Zeetox clambers down to the pier, dipping his toes in the water as he lounges on a post. He looks up at Gulin, smiling warmly.
“Just ‘cause she’s a lady, don’t mean she can’t be my brother. We’re all just vessels for the cosmic energy of the planes man, when you know that like I do gender loses all meaning.” He stares off into the sky as the group details their jobs, before waving Zilvi off.
Once Zilvi is gone, Zeetox moves on to business, “Allrighty pals, I’ll take you lot to the marshes, maybe we can pick up something a little more potent for your pipe while we’re there.” He snickers a little, his laugh deep and slow. ”Mines aren’t really my vibe, don’t like to be so far from seeing the sky, but we’ll see if you guys are on board with my energy and I might take you. And what was the third thing? Oh, you want me to meet your friend? That’s cool man, I’m always down to meet new people.”
As Zilvi says her goodbyes, Gulin lets his gruff exterior slide away for a moment. "Lass, it's been an honor fighting alongside of you. Don't sell yourself short. Your magics could change the world one day. A clever heal can end a war as much as a fireball." He clasps her forearm in a presumably dwarven handshake, and continues, "If and when you get bored with Saltmarsh, we'll just be a sending spell away. And try to keep Angus from the bottom of a bottle while we're gone."
Back to Zeetox, Gulin nods. "The business at the mine is not the kind where I expect to go into the mine. I was contracted to repair a machine there, and finally have the last component I need. Perhaps it will serve as a quick shakedown cruise for us, before we go into the marshes where we all might need to be well familiar with your boat."
Gulin looks back at the third member, a half-elven man with a small psuedodragon companion, before returning to Caspia. "Reynnar, Caspia, your thoughts?"
OOC: Probably good to give Killi a description of your characters too, so she doesn't have to hunt out one in 41 pages of posts :D
Zee sees an average-sized Triton woman with blue skin, the color of the ocean, long dark blue hair braided messily and over her shoulder, and green eyes. Her ears are slightly fin-like. She is dressed in a blue-green cloak with greenish armor designed to look like fish scales, with a sheathed scimitar and short sword at her waist. Her hands are slightly webbed between her fingers. She has green spiky fins on her forearms and her boots allow for similar green fins on her calves to show, but she otherwise resembles a humanoid. She looks vaguely puzzled by their new companion.
"Zi, it has been an honor to travel with you. I wish you fair winds and good fortune. May we meet again," she bows solemnly.
Caspia bows to their new companion, Zee, looking both puzzled and amused. "My name is Caspia and I am a ship's navigator without a ship currently, but with fair companions. I do not understand much of what you have said, but I am glad to meet you."
Zee shrugs without a care in the world, winking at Caspia. “No worries Caspia my friend, I don’t understand much of what goes on around me either. Seem’s we’re in the same boat in more than one sense.” He guffaws slightly. “I normally rely on the stars to guide my ship, and I don’t believe in heirarchy, so you can spend more time chilling with your buddy Zee and less looking at maps. I got one rule on my boat, keep it chill. Your friends say you want to ask me some questions before I take you to the mine, what you wanna know?”
"This surface world is a strange and unknown place to me often, but I am more fortunate than most Tritons. I am trying to learn the fate of my lost ship and crewmates. A local found me adrift and rescued me. I remember nothing of what happened to me---just the screaming of my crewmates,"Caspia related grimly. "We have news that a ship matching my ship's description, but with a different name has been seen around these parts."
Caspia shared the a description of the Grinning Merfolk and the crewmates of the ship.
"My mission now—along with assisting my companions—is to learn the fate of my crewmates and avenge them if I must. It is not often a Triton makes friends among surface dwellers and I would like to find the ones I had. My new companions are willing to join me in this mission for which I am grateful."
Caspia falls silent as she contemplates the crewmates she has lost and the new companions she has gained.
This post has potentially manipulated dice roll results.
Killilli, what is the name of your boat?
Moonday Morning Goodmonth 16th, 591 CY
As Zee contemplates his response to Caspia, he begins to prep the keelboat for sail. Moving a vessel this small out of Saltmarsh's docks is relatively easy given Zee's experience and the assistance of Caspia, a fellow sailor. Within a few minutes the harbor is cleared, and the keelboat begins making its way east along Saltmarsh's rainy coast.
Azure Sea Random Encounter Check: 1
The party makes good speed across the Azure Sea. Apart from spotting an occasional ship on the horizon, none matching the description of the Grinning Merfolk, the ride is uneventful. An hour past leaving Saltmarsh the party passes the Alchemist's mansion perched on a cliff overlooking the Azure Sea. Three hours after leaving Saltmarsh, the Copperlock Mines come into view. The keelboat is small enough, and its draft low enough, that it can make it ashore like a rowboat. It takes a bit of physical exertion to secure the keelboat in place, but it shouldn't drift off in the easy lapping surf of the Azure Sea.
Looking inland the party can see the Copperlock Mines. White stone walls encompass the mines with two large guard towers overlooking the main gate. There are three other towers evenly spaced around the perimeter, which ends on both sides against a sheer cliff wall. A patrol of Keoland Knights intercept the group soon after they come ashore, however, they quickly recognize Gulin. The party is led into the interior of the mines, past the large porcullis, where they are greeted by Julark, a past comrade in arms of Gulin's who helped him survive a marauding Peryton. Inside the complex is an additional two guard towers towards the center of a small village consisting of warehouses, workshops, and houses. On the far side of the Copperlock Mines lies the entrances to the mines themselves.
(It’s pretty narrow right? And could be made of white beechwood? So can we call it The Thin White Duke?)
As they make their way into the cave, Zee starts to panic. “Hey, dudes... you never told me we were going underground. I am not cool with this. I just remembered.... Cass, I saw a boat in the docks, looked pretty beat up. Looked like someone set it on fire. I was paranoid for a while about falling asleep with the herbs burning, but the stars look out for me so I shouldn’t worry. Anyway, the carpenter dudes in town patched it up, we should visit them and get out of this dark Tea-hole making haste buddies!”
"Relax, Zeebrok. Like I said, I'm not intending to go in the mine itself unless they suddenly start paying us a lot more. I'd like to keep sky above, otherwise Avalloc will get testy with me." Gulin says.
OOC: Per Steve's older descriptions, it's like a walled in industrial village next to the mine, I believe.
Over the course of the ship's journey to the mines, a red kite had found a perch on the cross-mast of the sail. Gulin called down the bird of prey, and introduced you to Avalloc, his familiar. The bird seems to have a feistiness to him, and after Gulin gave him a treat of dried meat, the bird took back to the skies with gusto. Occasionally, during the trip, you would see Gulin's eyes gloss over with a magical milky whiteness, as he got a literal bird's eye view of their surroundings.
Now at the mines, Gulin seeks out the machine he had repaired originally, leading the party along. Removing the tarp, he gives it a look-over to make sure nothing has gone wrong since he last fixed it, mending any breaks or rust as required. He then performs a test with the alchemical solution he brewed up, running a chunk of limestone through the machine.
While Gulin works, Avalloc lands on the top of the machine, watching the party. At Zee's comment, the bird cocks his head at an angle and almost seems to give a shrug before beginning to preen its feathers. If a bird could be bored, Avalloc looks it.
This post has potentially manipulated dice roll results.
Moonday Goodmonth 16th, 591 CY
Gulin crosses the courtyard of the mining complex and approaches the large tarped ore threshing machine. Between his memory of the scriblings in the gnomish manual Gulin removes the highly basic bog-berries from his pack. The more mundane items are quickly acquired from the building with a small sign hanging over the door with a mining pick in the center of a coin mark it as the Copperlocks company shop. When you explain what the random sets of oils and other liquids are for the elderly female dwarf behind the counter waves the usual fee.
Alchemist Supplies Check: 14
It takes awhile to mix the concoction together and load the liquid receiver on the side of the machine. After you finish you load the rotating drum with some of the lose limestone and begin turning the many geared crank. The drum rotates furiously fast as the limestone is tossed and bathed in the alkaline liquid. Flipping a lever the drum shifts on its axis, the liquid is sieved away into its storage compartment, and the remains of the limestone is poured out into a receiving trough. Inspecting the rocks you can see that the ore underneath the limestone is being partially separated. Out of curiosity you throw the rocks back into the machine and begin cranking again. After the second run the limestone and ore are completely separated. While the machine is technically fixed, you gather for the manual that it is not as efficient as it originally was.
Heading off to the Copperlock's company headquarters you find Verdun at his desk. Informing him of the repairs, he stands up and follows you back across the courtyard to the machine. He stands and watches as you run a test batch, critically noting that while the machine functions, it doesn't function as well as it originally did. You expression goes dour when he informs you that as a result he will only pay you 100 gold for the repairs. You traveled halfway across Keoland to fix this darn machine and that fee barely clears your travel expenses and the effort it took to fix it! However, your face brightens when you hear the next words that come out of Verdun's mouth.
"The other night I was having a drink with Julark, and he informed me that your ancestors hailed from Korgan Duum. Moradin rest the souls of that hold, reduced to refugees scattered to the wind. When we arrived in Saltmarsh, Manistrad confided in me on why she selected this stretch of coast. Supposedly back in the Great Library of Greyhawk she stumbled across the aforementioned records of Korgan Duum. In the early days after the fall of Korgan Duum, the surviving clan administrators recorded the intended destinations of Korgan Duum's refugees. They must have hoped to try to reunite the clan if their fortunes turned. Anyways, getting to the point of this long-winded story. Turns out a contingent of them journeyed to this part of the coast before disappearing. Manistrad thought that there must be something pretty special about these hills if they attracted refugees from the legendary Korgan Duum, so she had her clan follow in their footsteps. Her vision hasn't born much fruit yet, but if you are ever back in Saltmarsh, it may be worth having a quick conversation with Manistrad about your lineage."
Reynnar, a well-dressed half-elf rogue, snaps closed a book he'd been (unsuccessfully) looking into for more info on his tiny lizard friend. He then realizes he's had the hood up on his cloak this whole time!
"Oh goodness, how rude of me, I must have been completely undetectable to all of you! Zee, is it? Pleasure to meet you! I'm new to the area, you want to go to the tavern for a drink and see what news we can overhear? I would say first round is on me, but I'm already fairly in debt to the dwarf over here already..."
Zeetox slowly turns his head towards the figure that appeared before him, a gormless smile spreading over his face. He looks down at his hands as if he’s never seen them before. “Woah...., these powers are getting wild. I just made a wish that someone would appear out of thin air and take me to a tavern.” He leaps forward, embracing the half-elf. “You and i dude... we’re gonna have the grooviest time.”
It takes a few minutes of asking around the courtyard to find the local tavern. In a corner of the compound is a rickety building known as the Miner's Respite. Strangely all of the buildings within the compound are of extremely fine workmanship, except for this one. Outside hangs a sign with the picture of a beer mug but it lacks the pick in the center of it that is ubiquitous everywhere else in the compound. By now you have sensed a theme in the compound that the small pick in the center of another symbol marks the building or item as property of the Copperlocks Mining Company, and that symbol is everywhere except at the entrance of Miner's Respite. Additionally, by now you have noticed that guards are lazily posted around almost all of the mining buildings. Thankfully, Gulin's dwarven statute and business relationship for the Copperlocks has opened up many doors.
A pair of guards block your path into Miner's Respite. "State your business, this establishment was built by the miners, for the miners." Looking past them you see off-duty miners and soldiers having a grand time drinking, swapping tales, and gambling. Thankfully, before you have to think up an excuse to enter Gulin returns from his business with the mine administrator. Upon Gulin's arrival, the guards recognize that you are his compatriots and let you in while pointing at Gulin, "I saw that dwarf save a miner's life a few weeks back. If you're friends of his, then of course you may have a round or two." The guards look the other way as the three non-dwarves enter the building, but eye Gulin and reach out to shake Gulin's hand as he passes.
The interior is just as disastrously constructed as the exterior. None of the tables are completely level. Off in the corner is a makeshift dartboard that is more ovular than circular. Based off the large crowd of dwarves at that end of the room it is apparent that the game of darts has become an obsession among the bored miners and soldiers. As you sit there drinking a round of beer, you watch a few games and note that a small size of gold changes hand with each game, both between the opponents and the spectators.
There are plenty of conversations currently in progress between the off duty dwarves, however, you overhear one of particular interest. "What's that now? Four dwarves missing? I'm telling you Freedrol, that newly discovered cavern is cursed. Yeah it appears to go deeper than any of the ones we have discovered before, but evil earth you know there is no such thing as an empty cavern. Maybe the foreman is right that we will finely discover profitable veins down there, but at what cost?"
You get the sense that administrator Verdun might have additional work for adventurers.
Gulin clasps the hand of the guard as they enter. "Aye, thank ye and yer clan! Hah! Today is a good day for a fine drink, my friend!" He quickly finds a table and a waitress, and flags down four fine dwarven ales for the group. Reynnar and Caspia notice that he seems noticeably more excited than normal (for Zee, you notice the same, but don't have enough history for comparison).
Gulin buys a round, whatever that costs.
"My friends, thank you for allowing me to drag you to this mine, despite your reservations. I've discovered the most exciting of news! I came to Saltmarsh seeking the ancestral legacy of the Runehammer clan... secret arcane forging techniques that once made the mightiest of weapons and armor, and only held by those of royal blood. Runehammers who fled our ancient home of Korgan Duum when it fell to a foul horde. I only had bits and rumors and pure unadultered hope that one such royal made their way to Saltmarsh. And I have at least found a lead, another dwarven soul seeking the same goal. When we get back to Saltmarsh, we must speak with Manistrad Copperlock, and hopefully compare notes."
At the minor eavesdropping, Gulin's eyes light up. "And imagine how willing she'd be to work with us, if we saved her newest mine vein... Reynnar, you were hired by her originally, yes?"
Zee sips his beer, chattering with his new friends. “That’s some exciting news dude, I’m happy for you. I don’t know about this whole saving he mine thing though, I thought we said we weren’t going down there.” He pulls out a dog eared sailors ledger, opening it up to reveal scrawled incomprehensible drawings. He rubs his beard for a second, seemingly deep in thought before putting it away. “Well buddies, the stars led me to you. I guess it’s meant to be.”
Standing up from his stool, Zee heads over to the group of dwarves, his arms outstretched. “Condolences for your missing friends. Why don’t you join us for a drink and we’ll see of we can help?”
The three dwarves conversing brighten at Zee's offer of a drink. Their skin, and beards, are stained grey from years of toiling underground smashing rocks. You quickly learn their names, and note that one of them, a female dwarf with a shortly cropped beard named Freedrol, is one of the mining supervisors in charge of a work crew. "It just hasn't been safe down there since we opened the new cavern. We've yet to fully explore the cavern. I myself have walked for over an hour and haven't reached the other end. Since the disappearances, Verdun has been limiting hours, but you know how it is underground. Time is meaningless. The four of you seem pretty heavily armed, perhaps your skills are exactly what we need. Watch our back, and perhaps even solve the mysterious deaths and I'm sure there would be gold in it for you. The mine may not be profitable, but the Copperlock pockets never seem to empty. If you are interested just say the word and I'll see if I can talk Verdun into allowing you into the mines with us on our next shift. You can meet us at the entrance to the mine shafts in about ten hours time."
As you are talking with Freedrol, one of the dwarves, a dour fellow named Milliken of few words, gets up from the table and heads over towards the dart board. He motions at Zee, Caspia, and Reynnar, "Any of you unbearded ones willing to try your hands at a round of darts?" While you are uncertain of the dexterity of his hands, his eyesight obviously could use some work after having grouped Zee in with Caspia and Reynnar as having no beard. Either that or he just wasn't impressed by Zee's stumble. The offer of darts is enticing, but between the guards at the door, Milliken's comments, and a few occasional hostile glances in your direction you are starting to gather that the local miners do not often allow non-dwarves into their establishment.
Gulin quickly finds the bartender, approaching his friends (and Milliken and the other "chatty" dwarves) with two pitchers worth of a strong Dwarven ale. "Sometimes the best ambassadorship be through a few tankards!"he says, knowing how cloistered his kin can be, "And without these goodfolk, the interests of both our Clans would be in trouble!"
He does not partake in the darts, but uses the Pipe of Remembrance to smoke out the story of their daring raid on the Sea Ghost, telling any who listen about how they took out the dastardly pirates and smugglers aboard, making the coast that much safer for ships inbound to the mines.
The drinks seem to mollify a few of the miners. While the presence of non-dwarves may not be desired, the miners currently seems to be tolerating them, in exchange for ale. A small group gathers around Gulin as he tells the story of the battle aboard the Sea Ghost. Though many of these dwarves are over 100 and have seen their fare share of combat, Gulin tells the story well and with flourish, captivating his audience.
As Gulin spins his tale, the adventuring group sits around, deciding what they want to do next.
Zeetox clambers down to the pier, dipping his toes in the water as he lounges on a post. He looks up at Gulin, smiling warmly.
“Just ‘cause she’s a lady, don’t mean she can’t be my brother. We’re all just vessels for the cosmic energy of the planes man, when you know that like I do gender loses all meaning.” He stares off into the sky as the group details their jobs, before waving Zilvi off.
Once Zilvi is gone, Zeetox moves on to business, “Allrighty pals, I’ll take you lot to the marshes, maybe we can pick up something a little more potent for your pipe while we’re there.” He snickers a little, his laugh deep and slow. ”Mines aren’t really my vibe, don’t like to be so far from seeing the sky, but we’ll see if you guys are on board with my energy and I might take you. And what was the third thing? Oh, you want me to meet your friend? That’s cool man, I’m always down to meet new people.”
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
As Zilvi says her goodbyes, Gulin lets his gruff exterior slide away for a moment. "Lass, it's been an honor fighting alongside of you. Don't sell yourself short. Your magics could change the world one day. A clever heal can end a war as much as a fireball." He clasps her forearm in a presumably dwarven handshake, and continues, "If and when you get bored with Saltmarsh, we'll just be a sending spell away. And try to keep Angus from the bottom of a bottle while we're gone."
Back to Zeetox, Gulin nods. "The business at the mine is not the kind where I expect to go into the mine. I was contracted to repair a machine there, and finally have the last component I need. Perhaps it will serve as a quick shakedown cruise for us, before we go into the marshes where we all might need to be well familiar with your boat."
Gulin looks back at the third member, a half-elven man with a small psuedodragon companion, before returning to Caspia. "Reynnar, Caspia, your thoughts?"
OOC: Probably good to give Killi a description of your characters too, so she doesn't have to hunt out one in 41 pages of posts :D
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Zee sees an average-sized Triton woman with blue skin, the color of the ocean, long dark blue hair braided messily and over her shoulder, and green eyes. Her ears are slightly fin-like. She is dressed in a blue-green cloak with greenish armor designed to look like fish scales, with a sheathed scimitar and short sword at her waist. Her hands are slightly webbed between her fingers. She has green spiky fins on her forearms and her boots allow for similar green fins on her calves to show, but she otherwise resembles a humanoid. She looks vaguely puzzled by their new companion.
"Zi, it has been an honor to travel with you. I wish you fair winds and good fortune. May we meet again," she bows solemnly.
Caspia bows to their new companion, Zee, looking both puzzled and amused. "My name is Caspia and I am a ship's navigator without a ship currently, but with fair companions. I do not understand much of what you have said, but I am glad to meet you."
Zee shrugs without a care in the world, winking at Caspia. “No worries Caspia my friend, I don’t understand much of what goes on around me either. Seem’s we’re in the same boat in more than one sense.” He guffaws slightly. “I normally rely on the stars to guide my ship, and I don’t believe in heirarchy, so you can spend more time chilling with your buddy Zee and less looking at maps. I got one rule on my boat, keep it chill. Your friends say you want to ask me some questions before I take you to the mine, what you wanna know?”
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
"This surface world is a strange and unknown place to me often, but I am more fortunate than most Tritons. I am trying to learn the fate of my lost ship and crewmates. A local found me adrift and rescued me. I remember nothing of what happened to me---just the screaming of my crewmates," Caspia related grimly. "We have news that a ship matching my ship's description, but with a different name has been seen around these parts."
Caspia shared the a description of the Grinning Merfolk and the crewmates of the ship.
"My mission now—along with assisting my companions—is to learn the fate of my crewmates and avenge them if I must. It is not often a Triton makes friends among surface dwellers and I would like to find the ones I had. My new companions are willing to join me in this mission for which I am grateful."
Caspia falls silent as she contemplates the crewmates she has lost and the new companions she has gained.
Killilli, what is the name of your boat?
Moonday Morning Goodmonth 16th, 591 CY
As Zee contemplates his response to Caspia, he begins to prep the keelboat for sail. Moving a vessel this small out of Saltmarsh's docks is relatively easy given Zee's experience and the assistance of Caspia, a fellow sailor. Within a few minutes the harbor is cleared, and the keelboat begins making its way east along Saltmarsh's rainy coast.
Azure Sea Random Encounter Check: 1
The party makes good speed across the Azure Sea. Apart from spotting an occasional ship on the horizon, none matching the description of the Grinning Merfolk, the ride is uneventful. An hour past leaving Saltmarsh the party passes the Alchemist's mansion perched on a cliff overlooking the Azure Sea. Three hours after leaving Saltmarsh, the Copperlock Mines come into view. The keelboat is small enough, and its draft low enough, that it can make it ashore like a rowboat. It takes a bit of physical exertion to secure the keelboat in place, but it shouldn't drift off in the easy lapping surf of the Azure Sea.
Looking inland the party can see the Copperlock Mines. White stone walls encompass the mines with two large guard towers overlooking the main gate. There are three other towers evenly spaced around the perimeter, which ends on both sides against a sheer cliff wall. A patrol of Keoland Knights intercept the group soon after they come ashore, however, they quickly recognize Gulin. The party is led into the interior of the mines, past the large porcullis, where they are greeted by Julark, a past comrade in arms of Gulin's who helped him survive a marauding Peryton. Inside the complex is an additional two guard towers towards the center of a small village consisting of warehouses, workshops, and houses. On the far side of the Copperlock Mines lies the entrances to the mines themselves.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
(It’s pretty narrow right? And could be made of white beechwood? So can we call it The Thin White Duke?)
As they make their way into the cave, Zee starts to panic. “Hey, dudes... you never told me we were going underground. I am not cool with this. I just remembered.... Cass, I saw a boat in the docks, looked pretty beat up. Looked like someone set it on fire. I was paranoid for a while about falling asleep with the herbs burning, but the stars look out for me so I shouldn’t worry. Anyway, the carpenter dudes in town patched it up, we should visit them and get out of this dark Tea-hole making haste buddies!”
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
"Relax, Zeebrok. Like I said, I'm not intending to go in the mine itself unless they suddenly start paying us a lot more. I'd like to keep sky above, otherwise Avalloc will get testy with me." Gulin says.
OOC: Per Steve's older descriptions, it's like a walled in industrial village next to the mine, I believe.
Over the course of the ship's journey to the mines, a red kite had found a perch on the cross-mast of the sail. Gulin called down the bird of prey, and introduced you to Avalloc, his familiar. The bird seems to have a feistiness to him, and after Gulin gave him a treat of dried meat, the bird took back to the skies with gusto. Occasionally, during the trip, you would see Gulin's eyes gloss over with a magical milky whiteness, as he got a literal bird's eye view of their surroundings.
Now at the mines, Gulin seeks out the machine he had repaired originally, leading the party along. Removing the tarp, he gives it a look-over to make sure nothing has gone wrong since he last fixed it, mending any breaks or rust as required. He then performs a test with the alchemical solution he brewed up, running a chunk of limestone through the machine.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
As Gulin looks over the machine, Zee looks at his familiar and sighs. “You and me both bro, you and me both.”
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
While Gulin works, Avalloc lands on the top of the machine, watching the party. At Zee's comment, the bird cocks his head at an angle and almost seems to give a shrug before beginning to preen its feathers. If a bird could be bored, Avalloc looks it.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Moonday Goodmonth 16th, 591 CY
Gulin crosses the courtyard of the mining complex and approaches the large tarped ore threshing machine. Between his memory of the scriblings in the gnomish manual Gulin removes the highly basic bog-berries from his pack. The more mundane items are quickly acquired from the building with a small sign hanging over the door with a mining pick in the center of a coin mark it as the Copperlocks company shop. When you explain what the random sets of oils and other liquids are for the elderly female dwarf behind the counter waves the usual fee.
Alchemist Supplies Check: 14
It takes awhile to mix the concoction together and load the liquid receiver on the side of the machine. After you finish you load the rotating drum with some of the lose limestone and begin turning the many geared crank. The drum rotates furiously fast as the limestone is tossed and bathed in the alkaline liquid. Flipping a lever the drum shifts on its axis, the liquid is sieved away into its storage compartment, and the remains of the limestone is poured out into a receiving trough. Inspecting the rocks you can see that the ore underneath the limestone is being partially separated. Out of curiosity you throw the rocks back into the machine and begin cranking again. After the second run the limestone and ore are completely separated. While the machine is technically fixed, you gather for the manual that it is not as efficient as it originally was.
Heading off to the Copperlock's company headquarters you find Verdun at his desk. Informing him of the repairs, he stands up and follows you back across the courtyard to the machine. He stands and watches as you run a test batch, critically noting that while the machine functions, it doesn't function as well as it originally did. You expression goes dour when he informs you that as a result he will only pay you 100 gold for the repairs. You traveled halfway across Keoland to fix this darn machine and that fee barely clears your travel expenses and the effort it took to fix it! However, your face brightens when you hear the next words that come out of Verdun's mouth.
"The other night I was having a drink with Julark, and he informed me that your ancestors hailed from Korgan Duum. Moradin rest the souls of that hold, reduced to refugees scattered to the wind. When we arrived in Saltmarsh, Manistrad confided in me on why she selected this stretch of coast. Supposedly back in the Great Library of Greyhawk she stumbled across the aforementioned records of Korgan Duum. In the early days after the fall of Korgan Duum, the surviving clan administrators recorded the intended destinations of Korgan Duum's refugees. They must have hoped to try to reunite the clan if their fortunes turned. Anyways, getting to the point of this long-winded story. Turns out a contingent of them journeyed to this part of the coast before disappearing. Manistrad thought that there must be something pretty special about these hills if they attracted refugees from the legendary Korgan Duum, so she had her clan follow in their footsteps. Her vision hasn't born much fruit yet, but if you are ever back in Saltmarsh, it may be worth having a quick conversation with Manistrad about your lineage."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Reynnar, a well-dressed half-elf rogue, snaps closed a book he'd been (unsuccessfully) looking into for more info on his tiny lizard friend. He then realizes he's had the hood up on his cloak this whole time!
"Oh goodness, how rude of me, I must have been completely undetectable to all of you! Zee, is it? Pleasure to meet you! I'm new to the area, you want to go to the tavern for a drink and see what news we can overhear? I would say first round is on me, but I'm already fairly in debt to the dwarf over here already..."
Zeetox slowly turns his head towards the figure that appeared before him, a gormless smile spreading over his face. He looks down at his hands as if he’s never seen them before. “Woah...., these powers are getting wild. I just made a wish that someone would appear out of thin air and take me to a tavern.” He leaps forward, embracing the half-elf. “You and i dude... we’re gonna have the grooviest time.”
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
Caspia suppresses a smile at the druid and half-elf.
"Perhaps your new powers can conjure us some drinks at the local tavern. Come, we will see what we can learn."
Moonday Goodmonth 16th, 591 CY
It takes a few minutes of asking around the courtyard to find the local tavern. In a corner of the compound is a rickety building known as the Miner's Respite. Strangely all of the buildings within the compound are of extremely fine workmanship, except for this one. Outside hangs a sign with the picture of a beer mug but it lacks the pick in the center of it that is ubiquitous everywhere else in the compound. By now you have sensed a theme in the compound that the small pick in the center of another symbol marks the building or item as property of the Copperlocks Mining Company, and that symbol is everywhere except at the entrance of Miner's Respite. Additionally, by now you have noticed that guards are lazily posted around almost all of the mining buildings. Thankfully, Gulin's dwarven statute and business relationship for the Copperlocks has opened up many doors.
A pair of guards block your path into Miner's Respite. "State your business, this establishment was built by the miners, for the miners." Looking past them you see off-duty miners and soldiers having a grand time drinking, swapping tales, and gambling. Thankfully, before you have to think up an excuse to enter Gulin returns from his business with the mine administrator. Upon Gulin's arrival, the guards recognize that you are his compatriots and let you in while pointing at Gulin, "I saw that dwarf save a miner's life a few weeks back. If you're friends of his, then of course you may have a round or two." The guards look the other way as the three non-dwarves enter the building, but eye Gulin and reach out to shake Gulin's hand as he passes.
The interior is just as disastrously constructed as the exterior. None of the tables are completely level. Off in the corner is a makeshift dartboard that is more ovular than circular. Based off the large crowd of dwarves at that end of the room it is apparent that the game of darts has become an obsession among the bored miners and soldiers. As you sit there drinking a round of beer, you watch a few games and note that a small size of gold changes hand with each game, both between the opponents and the spectators.
There are plenty of conversations currently in progress between the off duty dwarves, however, you overhear one of particular interest. "What's that now? Four dwarves missing? I'm telling you Freedrol, that newly discovered cavern is cursed. Yeah it appears to go deeper than any of the ones we have discovered before, but evil earth you know there is no such thing as an empty cavern. Maybe the foreman is right that we will finely discover profitable veins down there, but at what cost?"
You get the sense that administrator Verdun might have additional work for adventurers.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin clasps the hand of the guard as they enter. "Aye, thank ye and yer clan! Hah! Today is a good day for a fine drink, my friend!" He quickly finds a table and a waitress, and flags down four fine dwarven ales for the group. Reynnar and Caspia notice that he seems noticeably more excited than normal (for Zee, you notice the same, but don't have enough history for comparison).
Gulin buys a round, whatever that costs.
"My friends, thank you for allowing me to drag you to this mine, despite your reservations. I've discovered the most exciting of news! I came to Saltmarsh seeking the ancestral legacy of the Runehammer clan... secret arcane forging techniques that once made the mightiest of weapons and armor, and only held by those of royal blood. Runehammers who fled our ancient home of Korgan Duum when it fell to a foul horde. I only had bits and rumors and pure unadultered hope that one such royal made their way to Saltmarsh. And I have at least found a lead, another dwarven soul seeking the same goal. When we get back to Saltmarsh, we must speak with Manistrad Copperlock, and hopefully compare notes."
At the minor eavesdropping, Gulin's eyes light up. "And imagine how willing she'd be to work with us, if we saved her newest mine vein... Reynnar, you were hired by her originally, yes?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Zee sips his beer, chattering with his new friends. “That’s some exciting news dude, I’m happy for you. I don’t know about this whole saving he mine thing though, I thought we said we weren’t going down there.” He pulls out a dog eared sailors ledger, opening it up to reveal scrawled incomprehensible drawings. He rubs his beard for a second, seemingly deep in thought before putting it away. “Well buddies, the stars led me to you. I guess it’s meant to be.”
Standing up from his stool, Zee heads over to the group of dwarves, his arms outstretched. “Condolences for your missing friends. Why don’t you join us for a drink and we’ll see of we can help?”
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
Back from vacation!
Moonday Goodmonth 16th, 591 CY
The three dwarves conversing brighten at Zee's offer of a drink. Their skin, and beards, are stained grey from years of toiling underground smashing rocks. You quickly learn their names, and note that one of them, a female dwarf with a shortly cropped beard named Freedrol, is one of the mining supervisors in charge of a work crew. "It just hasn't been safe down there since we opened the new cavern. We've yet to fully explore the cavern. I myself have walked for over an hour and haven't reached the other end. Since the disappearances, Verdun has been limiting hours, but you know how it is underground. Time is meaningless. The four of you seem pretty heavily armed, perhaps your skills are exactly what we need. Watch our back, and perhaps even solve the mysterious deaths and I'm sure there would be gold in it for you. The mine may not be profitable, but the Copperlock pockets never seem to empty. If you are interested just say the word and I'll see if I can talk Verdun into allowing you into the mines with us on our next shift. You can meet us at the entrance to the mine shafts in about ten hours time."
As you are talking with Freedrol, one of the dwarves, a dour fellow named Milliken of few words, gets up from the table and heads over towards the dart board. He motions at Zee, Caspia, and Reynnar, "Any of you unbearded ones willing to try your hands at a round of darts?" While you are uncertain of the dexterity of his hands, his eyesight obviously could use some work after having grouped Zee in with Caspia and Reynnar as having no beard. Either that or he just wasn't impressed by Zee's stumble. The offer of darts is enticing, but between the guards at the door, Milliken's comments, and a few occasional hostile glances in your direction you are starting to gather that the local miners do not often allow non-dwarves into their establishment.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin quickly finds the bartender, approaching his friends (and Milliken and the other "chatty" dwarves) with two pitchers worth of a strong Dwarven ale. "Sometimes the best ambassadorship be through a few tankards!" he says, knowing how cloistered his kin can be, "And without these goodfolk, the interests of both our Clans would be in trouble!"
He does not partake in the darts, but uses the Pipe of Remembrance to smoke out the story of their daring raid on the Sea Ghost, telling any who listen about how they took out the dastardly pirates and smugglers aboard, making the coast that much safer for ships inbound to the mines.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Moonday Goodmonth 16th, 591 CY
The drinks seem to mollify a few of the miners. While the presence of non-dwarves may not be desired, the miners currently seems to be tolerating them, in exchange for ale. A small group gathers around Gulin as he tells the story of the battle aboard the Sea Ghost. Though many of these dwarves are over 100 and have seen their fare share of combat, Gulin tells the story well and with flourish, captivating his audience.
As Gulin spins his tale, the adventuring group sits around, deciding what they want to do next.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent