "It seems that we are headed into the tidal marshes, if we are to scout out these lizardfolk. Now, I'm no sea-dwarf, but given the word "marsh" I'd imagine horses will just get bogged down in the mud, and given the word "tidal" a large ship won't fare much better. I'm thinking, for the further service of Saltmarsh and the interests of the Crown, a small sailing boat can get us there swiftly and silently, and have a shallow enough draft to take us into the tidal marshes via oar and pole. Preferably one that can transport a group of, say, five or so, with a small cabin enough for hammocks and a few day's stores. Be it a helpful charter by the Council, an available patrol ship of the Crown we can borrow, or something else, I believe that will be a great boost to the success of this mission."
This post has potentially manipulated dice roll results.
Sunday Evening Goodmonth 15th, 591 CY
Gulin Persuasion: 17
Eliander ponders the dwarfs request, "The council's power only goes so far here in Saltmarsh. To commandeer a ship from the crown you would need the express authority of Duke Feldren of Seaton. I could make a request that the duke place a ship at your disposal, but such a request would require a great measure of trust. Perhaps if you continue to do good work for the town we can revisit this issue again in the future."
The old veteran scratches his chin, "As for chartering a sailing boat, there are plenty of small fishing ships available. While the council has not authorized me sufficient allowance for you to purchase or place a boat on retainer, I'm sure we could cover travel expenses to a specific nearby destination. Speaking of a destination, perhaps if I had a look at your map I could point you in the right direction."
Eliander spends the next few minutes inspecting the crudely drawn map that indicates that the rendezvous point with the lizardfolk is at a small promontory beside a river in the tidal marshes. "While I'm unsure exactly which river this map is referencing, my suggestion is that you start by exploring the coastline to the west of Saltmarsh. To the east it is mostly rolling hills that alternate farmland and forest until you hit Seaton. To the west of Saltmarsh is a region known as the Hool Marshes. None but the desperate venture into that place, making it the ideal hiding place for outlaws, raiders, or even a clan of lizardfolk to hide. I'd strongly recommend sticking to the coast if you can. Many townsfolk have lost their lives scavenging various exotic herbs and plants from the Hool Marshes. Bunch of fools."
"This map here is pretty crude. Have you acquired a map of the local region? That could aid greatly in your travels."
As the conversation with Eliander comes to a close, the party begins to consider their next steps. Zi speaks up to the group, "While this matter is obviously of great importance, I believe we could spare a few days putting our affairs in order before rushing off again to face certain doom! I know we have some business at the Copperlock Mines, and there is always the matter of Caspia's ship. We should probably decide on our next courses of action for the short term. Anyone have any ideas on what we tackle next?"
"As for the ship, well I have an idea. There is a local druid, kind of a crazy kook. However, this individual owns a keelship that he rents out at a fairly reasonable price. Maybe I could introduce everyone to him in the morning?"
"That seems a reasonable course of action, Zi. I would like to ask around at the dock where my ship was last seen before we leave and purchase a local map to compare to this.....interesting one we found. I will know my next course of action to pursue my ship until I have more information anyway. Plus, Gulin has offered to aid me in my quest, so it is only fitting if I assist him in this business with the mines."
Caspia starts to chuckle.
"Though, I am not sure how much help a sea native will be in the mines and mud, but my weapons are at the ready."
"Zi, I think it would be an excellent idea to meet your friend. It seems we will need friends with access to boats soon enough."
Gulin chuckles, a puff of smoke emanating from under his mustache. "Hopefully my business is simple and quick, lass. I'll whip up the alchemical concoction I need, toss it in a jar, and we'll be on our way to the mines. Once I prove the Copperlock mining machine works, and provide the translation to a proper language for the instruction manual, my business at the mine should be concluded, as will my contractual obligations."
He smiles at the triton. "If we need your blades in the deeps, well, some very serious things have gone wrong for us by then!"
"It's about a half-day trip to the mines, though, so we should exhaust any leads for the Merfolk before we go."
Steve, at the next long rest Gulin will use the Comprehend Languages ritual, copy down the instructions from Gnomish to Dwarvish for both making the alchemical solution as well as making the machine work. Then he will brew up the bog-berries. If he needs to buy any other ingredients or, say, a large storage jar, he will do so before the market closes -- just let me know the price.
Zilvi Brinehanded responds to Gulin, "Actually, he lives out of his boat down at the docks in Saltmarsh, should be a rather quick introduction in the morning! Eliander, thank you for your time, we will report back what we find out."
And with their conversation over, the party trudges back to the Wicker Goat in the rain. Night has fallen, though the clouds block out all sight of the stars. Upon entering the tavern, they are once again greeted by the proprietor, Lankus Kurrid. Off in the corner drinking with another pair of Dwarves is Manistrad Copperlock, at her usual table. The party is pleasantly surprised when Lankus informs them that the town council has paid for their food in lodging for the short term. Manistrad overhearing the conversation, raises her mug of beer towards the party, symbolizing cheers. After a few drinks, the party settles down for the night, and Zi returns to the Temple of Procan.
Moonday Morning Goodmonth 16th, 591 CY
After breakfast in the morning, the party heads up to the Temple of Procan and finds Zilvi Brinehanded scrubbing the temple with the other acolytes. "Thank Procan! I needed an excuse to escape and you were just in time! Let's grab Caspia's map and I'll introduce you to Zeetox." Leaving the temple, the party trudges a block and step's into the large warehouse that is Winston's Store. As the party enters, the portly halfling greets them, "Back again I see! As always I have solid goods at honest prices." Caspia explains that she is looking for a map of the nearby coast. After haggling for a bit, Caspia and Winston settle on a price of 5 gold.
Tiffany deduct 5 gold from your character sheet.
As Winston hands the map over, he describes where some of the nearby towns are. "You see that major river smack dab in the center of the map? Well that's the Kingfisher River, and where it enters into the Azure Sea, well that's where we are, right here in Saltmarsh. If you follow the Kingfisher River inland you'll eventually reach the fortified garrison of Burle. They are always looking for adventurers . As for the coast, well heading east from Saltmarsh you'll pass the old Alchemist's haunted mansion and then the Copperlock's Mine. Tucked into the bay at the bottom of the map is Seaton, the ducal seat for our region. Alternatively, if you head west from Saltmarsh you'll eventually find yourselves in the Hool Marshes. Might be worth labeling the map at some point if you are seeking to conduct trade. The cartographer who designed this map was more interested in capturing the local elevations."
After thanking the halfling for his help, the party heads down towards the docks, passing the many guarded warehouses that are a common sight in this part of Saltmarsh. A light mist continues to roll off of the Azure Sea, it feels pleasant compared to the downpour of the last few days. As the party finishes walking down the hill from Winston's Store and the Temple of Procan and passing the warehouses, they arrive at the docks. The docks of Saltmarsh are the beating heart of the town. The fishing trade and related commerce that keep the town alive are based here. At this time in the morning the docks are constantly busy with fisherman preparing to leave for the day and workers unloading larger ships. All of the large piers are occupied. Two primary piers are used to load and unload large ships capable of crossing the Azure Sea, while a series of smaller piers accommodate humbler vessels. It is one of these smaller piers that Zilvi Brinehanded leads you off towards.
"Zeetox is a bit of an odd duck. He has a small boat. It won't get you far out onto the Azure Sea, but I think it will fulfill your requirements of exploring the Hool Marshes. Mostly he rents out his boat for pleasure cruises for a rather modest fare." As Zilvi Brinehanded is speaking a small keelboat--or a flat barge like vehicle with a small sail--comes into view. Lounging out on the deck is a tanned human. Zilvi waves towards the figure, "Good Morning Zeetox! My friends here were looking to charter a boat to explore the nearby marshes!"
Zeetox perches himself up on his elbows, just barely lifting his head enough to see the group approaching. His wild mane of dark grey hair juts out in all directions, matted together in thick knots. He wears an old sailors jacket, decorated with colourful flowers and rocks and lies lethargically with his bare feet outstretched. He waves at the group, staring straight through them in a daze with a goofy smile across his face as he chews on purple berries, the juice dribbling down his beard.
”Hey Zilvi, brother how have you been?” Zeetox‘s voice seems to spill out lazily from his mouth, “Nice to meet you buddies, you wanna ride with the Zeetox eh? Hope you’re ready for the trip of your life.” He chuckles a little. “Marshes wasn’t really what I had in mind, I was just gonna float around for a few days, munch on these mind muddling mushrooms and see where the boat takes me. But... it seems the stars have led to our meeting. What you guys want in the marshes? Oh, Im. Zeetox by the way, but my friends call me Zee.”
Zeetox sees a stout man, 4'7" in height and of a typical stocky dwarven build. He has dark red hair, tied back behind his collar, and an intricate three-braided beard bound in engraved iron bands. He wears metal scale armor, the scales a bright polished silver color that remind you of those of a sea bass, and the steel of the shoulderplates, bracers, and boot-guards all have intricate fish motifs. His gloves and boots themselves look to be a softer leather, and he wears a gray gambeson underneath the armor and a navy blue travel cloak. Secured with a strap to his back is a heavy warhammer, the side of the angular head lined with engraved dwarven runes. Secured to his belt is a finely detailed belt satchel on one side, and a leather and iron-bound tome hanging from a belt loop on the opposite. As he takes a look at Zeetox and his boat, he removes a long wooden pipe from his satchel, and with a flick of a finger a small flame appears to light up the tobacco. You also hear the screech of a hawk, somewhere far above in the sky..
He looks to Zilvi. "Lass, I know the heavy armor's not always so flattering, but he does know you're a girl, yah?" Gulin chuckles a bit.
Turning to the stranger, the dwarf speaks directly. His voice is gravely and gruff, his accent heavy (ooc: Scottish), but his vocabulary is precise. "Greetings, Zeetox. I'm Gulin, of the Runehammer Clan. We are certainly in the market for a solidly sea-worthy vessel and an equally sea-worthy captain, and our devout friend of Procan here has sung your praises."He nods at Zilvi. "Though perhaps three bouts of business, if you're willing and available. In addition to taking a trip into the marshes, we also have business at the Copperlock mines to the east. Sailing would certainly be more pleasurable than walking or riding to the mine and back, only to continue the journey in the opposite direction. And..." he motions his non-pipe hand towards a female triton in full plate mail, "our friend Caspia might have questions for one such as you who spends so much time in the docks."
At Gulin's comment Zilvi Brinehanded removes her long red hair that was tucked into the back of her gleaming heavy armor, "You've got to give a woman a break Gulin, the incessant rain here isn't great for a modeling career."
Turning back to Zeetox, "Looks like there is a lizardfolk clan in the Hool Marshes west of here that has been slowly arming themselves over the last few months. The town council want's to ensure that they don't intend to wage war against Saltmarsh. We stumbled across the smuggling operation about a week ago, but it wasn't until last night we discovered the involvement of the weapons. Not sure if you've seen the newest addition to the port, but that was our handywork." Zilvi motions over towards one of the main piers where a moderately sized sailing ship, the Sea Ghost, is moored. Unlike the other ships on the two main piers, the Sea Ghost is strangely not loading or unloading cargo. Instead, the town guard are currently crawling across her decks as members of the local carpenter's guild inspect the ship.
The cleric continues, "Unfortunately, I probably won't be joining you much longer in an adventuring capacity. My step-father disapproves of the life style, and honestly rumors of war seem a bit past what I signed up to help with. If you need help with anything a bit more mundane, you can always find me at the Temple of Procan."
While the party is saying their good byes to Zi and welcomes a new Zee, questions on their next course of action remain. East towards the Copperlock Mines or West towards the Hool Marshes? And what of following any lead's for Caspia's ship, the Grinning Merfolk?
Sunday Morning, Goodmonth 15th, 591 CY
The party leaves the Carpenter's Guildhall and takes the winding road up to the Temple of Procan. The rain does not abate, and the walk up the hill is utterly miserable. Reynnar's new cloak is already beginning to pick up splotches of mud. Upon entering the temple you spot the elderly single legged black cleric instructing acolytes near the alter.
He motions for the party to approach. "Bandit circles and pirate ships? What is Saltmarsh coming too? Thanks for keeping my adopted daughter safe."
The cleric continues, "But Caspia I think you and I should have a little chat. So I'm not sure what to make of it. I took your description of the Grinning Merfolk and circulated amongst some of my contacts in the fishing industry. They say they have seen a ship that is a close match to the description operating around Saltmarsh. It even pulled into port a few days ago while you were camped out at the Alchemist's Mansion. I was so intrigued that I stumbled down to the docks to get a good look at it myself. The ship indeed matched the description, and was even missing the prow-head figurine. There were some hasty repairs trying to hide the damage, but I swear it was the same ship. Though it had a different name painted onto the side of it, Blue Rider. I thought you said your ship was destroyed, do you remember anything about the incident?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"I do not recall anything from the incident. It was assumed shipwreck based on the wreckage around me and my state, but it appears more like piracy to me." Caspia said. "Do your contacts know if the ship is still in port in Saltmarsh? I wonder what happened to the rest of my crew mates if the ship itself wasn't destroyed."
She turned to her new companions, furious at the news.
"Friends, I must investigate this further. I need to know what happened to my shipmates if I can. I learn of my crew mates fate and avenge them."
Gulin nods solemnly. "We have our business with the council today, and I have some minor business of my own to complete at the Copperlock mines, outside of the carpenter's request. But the mines can wait. I'd be happy to help you discover the true fate of your ship, lass."
Pondering what was said, Gulin postulates, "Could the ship have been captured, then? Brigands set off some sort of explosion that flung you clear and gave you a knock on the noggin' that scrambled you for a bit, and then made off with ship and survivors?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Sunday Morning, Goodmonth 15th, 591 CY
Zi responds to Gulin, "Over the years Saltmarsh has suffered many raids from the Sea Princes. They are pretty much just a group of loosely aligned pirates that will steal what the please and enslave whoever the wish. With the war in the north over, the Kingdom finally has had the resources to try to address and route the Sea Princes from their holds, but I fear it might take a war between the Kingdom of Keoland and the Sea Princes to finally settle the matter. Most of us have lost friends and loved ones to the Sea Princes. Everyone here wants the Sea Princes gone, but open warfare between the Kingdom and the Sea Princes may make it even worse." As Zi speaks about lost friends and loved ones, her tone becomes noticeably somber. "Caspia, I hope for your sake that your friends on the Grinning Merfolk did not befall such a fate. Is there anyway we could try to follow this lead?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"From Wellgard's report, it would seem likely that the ship was taken and I fear for my crewmates," Caspia said grimly. "Wellgard, where the ship last seen? At what docks? Perhaps we can start there and ask around to find some additional leads after we finish our business with the council. Wellgard, Zi, would you have suggestions on where to get more information?"
"Depending on what information we find, perhaps we will have time to also handle your business at the mine, Gulin. Regardless, I cannot rest until I have discovered the fate of my crewmates and avenged their fates."
Sunday Morning, Goodmonth 15th, 591 CY
Overhearing the conversation, Wellgar Brinehanded responds, "I last saw the ships a few days ago down at the Saltmarsh docks. Usually a band of pirates or Sea Princes would not dock in Saltmarsh. If they docked here they either had a good reason or were desperate. Unfortunately my interest lies primarily in shipwrecks, and not ships still assail. Here at the temple of Procan it is our job to retrieve and bury the remains of those lost at sea. While the ship and it's cargo belong to Procan, the bodies and bones belong to their families. If you happen across the remains of the crew of the Grinning Merfolk or any other ship, please return them here. Not only will I put their remains to rest, you will be well compensated."
Zi shoots her step father a cold glance before turning back to Caspia and chiming in a more positive note, "I wouldn't give up all hope Caspia, your crew mates may still be alive. A capable sailing crew is worth it's weight in gold out on the Azure Sea. Asking a few questions then down at the docks could be worth our time. I fear that ultimately our leads may be out on the sea, but if we could at least get pointed in the right direction, perhaps we can track your compatriots down."
Caspia Aspergina:
You have been carrying around the rock with a rune carved into it the last few days. During one of your rests, you sat down and played around with the object to determine what it is. Surprisingly, the rock is indeed magical!
Custom Item: Good-Luck Runestone:
Wonderous Item, Uncommon (requires attunement)
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
Let me know if there is anything else before meeting with the council the group would like to do. Otherwise I can fast forward to meeting with the council, then fast forward again to the next morning so you can start knocking off side quests (or start on the next main one).
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Reynnar is going to ask around for anyone that might have information on the little lizard dude that he's taken to hanging out with.
Sunday Afternoon Goodmonth 15th, 591 CY
Reynnar Eversharp Investigation Check: 9
Reynnar asks around in the temple regarding the goofy lizard dude following him. Wellgar Brinehanded directs the half-elf to the graveyard, "Krag is who you will want to talk to. The half-orc may not lookthat intelligent, but looks can be deceiving. Krag is our local loremaster."
The party leaves the Temple of Procan and heads to the graveyard situated immediately behind it. The rain is still heavy, and the muddy cemetery is not the most welcoming destination in Saltmarsh. You spot Krag towards the back of the graveyard under a tent. As you walk towards the tent Krag holds up his arms and shouts to the group, "Try not to step on the tarp, I'm covering a freshly dug grave. What can I do for you?"
Zi runs up and hugs Krag, then explains what knowledge Reynnar is seeking, pointing to the small lizard following the party.
"Well that's a new thing! Never seen one of his kind. What exactly have you been involved with Zi? Anyways, follow me Reynnar. The rain is preventing my work here, and I know just the place where we can look up information on your friend. I happen to organize council member Eliander's library in my spare time."
The half-orc leads you across town. As you journey he shares a ghost story of a phantom pirate ship that haunts the sea lanes around Saltmarsh. After an half hour of trudging through the rain, you arrive at Eliander's home. Tucked at the edge of town and overlooking the sea, Eliander’s home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. Krag explains to the party that Eliander maintains the largest library in town; during his days of military service, Eliander made a hobby of collecting rare books.
"Now make sure you clean off your shoes before entering. Eliander would kill us if we tracked mud in here."
Reynnar is easily distracted and unable to focus on the task at hand in the library. As a result, the party spends the next 8 hours scouring books, before Krag locatesa rare tome on mythical creatures. It turns out your friend is a pseudodragon.
"Hmmm, what a strange find. He seems slightly attached to you. Treat him well, and he could be an asset to your group, as well as a good friend." Krag tugs at his scraggly half-orc beard. "Too bad it took us so long finding information on him. But, a day spent researching is a day well spent. If you are ever interested in helping me sort books let me know.
I'll go ahead and get the reference map and reference activity pages updated this weekend!
Saltmarsh Activity, Researching:
You can spend a week working with Krag, helping tend the graveyard during the day and organizing Eliander’s library in the evenings. You earn enough money to afford a modest lifestyle. You also learn one piece of lore regarding the region around Saltmarsh. That lore is the equivalent of one true statement about a person, place, or thing found within 25 miles of town. The DM is the final arbiter on the exact information learned, but it is likely something that helps you solve a problem or make progress with a task.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Jeez Reynnar why didn't you focus better??? 😂
"I am glad this strange little dragon likes you, at least, Reynnar," said Caspia, "What is the time? Should we be preparing for the council meeting?"
Sunday Evening Goodmonth 15th, 591 CY
As you enter the council chambers, only the clerk, Eliander Fireborn, and a contingent of Saltmarsh's town watch stand there to greet you. Additionally in the back of the room is Oceanus, the Sea Elf whom you freed from the Sea Ghost. Lights are on throughout the offices of the council chambers tonight and you here the echoes of voices down the hall.
As you gather around Eliander, the grizzled veteran begins to speak. "Well this is an unexpected turn of events. Weapon smuggling for the lizardfolk? Who knows what they could be up to?" While the old man speaks, Caspia has been translating the conversation to Oceanus who responds to her in primordial. The Sea Elf responds to Caspia, <The lizardfolk have been at this for months, they probably have enough weapons for a decent sized strike force. My kin are unsure what they are planning.>
As Oceanus talks, Eliander turns to the clerk. "Pay these fine adventures out their 500 gold. And see that they are treated well, we will have need for their continued services. As for the Sea Ghost, leave it docked and under guard. Send word to Seaton, the crown will ultimately have say on how the ship is disposed."
"Eda and the other council-members have been informed regarding the weapon smuggling, which deeply concerns all of us. We occasionally see lizardfolk in the area around Saltmarsh, and know there is a colony somewhere nearby, but are unsure exactly where. In the past both Saltmarsh and the lizardfolk have chosen to ignore each other, allowing everyone to live and let live. I fear that policy may be coming to an end. Given my military experience, I have been put in charge of our response. Before we can act decisively, we must know exactly what we are dealing with here. It has been agreed that I can offer you lot 700 gold in exchange for your services in this matter. It is essential that a scouting party be sent to reconnoiter the area and ascertain the strength and size of this colony, as well as their intentions. I believe your group to be capable and more than able to fulfill this roll. You are not required to act with hostile force in this matter. Returning with concrete information regarding the intentions of the lizardfolk is sufficient. But I must know their intent. You may use whatever means you deem necessary! If there is any local resources that you may want in handling this matter, you may come to me directly. Solving this troublesome issue is my top priority right now. Any questions?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin sits in a relaxed position, smoking from his pipe and counting out the bag of coin the council has paid. He almost automatically divides up the gold pieces, running through some mental calculations as the council discusses the minutia of securing the Sea Ghost for future judgement of the crown, and setting aside four stacks of coin like poker chips.
OOC: See discord for gold division.
As the discussion turns to the lizardfolk, Gulin speaks up. "Aye, we showed your men the secret hold aboard the Ghost with all the arms and armaments. And given what Mr. Eversharp and Ms. Brinehanded overheard from the lizards aboard, they intend some sort of hostilities to more than just us. Now, one of the slippery bastards escaped into the sea before we could finish him off, so it may be a fair assessment that they know some sort of response is coming, though we made sure not to associate ourselves with Saltmarsh or any authority more than high-seas piracy."
The dwarf lets loose a long stream of smoke, then motions to Reynnar.
"Lad, show them the map." As he waits for Reynnar to pull out the map with the lizardfolk's river marked out, he continues. "It seems that we are headed into the tidal marshes, if we are to scout out these lizardfolk. Now, I'm no sea-dwarf, but given the word "marsh" I'd imagine horses will just get bogged down in the mud, and given the word "tidal" a large ship won't fare much better. I'm thinking, for the further service of Saltmarsh and the interests of the Crown, a small sailing boat can get us there swiftly and silently, and have a shallow enough draft to take us into the tidal marshes via oar and pole. Preferably one that can transport a group of, say, five or so, with a small cabin enough for hammocks and a few day's stores. Be it a helpful charter by the Council, an available patrol ship of the Crown we can borrow, or something else, I believe that will be a great boost to the success of this mission."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Sunday Evening Goodmonth 15th, 591 CY
Gulin Persuasion: 17
Eliander ponders the dwarfs request, "The council's power only goes so far here in Saltmarsh. To commandeer a ship from the crown you would need the express authority of Duke Feldren of Seaton. I could make a request that the duke place a ship at your disposal, but such a request would require a great measure of trust. Perhaps if you continue to do good work for the town we can revisit this issue again in the future."
The old veteran scratches his chin, "As for chartering a sailing boat, there are plenty of small fishing ships available. While the council has not authorized me sufficient allowance for you to purchase or place a boat on retainer, I'm sure we could cover travel expenses to a specific nearby destination. Speaking of a destination, perhaps if I had a look at your map I could point you in the right direction."
Eliander spends the next few minutes inspecting the crudely drawn map that indicates that the rendezvous point with the lizardfolk is at a small promontory beside a river in the tidal marshes. "While I'm unsure exactly which river this map is referencing, my suggestion is that you start by exploring the coastline to the west of Saltmarsh. To the east it is mostly rolling hills that alternate farmland and forest until you hit Seaton. To the west of Saltmarsh is a region known as the Hool Marshes. None but the desperate venture into that place, making it the ideal hiding place for outlaws, raiders, or even a clan of lizardfolk to hide. I'd strongly recommend sticking to the coast if you can. Many townsfolk have lost their lives scavenging various exotic herbs and plants from the Hool Marshes. Bunch of fools."
"This map here is pretty crude. Have you acquired a map of the local region? That could aid greatly in your travels."
As the conversation with Eliander comes to a close, the party begins to consider their next steps. Zi speaks up to the group, "While this matter is obviously of great importance, I believe we could spare a few days putting our affairs in order before rushing off again to face certain doom! I know we have some business at the Copperlock Mines, and there is always the matter of Caspia's ship. We should probably decide on our next courses of action for the short term. Anyone have any ideas on what we tackle next?"
"As for the ship, well I have an idea. There is a local druid, kind of a crazy kook. However, this individual owns a keelship that he rents out at a fairly reasonable price. Maybe I could introduce everyone to him in the morning?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"That seems a reasonable course of action, Zi. I would like to ask around at the dock where my ship was last seen before we leave and purchase a local map to compare to this.....interesting one we found. I will know my next course of action to pursue my ship until I have more information anyway. Plus, Gulin has offered to aid me in my quest, so it is only fitting if I assist him in this business with the mines."
Caspia starts to chuckle.
"Though, I am not sure how much help a sea native will be in the mines and mud, but my weapons are at the ready."
"Zi, I think it would be an excellent idea to meet your friend. It seems we will need friends with access to boats soon enough."
Gulin chuckles, a puff of smoke emanating from under his mustache. "Hopefully my business is simple and quick, lass. I'll whip up the alchemical concoction I need, toss it in a jar, and we'll be on our way to the mines. Once I prove the Copperlock mining machine works, and provide the translation to a proper language for the instruction manual, my business at the mine should be concluded, as will my contractual obligations."
He smiles at the triton. "If we need your blades in the deeps, well, some very serious things have gone wrong for us by then!"
"It's about a half-day trip to the mines, though, so we should exhaust any leads for the Merfolk before we go."
Steve, at the next long rest Gulin will use the Comprehend Languages ritual, copy down the instructions from Gnomish to Dwarvish for both making the alchemical solution as well as making the machine work. Then he will brew up the bog-berries. If he needs to buy any other ingredients or, say, a large storage jar, he will do so before the market closes -- just let me know the price.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin considers something for a moment. "Zi, your friend, this druid. Is he more towards the marshes or more towards where the Copperlock mines are?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Sunday Evening Goodmonth 15th, 591 CY
Zilvi Brinehanded responds to Gulin, "Actually, he lives out of his boat down at the docks in Saltmarsh, should be a rather quick introduction in the morning! Eliander, thank you for your time, we will report back what we find out."
And with their conversation over, the party trudges back to the Wicker Goat in the rain. Night has fallen, though the clouds block out all sight of the stars. Upon entering the tavern, they are once again greeted by the proprietor, Lankus Kurrid. Off in the corner drinking with another pair of Dwarves is Manistrad Copperlock, at her usual table. The party is pleasantly surprised when Lankus informs them that the town council has paid for their food in lodging for the short term. Manistrad overhearing the conversation, raises her mug of beer towards the party, symbolizing cheers. After a few drinks, the party settles down for the night, and Zi returns to the Temple of Procan.
Moonday Morning Goodmonth 16th, 591 CY
After breakfast in the morning, the party heads up to the Temple of Procan and finds Zilvi Brinehanded scrubbing the temple with the other acolytes. "Thank Procan! I needed an excuse to escape and you were just in time! Let's grab Caspia's map and I'll introduce you to Zeetox." Leaving the temple, the party trudges a block and step's into the large warehouse that is Winston's Store. As the party enters, the portly halfling greets them, "Back again I see! As always I have solid goods at honest prices." Caspia explains that she is looking for a map of the nearby coast. After haggling for a bit, Caspia and Winston settle on a price of 5 gold.
Tiffany deduct 5 gold from your character sheet.
As Winston hands the map over, he describes where some of the nearby towns are. "You see that major river smack dab in the center of the map? Well that's the Kingfisher River, and where it enters into the Azure Sea, well that's where we are, right here in Saltmarsh. If you follow the Kingfisher River inland you'll eventually reach the fortified garrison of Burle. They are always looking for adventurers . As for the coast, well heading east from Saltmarsh you'll pass the old Alchemist's haunted mansion and then the Copperlock's Mine. Tucked into the bay at the bottom of the map is Seaton, the ducal seat for our region. Alternatively, if you head west from Saltmarsh you'll eventually find yourselves in the Hool Marshes. Might be worth labeling the map at some point if you are seeking to conduct trade. The cartographer who designed this map was more interested in capturing the local elevations."
After thanking the halfling for his help, the party heads down towards the docks, passing the many guarded warehouses that are a common sight in this part of Saltmarsh. A light mist continues to roll off of the Azure Sea, it feels pleasant compared to the downpour of the last few days. As the party finishes walking down the hill from Winston's Store and the Temple of Procan and passing the warehouses, they arrive at the docks. The docks of Saltmarsh are the beating heart of the town. The fishing trade and related commerce that keep the town alive are based here. At this time in the morning the docks are constantly busy with fisherman preparing to leave for the day and workers unloading larger ships. All of the large piers are occupied. Two primary piers are used to load and unload large ships capable of crossing the Azure Sea, while a series of smaller piers accommodate humbler vessels. It is one of these smaller piers that Zilvi Brinehanded leads you off towards.
"Zeetox is a bit of an odd duck. He has a small boat. It won't get you far out onto the Azure Sea, but I think it will fulfill your requirements of exploring the Hool Marshes. Mostly he rents out his boat for pleasure cruises for a rather modest fare." As Zilvi Brinehanded is speaking a small keelboat--or a flat barge like vehicle with a small sail--comes into view. Lounging out on the deck is a tanned human. Zilvi waves towards the figure, "Good Morning Zeetox! My friends here were looking to charter a boat to explore the nearby marshes!"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Zeetox perches himself up on his elbows, just barely lifting his head enough to see the group approaching. His wild mane of dark grey hair juts out in all directions, matted together in thick knots. He wears an old sailors jacket, decorated with colourful flowers and rocks and lies lethargically with his bare feet outstretched. He waves at the group, staring straight through them in a daze with a goofy smile across his face as he chews on purple berries, the juice dribbling down his beard.
”Hey Zilvi, brother how have you been?” Zeetox‘s voice seems to spill out lazily from his mouth, “Nice to meet you buddies, you wanna ride with the Zeetox eh? Hope you’re ready for the trip of your life.” He chuckles a little. “Marshes wasn’t really what I had in mind, I was just gonna float around for a few days, munch on these mind muddling mushrooms and see where the boat takes me. But... it seems the stars have led to our meeting. What you guys want in the marshes? Oh, Im. Zeetox by the way, but my friends call me Zee.”
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
Zeetox sees a stout man, 4'7" in height and of a typical stocky dwarven build. He has dark red hair, tied back behind his collar, and an intricate three-braided beard bound in engraved iron bands. He wears metal scale armor, the scales a bright polished silver color that remind you of those of a sea bass, and the steel of the shoulderplates, bracers, and boot-guards all have intricate fish motifs. His gloves and boots themselves look to be a softer leather, and he wears a gray gambeson underneath the armor and a navy blue travel cloak. Secured with a strap to his back is a heavy warhammer, the side of the angular head lined with engraved dwarven runes. Secured to his belt is a finely detailed belt satchel on one side, and a leather and iron-bound tome hanging from a belt loop on the opposite. As he takes a look at Zeetox and his boat, he removes a long wooden pipe from his satchel, and with a flick of a finger a small flame appears to light up the tobacco. You also hear the screech of a hawk, somewhere far above in the sky..
He looks to Zilvi. "Lass, I know the heavy armor's not always so flattering, but he does know you're a girl, yah?" Gulin chuckles a bit.
Turning to the stranger, the dwarf speaks directly. His voice is gravely and gruff, his accent heavy (ooc: Scottish), but his vocabulary is precise. "Greetings, Zeetox. I'm Gulin, of the Runehammer Clan. We are certainly in the market for a solidly sea-worthy vessel and an equally sea-worthy captain, and our devout friend of Procan here has sung your praises." He nods at Zilvi. "Though perhaps three bouts of business, if you're willing and available. In addition to taking a trip into the marshes, we also have business at the Copperlock mines to the east. Sailing would certainly be more pleasurable than walking or riding to the mine and back, only to continue the journey in the opposite direction. And..." he motions his non-pipe hand towards a female triton in full plate mail, "our friend Caspia might have questions for one such as you who spends so much time in the docks."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Moonday Morning Goodmonth 16th, 591 CY
At Gulin's comment Zilvi Brinehanded removes her long red hair that was tucked into the back of her gleaming heavy armor, "You've got to give a woman a break Gulin, the incessant rain here isn't great for a modeling career."
Turning back to Zeetox, "Looks like there is a lizardfolk clan in the Hool Marshes west of here that has been slowly arming themselves over the last few months. The town council want's to ensure that they don't intend to wage war against Saltmarsh. We stumbled across the smuggling operation about a week ago, but it wasn't until last night we discovered the involvement of the weapons. Not sure if you've seen the newest addition to the port, but that was our handywork." Zilvi motions over towards one of the main piers where a moderately sized sailing ship, the Sea Ghost, is moored. Unlike the other ships on the two main piers, the Sea Ghost is strangely not loading or unloading cargo. Instead, the town guard are currently crawling across her decks as members of the local carpenter's guild inspect the ship.
The cleric continues, "Unfortunately, I probably won't be joining you much longer in an adventuring capacity. My step-father disapproves of the life style, and honestly rumors of war seem a bit past what I signed up to help with. If you need help with anything a bit more mundane, you can always find me at the Temple of Procan."
While the party is saying their good byes to Zi and welcomes a new Zee, questions on their next course of action remain. East towards the Copperlock Mines or West towards the Hool Marshes? And what of following any lead's for Caspia's ship, the Grinning Merfolk?
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent