The old man scratches his dark hair as he hears Caspia's tale. "Interesting, well it isn't much to go off of. Might I suggest you leave the figurehead here. Not only could it serve as an offering to Procan, but maybe one of the many sailors who frequent this temple will recognize it. I can ask around a little bit on my end but I fear that this may be yet another tale ending with the Sea Princes preying upon the weak."
"As for the debt with Ferrin, is there any way we could help? The melancholy Halfling always seems to be searching for random leaves and roots, as if true power could be granted by a source other than the divine! He probably has you running around the countryside looking for who knows what foul smelling plants. Is there anything in particular you are still looking for and what leads do you currently have?"
As Wellgar has been talking he has shifted his weight to rest his hands on the alter, undoubtedly in an attempt to take pressure off of his peg-leg.
"Wellgar, you are welcome to the statue. You are also wise and observant. We are searching far and wide to collect ingredients for Ferrin to pay off my debt for him saving Caspia after that stormy night. The herb that concerns me most is Cinderpetal, which apparently has a complicated method for preserving it. Wellgar do you know anything about it, or anyone who might?"
It appears that the White Breaker has docked alongside one of Saltmarsh's two markets. This particular market is arranged in a square. The center area of the square contains a dozen long tables where shoppers can eat communally and an ancient well. There are multiple vendors present selling a wide variety of goods: from armor and weapons to fish and tools. As you ask around one of the vendors informs you, "this here is the Weekly Market. It was built around the first well dug for the fishers in town's early days. All of the towns merchants will gather or send representatives here on the first day of the week to sell their wares."
Lucky for you with it being a Sunday the vendor stalls are all open. Glancing about you gather that you could buy pretty much any mundane item from this market. After a few more minutes of asking for guidance you find your way to another vendor, a young Gnome woman selling a variety of contraptions and transportation items. You and the yeoman explain what happened on the beach near the mines and express your desire to deliver the bodies of the two sailors in a more dignified means to the temple.
"I'm so sorry to hear what happened to your crewmates, please, borrow one of my sleds to move them to the temple. Assuming it is returned promptly and undamaged, I won't charge you a copper. It is a terrible thing what you went through and I'm sure you'd hate to be caught in the rain."
You thank the Gnome for the surprising charity, load the bodies onto the sled, and carefully take turns pushing and pulling the sled up the hill towards the Temple of Procan. Thankfully with the Yeoman being a local from the area he knows the way and you make good time. As you approach the large doors of the temple, rain begins to drizzle down. "I believe this is where we part ways Gulin, if you could bring the bodies inside, the temple's priest, Wellgar will know what to do. I want to return this sled to the kindly Gnome vendor. She may be closing up shop due to weather and I need to ensure that we repay her kindness with kindness." You nod towards the young yeoman, as he runs off with the sled trailing behind him.
Turning around you push through the doors of the temple, three of orderlies cleaning the temple notice the wrapped bodies on the ground and approach to assist you. At the far end of the temple you see a dark-skinned old one-legged man adorned in clerical vestments. He is most likely the priest of whom the yeoman spoke. The priest is talking to a Triton, a human male, and a red-headed human female also wearing holy symbols, though not as ornate as the old man's. You hear the words of their conversation:
And it looks like we finally have the band together...
Angus and Caspia hear the temple doors open and orderlies rush past you towards the door. Standing in the entryway is a dwarf with two large white wrapped objects. Wellgar is undisturbed by the commotion, and looks at Angus, "Cinderpetal? What do you think I am? A friggin' gardener? Never heard of that thing! Whatever it is it sounds exotic."
At that Zi livens up a little, "An exotic flower? There are tales of an alchemist who lived outside of Saltmarsh. Supposedly his home was full of librariers overflowing with knowledge and behind the house grows a lush exotic garden. Only problem is, the house is now haunted. No-one dares go near the estate."
Wellgar admonishes Zi, "stop spouting those silly ghost stories Zi! Such tales are beneath you!"
"Sorry uncle, but they aren't silly ghost stories! Everyone around town knows they are true! Remember that poor kid that went missing exploring the mansion a few years back?" As you look at the uncle and niece it is painfully obvious that if they are related it is definitely not by blood.
"Whatever the case Zi, get that nonsense out of your head! I want you to help Angus clear his debt to Ferrin. I can't have potential members of the faith being held hostage with promises they made to that kooky druid!" Wellgar exclaims.
This post has potentially manipulated dice roll results.
You see the dwarf chat briefly with the orderlies, asking them to assist with the wrapped bundles. The dwarf lowers the hood to his dark blue traveling cloak, sprinkled with the first droplets of the oncoming storm. He is wearing a sturdy set of polished steel scalemail over gray padding that covers all the way down to just above his knees, and has a heavy warhammer slung across his back by a leather sling. His steel-reinforced leather boots have a light coating of sand and dirt, though he wiped the soles outside before entering the temple. His hair is a crimson red, with beard tied in three braids and hair neatly held back, and he looks in your direction with hazel eyes. His skin tone is ruddy, his nose large, and his eyebrows are also a bushy red.
Gulin examines the main chamber of the temple. Spotting the group and figuring one must be the head cleric, he approaches. He can't help but overhear the conversation, noting the similarities in what he had heard from the young yeoman.
Alchemist (knowledge of Cinderpetal) - 8
Religion (knowledge of Procan) 17
"Apologies, I am looking for the head cleric of this holy place. I am Gulin, of the Runehammer Clan, recent traveler on the ship White Breaker. Tragedy befell two sailors against a mighty beast, and the Captain bid that I bring them here so that they could receive proper treatment and final rest."
Outside of you two being a human and a triton, I have no idea what your characters look like.
Everyone should probably spend a sentence or two to describe themselves.
The woman Wellgar Brinehanded referred to as his neice, Zi, appears to be a young human female, perhaps in her early twenties. She has bright red hair which she wears cropped to here shoulder blades. Her armor is a dull gold color. The silver shield strapped to her back is emblazoned with a gold and coral trident above a cresting wave. At her side is a serviceable long-sword, currently sheathed. As the group talks she absentmindedly tugs at her hair and appears to zone out of the conversation again.
Gulin Runehammer:
Unfortunately you can't recall anything about Cinderpetal. It is likely either rare or a plant that commonly grows in a region you have yet to travel. You are after all new to this duchy, and one town's familiar quirks could be glamorous and unknown elsewhere.
During the course of your travels on the ship you heard sailors often pray to the god Procan. Procan is an ancient and primordial sea god who is embodied by the tempestuous winds out upon the ocean. Sailors pray to Procan both for protection and good fortune. The Church of Procan has adopted a gold and coral trident above a cresting wave as its symbol.
Steve, you called me a Triton male in one of your paragraphs. I am lady, thank you very much
You see 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. In her hand, she carries a map. 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 at the redhead's words.
"What is it you mean by haunted? What is a ghost? Is this a surface monster of some kind?"
Steve is there anything I should know about Triton culture or any references? If not, I'm going to be making some stuff up as I go.
The monk stands at about 6ft, carrying a heavy pack with coils of ropes attached to it. Simply dressed, he possesses dark hair, and dark eyes, perhaps a sign of horrors past. The fact he stands so comfortably with the large pack, and a few small scars across his arms and bright white one on his left earlobe (think what you imagine a scar would look like if an earring was ripped out) suggest the man may have had a far more athletic and interesting past that wasn't so devoted to the gods... at least not to the friendly ones. The short sword hanging casually from his belt has a grip that clearly shows the wear seen only in swords used regularly, but the blade has lost the shine expected of a man of military discipline. The same could be said for his several day old stubble.
"A ghost is a spirit of the dead, damned to haunt a place of importance to them. I've heard rumours of them, but as of yet the only ghosts I have seen have been are those in dreams."
Wellgar Brinehanded stares at the Triton, "Well as Angus states, there are various confirmed undead entities who remain on this plane for various reason. But this talk of ghosts is just hogwash! Don't let my niece drag you down into the tales told in the fantasy books her parents read her." Looking back to Gulin, the old cleric continues, " Unfortunately we can't perform a proper burial in this rain so they must be stored in the temple until their service. Zi, help Angus with his crazy alchemist flower thing."
And with that Wellgar motions to the acolytes. Four acolytes begin carrying the two bodies into one of the adjoining room. As they open the door you see a series of stone tables, candles, bandages, and ointments in the next room. These room is most likely used to prepare corpses for burial.
Wellgar brings Gulin a few feet away from the conversation off to the side of the room, "Gulin, thank you for delivering the bodies of these two sailors. As a temple we don't usually pay for the sort of service you performed. I don't believe you are from around here--or at least I haven't seen you before--and it was commendable for you to bring the sailors up here yourself. If there is anything we can do you for, please let us know."
Zi sticks out her tongue towards Wellgar's back. She then looks back to Angus and Caspia of you, "Trust me, ghosts are real, and that mansion is haunted. People don't fail to return for absolutely no reason. The day is beginning to quicken. Wellgar said I am to assist in clearing Angus' debts. Where should we go? Do any of you need to avail yourself of the temple before we leave?" Calling over to Gulin Zi adds, "Hey new guy, know your way around town already or would you like to join us?"
Gulin nods at the cleric. "Aye, it was the least I could do. Perhaps I might avail of yer services later, but for now, I do not need anything." He gives a nod of appreciation at Wellgar.
He turns to the rest of the group, looking up at the tall human man and two women. The man towers over Gulin's 4'7" frame, and the ladies still have at least a head of height over him. He's probably wider at the shoulders than any of them, however. His common has a decently thick Dwarven accent (which sounds like an Edinburgh Scotsman).
"I couldn't help but overhear that yer looking to go to that old alchemist's house up the coastline. I, too, need to find something within. Perhaps we work together?"
I love the idea of ghostbusters but done with Scottish accents
Speaking to Dulin, "Sorry for your loss. The priest might be a bit of a bastard at times, but will make sure they are looked after. Let me introduce ourselves, I am Angus. I am a monk that has moved to the region recently, and as part of my training to know the temple reasonably well."
Indicating to the triton woman
"This is Caspia. I found her just after the last big storm washed upon the beach, with only fragments of her ship to be found. Sadly I do not possess much in the way of coin so could not pay the halfling healer who brought her back from the brink of becoming a ghost of her own, so we are now in his debt which we are working off by collecting his precious ingredients"
Indicating to Zi
"This is Zi, she apparently is the niece of Wellgar, but I cannot say I know her at all. Our adventure will surely give us a far better introduction."
"You are welcome to join us, although I am not sure how much interest herb collecting will be to an obviously important dwarf. On the way it would be useful to drop off the oil we have already obtained, and that I'm currently hauling around to this damned healer. It would be but a short detour into the woods just north west of here"I think I've now got it right. Who has North to the left of a map... really!?
"Aye, let us go drop this oil off and update the druid that we are obtaining his items. Besides, I doubt any of us wants to carry this much oil into a house of ghosts."
The group gathers to leave the temple and head towards the healer's home to drop off the olive oil and bloodkeep.
As Angus introduces everyone, Gulin nods."Pleased to meet ya all."
As the group exits the temple, you see a red kite perched on the ledge above the doorway. Gulin raises his arm, and the relatively large bird of prey sails down and lands on his leather and steel gauntlet.
"And this is my feathered friend, Avalloc. He'll be keeping watch over us, won't you?"Gulin pets the bird with his free hand, stroking downward along his back. Avalloc fluffs out his chest feathers at the attention.
The map is actually oriented so that up is east. It is kind of confusing.
The three of you along with Zi cut through the fields behind Winston's store, heading northwest towards the small forested grove along the Kingfisher River. Rain continues to lightly drizzle down upon you. You pass into the small circle of trees, their leaves protect you from the vast majority of the rain. You walk deeper into the grove until you arrive at a small outcropping in the center. Ferrin Kastilar, the melancholy male halfling druid is standing by his shrine he is currently talking to a dark haired elven woman wearing a pristine set of silverish armor. At Ferrin's feet sits his bullfrog companion. A variety of birds, including sea gulls, are huddled on the lower branches of the trees. Almost within reaching distance of the birds sit a few sailors and swamp folk currently camped out beneath the trees. The grove is alive with conversation and the shrill calls of the birds.
You catch the end of Ferrin's hushed conversation with his elven visitor, "The scouts think it was only a single Choker that escaped past our lines, who knows how it ended up in the Dreadwood. Most likely it will now be heading to Saltmarsh, those aberrations always seem to be attracted to the outlying homesteads."
The conversation ceases as the group approaches Ferrin. Ferrin looks at the goods being carried by Angus. "Pardon me Viuna. Angus, have you made progress on the list or are my initial fears regarding your dependability well founded?"
"Don't be a dick Ferrin, I said I'd get the items and I will. Here is the oil and the bloodkeep already. We are off to fight some ghosts apparently for the next things on your list."
Josh IM'd me that he wanted to try to identify the Choker.
Gulin Nature Roll: 6
As a dwarf you have pretty good knowledge of the abberations and creatures which dwell beneath the surface. A Choker is a greyish-black humanoid which generally roams underground caves. They have long tubular limbs with tentacle-like fingers, perfect for latching on to unsuspecting prey in the darkness where they hunt. You are surprised that one would be found roaming the surface.
"Sorry Angus, I've just had too many disapointments in my life. Fighting ghosts you say? I bet you must be heading up to the old mansion. If you manage to make it back alive, I could have additional work for you, we can talk payment at that time."
Angus hands the crates of olive oil and the bushel of Bloodkeep stalks over to Ferrin. As Angus consults the tattered note he and Caspia received with their instructions from Ferrin, Ferrin produces a pen and motions for Angus to hand the note over. Angus willingly obliges. Ferrin crosses out a portion of the note and it is provided back. The note now reads:
Three crates of olive oil, five bunches of Gripweed, a bushel of Bloodkeep stalks, root of Anskerus, and the flower leaves from a freshly preserved Cinderpetal.
Zi turns to the group, "Though the day is now short, unless we have anything else to accomplish in town, I can lead the way to the old mansion."
Taking the silence as assent, Zi directs the group back into the town center of Saltmarsh. From there the party heads east along a road past the Temple of Procan. The drizzling rain has temporarily abated, though a huge storm can be seen to the south off of the coast. Word of your impending adventure must have spread from Ferrin or one of the other town's inhabitants. Three children, not even teenagers, dog at the parties back. The road winds for a couple of miles through the rocky coastal terrain, often offering a view of the sea below. Low clouds from the temporarily subsided rain press upon you; occasional patches of sunlight appear over the farmland to your north. A stiff wind blows in off the waves, carrying the briny stink of churning salt water.
Avalloc continues to circle overhead, keeping a watch. So far you have yet to hear the cry of the hawk alerting you to danger.
At one point in the journey Zi states to the party, "We are pretty safe here, but as we continue to put distance from Saltmarsh the terrain and country become more dangerous. It is yet another two miles to the Alchemist's house. Perhaps we should discuss how fast we will travel and in what order? If we travel cautiously we will be less likely to overlook any potential dangers, but the trade off is that we will likely arrive at or just past nightfall. With a faster pace we can arrive sooner but we risk more danger. As for the order of our travel, might I suggest having either the most perceptive or the most stealthy one among us lead the way? A quiet and deliberative approach from our scout might not alert anyone, or anything, to our approach. Similarly having those with the best senses up front could warn us of danger long before we encounter it."
One of the three children, a girl carrying a stuffed bear occasionally tugs at the parties armor and sleeves. As you travel she repeates a litany of questions: "Is it true you are heading to the haunted house? I heard that those that set foot on the property never return! What are you looking for there? Do you think you will find any treasure? What happens if you come across the ghost of the Alchemist? Will you sleep overnight there? Can you bring me back some treasure? Do your parents know that you are heading to the haunted house?" You smirk a little at that last question, obviously these children are not very well supervised.
Gulin takes stock of the group, then addresses Zi.
"Well, between myself, Caspia, and you, we could fill in for all the percussion and chime sections of the King's Orchestra, with the way our armor rattles so."
Looking at Angus, he notes, "Angus, I think you are the only one with a light footfall among us, and a sharp eye to boot. Perhaps if you blaze the trail, our band of jinglin' jangles will be safe behind ya. And Avalloc will help keep an eye on things from above. He can let me know if he's seein' any threats. As for pace, I see no need to rush. Depends if we want to double down on ghouls and ghosts and explore a haunted mansion at night."
Gulin pauses a second, stroking his beard in thought. "I think I saw a play about that. Didn't end well for the plucky protagonists."
Angus McTavin and Caspia Aspergina:
The old man scratches his dark hair as he hears Caspia's tale. "Interesting, well it isn't much to go off of. Might I suggest you leave the figurehead here. Not only could it serve as an offering to Procan, but maybe one of the many sailors who frequent this temple will recognize it. I can ask around a little bit on my end but I fear that this may be yet another tale ending with the Sea Princes preying upon the weak."
"As for the debt with Ferrin, is there any way we could help? The melancholy Halfling always seems to be searching for random leaves and roots, as if true power could be granted by a source other than the divine! He probably has you running around the countryside looking for who knows what foul smelling plants. Is there anything in particular you are still looking for and what leads do you currently have?"
As Wellgar has been talking he has shifted his weight to rest his hands on the alter, undoubtedly in an attempt to take pressure off of his peg-leg.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Wellgar, you are welcome to the statue. You are also wise and observant. We are searching far and wide to collect ingredients for Ferrin to pay off my debt for him saving Caspia after that stormy night. The herb that concerns me most is Cinderpetal, which apparently has a complicated method for preserving it. Wellgar do you know anything about it, or anyone who might?"
Steve a roll is needed here I feel?
No roll needed Andrew.
Gulin Runehammer:
It appears that the White Breaker has docked alongside one of Saltmarsh's two markets. This particular market is arranged in a square. The center area of the square contains a dozen long tables where shoppers can eat communally and an ancient well. There are multiple vendors present selling a wide variety of goods: from armor and weapons to fish and tools. As you ask around one of the vendors informs you, "this here is the Weekly Market. It was built around the first well dug for the fishers in town's early days. All of the towns merchants will gather or send representatives here on the first day of the week to sell their wares."
Lucky for you with it being a Sunday the vendor stalls are all open. Glancing about you gather that you could buy pretty much any mundane item from this market. After a few more minutes of asking for guidance you find your way to another vendor, a young Gnome woman selling a variety of contraptions and transportation items. You and the yeoman explain what happened on the beach near the mines and express your desire to deliver the bodies of the two sailors in a more dignified means to the temple.
"I'm so sorry to hear what happened to your crewmates, please, borrow one of my sleds to move them to the temple. Assuming it is returned promptly and undamaged, I won't charge you a copper. It is a terrible thing what you went through and I'm sure you'd hate to be caught in the rain."
You thank the Gnome for the surprising charity, load the bodies onto the sled, and carefully take turns pushing and pulling the sled up the hill towards the Temple of Procan. Thankfully with the Yeoman being a local from the area he knows the way and you make good time. As you approach the large doors of the temple, rain begins to drizzle down. "I believe this is where we part ways Gulin, if you could bring the bodies inside, the temple's priest, Wellgar will know what to do. I want to return this sled to the kindly Gnome vendor. She may be closing up shop due to weather and I need to ensure that we repay her kindness with kindness." You nod towards the young yeoman, as he runs off with the sled trailing behind him.
Turning around you push through the doors of the temple, three of orderlies cleaning the temple notice the wrapped bodies on the ground and approach to assist you. At the far end of the temple you see a dark-skinned old one-legged man adorned in clerical vestments. He is most likely the priest of whom the yeoman spoke. The priest is talking to a Triton, a human male, and a red-headed human female also wearing holy symbols, though not as ornate as the old man's. You hear the words of their conversation:
And it looks like we finally have the band together...
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Angus and Caspia hear the temple doors open and orderlies rush past you towards the door. Standing in the entryway is a dwarf with two large white wrapped objects. Wellgar is undisturbed by the commotion, and looks at Angus, "Cinderpetal? What do you think I am? A friggin' gardener? Never heard of that thing! Whatever it is it sounds exotic."
At that Zi livens up a little, "An exotic flower? There are tales of an alchemist who lived outside of Saltmarsh. Supposedly his home was full of librariers overflowing with knowledge and behind the house grows a lush exotic garden. Only problem is, the house is now haunted. No-one dares go near the estate."
Wellgar admonishes Zi, "stop spouting those silly ghost stories Zi! Such tales are beneath you!"
"Sorry uncle, but they aren't silly ghost stories! Everyone around town knows they are true! Remember that poor kid that went missing exploring the mansion a few years back?" As you look at the uncle and niece it is painfully obvious that if they are related it is definitely not by blood.
"Whatever the case Zi, get that nonsense out of your head! I want you to help Angus clear his debt to Ferrin. I can't have potential members of the faith being held hostage with promises they made to that kooky druid!" Wellgar exclaims.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
You see the dwarf chat briefly with the orderlies, asking them to assist with the wrapped bundles. The dwarf lowers the hood to his dark blue traveling cloak, sprinkled with the first droplets of the oncoming storm. He is wearing a sturdy set of polished steel scalemail over gray padding that covers all the way down to just above his knees, and has a heavy warhammer slung across his back by a leather sling. His steel-reinforced leather boots have a light coating of sand and dirt, though he wiped the soles outside before entering the temple. His hair is a crimson red, with beard tied in three braids and hair neatly held back, and he looks in your direction with hazel eyes. His skin tone is ruddy, his nose large, and his eyebrows are also a bushy red.
Gulin examines the main chamber of the temple. Spotting the group and figuring one must be the head cleric, he approaches. He can't help but overhear the conversation, noting the similarities in what he had heard from the young yeoman.
Alchemist (knowledge of Cinderpetal) - 8
Religion (knowledge of Procan) 17
"Apologies, I am looking for the head cleric of this holy place. I am Gulin, of the Runehammer Clan, recent traveler on the ship White Breaker. Tragedy befell two sailors against a mighty beast, and the Captain bid that I bring them here so that they could receive proper treatment and final rest."
Outside of you two being a human and a triton, I have no idea what your characters look like.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Everyone should probably spend a sentence or two to describe themselves.
The woman Wellgar Brinehanded referred to as his neice, Zi, appears to be a young human female, perhaps in her early twenties. She has bright red hair which she wears cropped to here shoulder blades. Her armor is a dull gold color. The silver shield strapped to her back is emblazoned with a gold and coral trident above a cresting wave. At her side is a serviceable long-sword, currently sheathed. As the group talks she absentmindedly tugs at her hair and appears to zone out of the conversation again.
Gulin Runehammer:
Unfortunately you can't recall anything about Cinderpetal. It is likely either rare or a plant that commonly grows in a region you have yet to travel. You are after all new to this duchy, and one town's familiar quirks could be glamorous and unknown elsewhere.
During the course of your travels on the ship you heard sailors often pray to the god Procan. Procan is an ancient and primordial sea god who is embodied by the tempestuous winds out upon the ocean. Sailors pray to Procan both for protection and good fortune. The Church of Procan has adopted a gold and coral trident above a cresting wave as its symbol.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Steve, you called me a Triton male in one of your paragraphs. I am lady, thank you very much
You see 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. In her hand, she carries a map. 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 at the redhead's words.
"What is it you mean by haunted? What is a ghost? Is this a surface monster of some kind?"
Steve is there anything I should know about Triton culture or any references? If not, I'm going to be making some stuff up as I go.
Psssh I just said you were a Triton.
Outside of what is here, feel free to make it up: https://www.dndbeyond.com/sources/vgtm/character-races#Triton
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
The monk stands at about 6ft, carrying a heavy pack with coils of ropes attached to it. Simply dressed, he possesses dark hair, and dark eyes, perhaps a sign of horrors past. The fact he stands so comfortably with the large pack, and a few small scars across his arms and bright white one on his left earlobe (think what you imagine a scar would look like if an earring was ripped out) suggest the man may have had a far more athletic and interesting past that wasn't so devoted to the gods... at least not to the friendly ones. The short sword hanging casually from his belt has a grip that clearly shows the wear seen only in swords used regularly, but the blade has lost the shine expected of a man of military discipline. The same could be said for his several day old stubble.
"A ghost is a spirit of the dead, damned to haunt a place of importance to them. I've heard rumours of them, but as of yet the only ghosts I have seen have been are those in dreams."
Chapter 2: The Sinister Secret of Saltmarsh
Sunday Late Afternoon, Goodmonth 8th, 591 CY
Wellgar Brinehanded stares at the Triton, "Well as Angus states, there are various confirmed undead entities who remain on this plane for various reason. But this talk of ghosts is just hogwash! Don't let my niece drag you down into the tales told in the fantasy books her parents read her." Looking back to Gulin, the old cleric continues, " Unfortunately we can't perform a proper burial in this rain so they must be stored in the temple until their service. Zi, help Angus with his crazy alchemist flower thing."
And with that Wellgar motions to the acolytes. Four acolytes begin carrying the two bodies into one of the adjoining room. As they open the door you see a series of stone tables, candles, bandages, and ointments in the next room. These room is most likely used to prepare corpses for burial.
Wellgar brings Gulin a few feet away from the conversation off to the side of the room, "Gulin, thank you for delivering the bodies of these two sailors. As a temple we don't usually pay for the sort of service you performed. I don't believe you are from around here--or at least I haven't seen you before--and it was commendable for you to bring the sailors up here yourself. If there is anything we can do you for, please let us know."
Zi sticks out her tongue towards Wellgar's back. She then looks back to Angus and Caspia of you, "Trust me, ghosts are real, and that mansion is haunted. People don't fail to return for absolutely no reason. The day is beginning to quicken. Wellgar said I am to assist in clearing Angus' debts. Where should we go? Do any of you need to avail yourself of the temple before we leave?" Calling over to Gulin Zi adds, "Hey new guy, know your way around town already or would you like to join us?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin nods at the cleric. "Aye, it was the least I could do. Perhaps I might avail of yer services later, but for now, I do not need anything." He gives a nod of appreciation at Wellgar.
He turns to the rest of the group, looking up at the tall human man and two women. The man towers over Gulin's 4'7" frame, and the ladies still have at least a head of height over him. He's probably wider at the shoulders than any of them, however. His common has a decently thick Dwarven accent (which sounds like an Edinburgh Scotsman).
"I couldn't help but overhear that yer looking to go to that old alchemist's house up the coastline. I, too, need to find something within. Perhaps we work together?"
He glances over to the door Wellgar went behind.
"And besides, I ain't afraid of no ghost."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
I love the idea of ghostbusters but done with Scottish accents
Speaking to Dulin, "Sorry for your loss. The priest might be a bit of a bastard at times, but will make sure they are looked after. Let me introduce ourselves, I am Angus. I am a monk that has moved to the region recently, and as part of my training to know the temple reasonably well."
Indicating to the triton woman
"This is Caspia. I found her just after the last big storm washed upon the beach, with only fragments of her ship to be found. Sadly I do not possess much in the way of coin so could not pay the halfling healer who brought her back from the brink of becoming a ghost of her own, so we are now in his debt which we are working off by collecting his precious ingredients"
Indicating to Zi
"This is Zi, she apparently is the niece of Wellgar, but I cannot say I know her at all. Our adventure will surely give us a far better introduction."
"You are welcome to join us, although I am not sure how much interest herb collecting will be to an obviously important dwarf. On the way it would be useful to drop off the oil we have already obtained, and that I'm currently hauling around to this damned healer. It would be but a short detour into the woods just north west of here" I think I've now got it right. Who has North to the left of a map... really!?
"Aye, let us go drop this oil off and update the druid that we are obtaining his items. Besides, I doubt any of us wants to carry this much oil into a house of ghosts."
The group gathers to leave the temple and head towards the healer's home to drop off the olive oil and bloodkeep.
As Angus introduces everyone, Gulin nods. "Pleased to meet ya all."
As the group exits the temple, you see a red kite perched on the ledge above the doorway. Gulin raises his arm, and the relatively large bird of prey sails down and lands on his leather and steel gauntlet.
"And this is my feathered friend, Avalloc. He'll be keeping watch over us, won't you?" Gulin pets the bird with his free hand, stroking downward along his back. Avalloc fluffs out his chest feathers at the attention.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
The map is actually oriented so that up is east. It is kind of confusing.
The three of you along with Zi cut through the fields behind Winston's store, heading northwest towards the small forested grove along the Kingfisher River. Rain continues to lightly drizzle down upon you. You pass into the small circle of trees, their leaves protect you from the vast majority of the rain. You walk deeper into the grove until you arrive at a small outcropping in the center. Ferrin Kastilar, the melancholy male halfling druid is standing by his shrine he is currently talking to a dark haired elven woman wearing a pristine set of silverish armor. At Ferrin's feet sits his bullfrog companion. A variety of birds, including sea gulls, are huddled on the lower branches of the trees. Almost within reaching distance of the birds sit a few sailors and swamp folk currently camped out beneath the trees. The grove is alive with conversation and the shrill calls of the birds.
You catch the end of Ferrin's hushed conversation with his elven visitor, "The scouts think it was only a single Choker that escaped past our lines, who knows how it ended up in the Dreadwood. Most likely it will now be heading to Saltmarsh, those aberrations always seem to be attracted to the outlying homesteads."
The conversation ceases as the group approaches Ferrin. Ferrin looks at the goods being carried by Angus. "Pardon me Viuna. Angus, have you made progress on the list or are my initial fears regarding your dependability well founded?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Don't be a dick Ferrin, I said I'd get the items and I will. Here is the oil and the bloodkeep already. We are off to fight some ghosts apparently for the next things on your list."
Josh IM'd me that he wanted to try to identify the Choker.
Gulin Nature Roll: 6
As a dwarf you have pretty good knowledge of the abberations and creatures which dwell beneath the surface. A Choker is a greyish-black humanoid which generally roams underground caves. They have long tubular limbs with tentacle-like fingers, perfect for latching on to unsuspecting prey in the darkness where they hunt. You are surprised that one would be found roaming the surface.
"Sorry Angus, I've just had too many disapointments in my life. Fighting ghosts you say? I bet you must be heading up to the old mansion. If you manage to make it back alive, I could have additional work for you, we can talk payment at that time."
Angus hands the crates of olive oil and the bushel of Bloodkeep stalks over to Ferrin. As Angus consults the tattered note he and Caspia received with their instructions from Ferrin, Ferrin produces a pen and motions for Angus to hand the note over. Angus willingly obliges. Ferrin crosses out a portion of the note and it is provided back. The note now reads:
Three crates of olive oil, five bunches of Gripweed,a bushel of Bloodkeep stalks, root of Anskerus, and the flower leaves from a freshly preserved Cinderpetal.Zi turns to the group, "Though the day is now short, unless we have anything else to accomplish in town, I can lead the way to the old mansion."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Taking the silence as assent, Zi directs the group back into the town center of Saltmarsh. From there the party heads east along a road past the Temple of Procan. The drizzling rain has temporarily abated, though a huge storm can be seen to the south off of the coast. Word of your impending adventure must have spread from Ferrin or one of the other town's inhabitants. Three children, not even teenagers, dog at the parties back. The road winds for a couple of miles through the rocky coastal terrain, often offering a view of the sea below. Low clouds from the temporarily subsided rain press upon you; occasional patches of sunlight appear over the farmland to your north. A stiff wind blows in off the waves, carrying the briny stink of churning salt water.
Avalloc continues to circle overhead, keeping a watch. So far you have yet to hear the cry of the hawk alerting you to danger.
At one point in the journey Zi states to the party, "We are pretty safe here, but as we continue to put distance from Saltmarsh the terrain and country become more dangerous. It is yet another two miles to the Alchemist's house. Perhaps we should discuss how fast we will travel and in what order? If we travel cautiously we will be less likely to overlook any potential dangers, but the trade off is that we will likely arrive at or just past nightfall. With a faster pace we can arrive sooner but we risk more danger. As for the order of our travel, might I suggest having either the most perceptive or the most stealthy one among us lead the way? A quiet and deliberative approach from our scout might not alert anyone, or anything, to our approach. Similarly having those with the best senses up front could warn us of danger long before we encounter it."
One of the three children, a girl carrying a stuffed bear occasionally tugs at the parties armor and sleeves. As you travel she repeates a litany of questions: "Is it true you are heading to the haunted house? I heard that those that set foot on the property never return! What are you looking for there? Do you think you will find any treasure? What happens if you come across the ghost of the Alchemist? Will you sleep overnight there? Can you bring me back some treasure? Do your parents know that you are heading to the haunted house?" You smirk a little at that last question, obviously these children are not very well supervised.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin takes stock of the group, then addresses Zi.
"Well, between myself, Caspia, and you, we could fill in for all the percussion and chime sections of the King's Orchestra, with the way our armor rattles so."
Looking at Angus, he notes, "Angus, I think you are the only one with a light footfall among us, and a sharp eye to boot. Perhaps if you blaze the trail, our band of jinglin' jangles will be safe behind ya. And Avalloc will help keep an eye on things from above. He can let me know if he's seein' any threats. As for pace, I see no need to rush. Depends if we want to double down on ghouls and ghosts and explore a haunted mansion at night."
Gulin pauses a second, stroking his beard in thought. "I think I saw a play about that. Didn't end well for the plucky protagonists."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag