Reed offers a nod to Lucky once the manacles off, rubbing his wrist. Reed throws a few more silver on the table when the barkeep is there. How about some clean sheets, too?He waits until she walks away before answering. I don't know about no hauntings, but something like that means there's usually something hidden. And generally, that something's valuable. I'm in.
And just maybe, it's valuable enough to get me another ship. Best get outta this damn town as soon as possible.
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Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian(Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
Molo strokes his chin a few times before speaking up. “Ya know... the priest spoke up about a salvage job. Might get us a bit of renown, get people to open up to us should we wish to pursue some real employment for the alchemist’s job.”
Kelnan considers Molo's suggestion for a moment. "The Sinker? There were bodies to be recovered I think. You're right, it might be prudent to see to that first. Do we have the money to charter a boat? And it's not much of a dive but then, I'm not much of a swimmer." He gestures at his body that a stiff wind might as well blow away.
Fianna pays one gold for two rooms for the night. (Was Kelnan paying for food and drinks? Total bill: 1 gold for Lucky and 5 silver, total, for everyone else. Keep track of your coins!)
The rooms are small and sparse, but quite clean, even if the smell of fish seems to universally permeate the woodwork. There is only a single bed in each room, so three of you will be sleeping on the floor again tonight. (Presumably Katernin will return to her shrine to sleep in her own bed.)
(Do you have any further business on your first day in Saltmarsh? Although you slept most of the day away, you are all more than ready to catch up on more sleep. It's been a traumatic few weeks...)
(yep, I'll get the food and drinks, and definitely grabbed a bite or two of piglet)
Kelnan
Before the group retires for the night, Kelnan sits with his newfound spellbook and places Alarm on the doors to our rooms. Any unwanted guests will wake him.
This post has potentially manipulated dice roll results.
When he retires for the night, Lucky will finally sit down with the the case he's been hoarding since the beach. He'll get it out carefully, place it gently down on a hard, stable surface, and take a slow and careful examination of it. He'll look at the clasps, the hinges, the lock (if there is one). He'll comb every inch of the box visually and then tactilely. He'll look for signs of both mechanical and magical traps.
Investigation (+6, inc expertise): 24 - looking for mechanical traps Arcana (+4): 23 - looking for magical traps
Once he is sure it's not trapped in any way he will attempt to gently open it. Should it be locked at all, he'll get out his leather pouch and go to work expertly on that.
Thieves' Tools (+7, inc expertise): 16 - unlock it if needed
Once unlocked, he'll search again, thoroughly, in case unlocking has armed a secondary trap he couldn't detect first time around.
Investigation (+6, inc expertise): 18 - looking for mechanical traps Arcana (+4): 6 - looking for magical traps
And if he does find any traps he will put the case away in the deep folds of his cloak for examination tomorrow. A shared room is no place to start trying to disarm things which might go bang. I'd rapidly ruin any good will I was building up by unlocking manacles if I then am responsible for a fireball going off in the room.
Assuming no traps and that he can get it open, he'll carefully and reverently open up the lid and peek inside. He's not doing this secretly. Whoever is in his room with him (party only of course) is welcome to watch and he's not hiding what he's found. He considers this case and the content to be communal property, as that's how all the best street gangs work. Only way we're going to survive this strange new land is by sticking together. Even if I have wound up with a strange bunch of bed mates.
Lucky examines the case he found in the debris on the beach.
It's a small, colorful case, perhaps ten inches long, covered with a pearly, iridescent scale pattern, with a small hook latch. It has no indication of traps or locks, magical or otherwise.
Opening it, he finds, neatly folded, a pair of spectacles. Eyeglasses are very unfamiliar to all of you and quite rare - the domain of tinkerers and mad mages, perhaps. Just as unusual is the subtle fish-scale pattern on the frames, made from an unfamiliar material. Further examination finds no indication of magical or mechanical traps. But they do have an arcane feel to them. (OOC: A note on identifying magic items in 5e: You can focus on one item during a short rest, while being in physical contact with it, to learn its properties and use. Alternately, you may experiment with it - perhaps by putting on the spectacles, in this case - or there's always the Identify spell.)
Lucky is intrigued, but doesn't know enough about magical items to want to start experimenting with them. The last person in my gang who did that ended up turning into a rat. Even though it was only for an hour or so he never lived it down, and his nose always twitched weirdly ever after. So he turns to the only mage he knows. "Pointy? Come and have a look at these. What do you think?"
Without touching them, he hands the curious eye pieces over to the mage, still in their protective case.
This post has potentially manipulated dice roll results.
Kelnan takes the case and glasses and looks them over methodically. I doubt that ship was carrying anything really dangerous, but best to be cautious all the same.
Arcana (in case something jumps out as significant): 13
"This may take some time" He flips expertly to a specific page in his book and begins reading. Detect Magic
Assuming nothing dangerous is evident, he then removes them from the case and spends the next hour poking, prodding, and meditating, thoroughly absorbed in this curious pair of glasses. (taking the short rest to learn the properties)
Kelnan examines the spectacles. With a little arcane help, he is eventually able to identify what they are: Eyes of Minute Seeing. Their origin, and their previous owner, is a mystery.
It is getting later in the evening. Five of you are jammed into two small single rooms above the Snapping Line, reeking of old fish, determining who gets to use the two beds.
The party has a rough night's sleep at the Snapping Line. Maybe because you had already slept away much of the day prior. Or maybe because it is cold, and the blankets are thin, and the old wooden floors quite hard and uncomfortable. Or maybe it's the stench of fish which permeates everything in this place. Or maybe it's simply the traumas you so recently escaped.
You have dreams of the black sea - of panicked swimming, of massive terrors drifting below, of powerful beings watching, of friends dying.
1. Some of you suggested investigating the "haunted house". The acolytes of Procan made mention of an old alchemist's house on the cliff which flashes arcane lights at night, and draws ships in to their doom. Fianna wonders about the glimpse she saw, the night of the wreck, of a distant house high on a cliff and of lights blinking. Brinehanded told Molo and Kelnan that a lot of locals had a superstitious fear of the old house, and you heard a little of that in the tavern. You don't know where it is located, exactly - Brinehanded said it was far enough outside of town that the local guard didn't want to deal with it.
2) Some of you suggested exploring Sinker, the small fishing boat that sank in the same storm as yours, in about fifteen feet of water. Brinehanded suggested to Molo and Kelnan that they salvage the expensive fishing pole on board, in exchange for recovering the two bodies. But Brinehanded did make a vague passing reference to a threat in those waters off Crabbers Cove. Katernin has heard that that cove, just past the Carpenter's Guildhall and overlooked by her shrine, was overrun with crabs.
3) Do any of you still need to salvage anything from the wreck of the Water Lily? Lucky sure looked like he was looking for something. Dinah said something about a crate full of knives, also.
4) Do any of you want to explore town? Or do you need to buy any supplies? (Or visit Winston's store, or elsewhere?)
Molo cuddled up tightly between Reed and Lucky to sleep.
I think he’ll push towards the salvage or crabs if there’s others interested, but he’s happy to explore town or search the wreck for belongings if others are wanting to do so.
Fianna has already spent plenty of time on the shoreline looking to see if anything washed ashore. She imagines there are plenty of local scavengers watching the shore now and she doesn't feel like battling with them over who has the rights to whatever miscellaneous cargo does manage to wash ashore. As for trying to go out to the wreck itself? She's had enough of the water for a while. Besides, she found most of her personal items, mainly 'cause she didn't have much to begin with.
If any are going to investigate the haunted house then Fianna will go with for lack of anything better to do. Otherwise she will likely just wander the town, taking in what sights it has, striking up random, unimportant conversations with locals, and taking in the "local flavor."
This post has potentially manipulated dice roll results.
(Katernin, returning home after dark from the Snapping Line, took the long way home - right instead of left - so she could walk along the shore again by the site of the wreck. An army of ordinary crabs nearly blocked the end of the dead end road past the Carpenter's Guildhall, but she was able to circumnavigate the horde of crustaceans. The human scavengers had evidently gone home for the night, but the darkness was no impediment for the aasimar's darkvision. She looked through the wreckage that had washed ashore: Perception: 21
Among the booming breakers and mounds of timbers, she found a belt pouch containing 10 gold pieces and a carved wooden lizard, as well as a signal lantern.)
Molo and Kelnan are keen on attempting Brinehanded's salvage mission to the Sinker, off Crabbers Cove. You know the general area where this is (quite close), and how deep, but you don't know how far from shore, or if you'd need a boat (and how/where you'd acquire one.) The water is quite cold, as you well know. It's late autumn.
Fianna and Reed would prefer to find and explore the alchemist's house. Katernin had also expressed her interest in joining that expedition; you'll need to go pick her up. You don't know where the house is or how to get there - you understand it's some distance outside of town. You presume it's probably east along the cliffs that Katernin's shrine is perched on, which appear to stretch for miles eastward down the coast.
Lucky hasn't expressed his wishes yet.
(A suggestion: If you like, we can break temporarily into two groups.)
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Reed offers a nod to Lucky once the manacles off, rubbing his wrist. Reed throws a few more silver on the table when the barkeep is there. How about some clean sheets, too? He waits until she walks away before answering. I don't know about no hauntings, but something like that means there's usually something hidden. And generally, that something's valuable. I'm in.
And just maybe, it's valuable enough to get me another ship. Best get outta this damn town as soon as possible.
Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian (Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
Molo strokes his chin a few times before speaking up.
“Ya know... the priest spoke up about a salvage job. Might get us a bit of renown, get people to open up to us should we wish to pursue some real employment for the alchemist’s job.”
Paladin - warforged - orange
Kelnan considers Molo's suggestion for a moment. "The Sinker? There were bodies to be recovered I think. You're right, it might be prudent to see to that first. Do we have the money to charter a boat? And it's not much of a dive but then, I'm not much of a swimmer." He gestures at his body that a stiff wind might as well blow away.
Fianna pays one gold for two rooms for the night. (Was Kelnan paying for food and drinks? Total bill: 1 gold for Lucky and 5 silver, total, for everyone else. Keep track of your coins!)
The rooms are small and sparse, but quite clean, even if the smell of fish seems to universally permeate the woodwork. There is only a single bed in each room, so three of you will be sleeping on the floor again tonight. (Presumably Katernin will return to her shrine to sleep in her own bed.)
(Do you have any further business on your first day in Saltmarsh? Although you slept most of the day away, you are all more than ready to catch up on more sleep. It's been a traumatic few weeks...)
(yep, I'll get the food and drinks, and definitely grabbed a bite or two of piglet)
Kelnan
Before the group retires for the night, Kelnan sits with his newfound spellbook and places Alarm on the doors to our rooms. Any unwanted guests will wake him.
When he retires for the night, Lucky will finally sit down with the the case he's been hoarding since the beach. He'll get it out carefully, place it gently down on a hard, stable surface, and take a slow and careful examination of it. He'll look at the clasps, the hinges, the lock (if there is one). He'll comb every inch of the box visually and then tactilely. He'll look for signs of both mechanical and magical traps.
Once he is sure it's not trapped in any way he will attempt to gently open it. Should it be locked at all, he'll get out his leather pouch and go to work expertly on that.
Once unlocked, he'll search again, thoroughly, in case unlocking has armed a secondary trap he couldn't detect first time around.
And if he does find any traps he will put the case away in the deep folds of his cloak for examination tomorrow. A shared room is no place to start trying to disarm things which might go bang. I'd rapidly ruin any good will I was building up by unlocking manacles if I then am responsible for a fireball going off in the room.
Assuming no traps and that he can get it open, he'll carefully and reverently open up the lid and peek inside. He's not doing this secretly. Whoever is in his room with him (party only of course) is welcome to watch and he's not hiding what he's found. He considers this case and the content to be communal property, as that's how all the best street gangs work. Only way we're going to survive this strange new land is by sticking together. Even if I have wound up with a strange bunch of bed mates.
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
Lucky examines the case he found in the debris on the beach.
It's a small, colorful case, perhaps ten inches long, covered with a pearly, iridescent scale pattern, with a small hook latch. It has no indication of traps or locks, magical or otherwise.
Opening it, he finds, neatly folded, a pair of spectacles. Eyeglasses are very unfamiliar to all of you and quite rare - the domain of tinkerers and mad mages, perhaps. Just as unusual is the subtle fish-scale pattern on the frames, made from an unfamiliar material. Further examination finds no indication of magical or mechanical traps. But they do have an arcane feel to them. (OOC: A note on identifying magic items in 5e: You can focus on one item during a short rest, while being in physical contact with it, to learn its properties and use. Alternately, you may experiment with it - perhaps by putting on the spectacles, in this case - or there's always the Identify spell.)
Lucky is intrigued, but doesn't know enough about magical items to want to start experimenting with them. The last person in my gang who did that ended up turning into a rat. Even though it was only for an hour or so he never lived it down, and his nose always twitched weirdly ever after. So he turns to the only mage he knows. "Pointy? Come and have a look at these. What do you think?"
Without touching them, he hands the curious eye pieces over to the mage, still in their protective case.
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
Kelnan takes the case and glasses and looks them over methodically. I doubt that ship was carrying anything really dangerous, but best to be cautious all the same.
Arcana (in case something jumps out as significant): 13
"This may take some time" He flips expertly to a specific page in his book and begins reading. Detect Magic
Assuming nothing dangerous is evident, he then removes them from the case and spends the next hour poking, prodding, and meditating, thoroughly absorbed in this curious pair of glasses. (taking the short rest to learn the properties)
"I suppose if you want to go to this haunted house," Katerina says, "I should go with you just in case."
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Kelnan examines the spectacles. With a little arcane help, he is eventually able to identify what they are: Eyes of Minute Seeing. Their origin, and their previous owner, is a mystery.
It is getting later in the evening. Five of you are jammed into two small single rooms above the Snapping Line, reeking of old fish, determining who gets to use the two beds.
Katernin will presumably head home.
(I will set up the next day shortly!)
The party has a rough night's sleep at the Snapping Line. Maybe because you had already slept away much of the day prior. Or maybe because it is cold, and the blankets are thin, and the old wooden floors quite hard and uncomfortable. Or maybe it's the stench of fish which permeates everything in this place. Or maybe it's simply the traumas you so recently escaped.
You have dreams of the black sea - of panicked swimming, of massive terrors drifting below, of powerful beings watching, of friends dying.
You awaken early - cold and cranky and hungry.
(What are your plans today?
1. Some of you suggested investigating the "haunted house". The acolytes of Procan made mention of an old alchemist's house on the cliff which flashes arcane lights at night, and draws ships in to their doom. Fianna wonders about the glimpse she saw, the night of the wreck, of a distant house high on a cliff and of lights blinking. Brinehanded told Molo and Kelnan that a lot of locals had a superstitious fear of the old house, and you heard a little of that in the tavern. You don't know where it is located, exactly - Brinehanded said it was far enough outside of town that the local guard didn't want to deal with it.
2) Some of you suggested exploring Sinker, the small fishing boat that sank in the same storm as yours, in about fifteen feet of water. Brinehanded suggested to Molo and Kelnan that they salvage the expensive fishing pole on board, in exchange for recovering the two bodies. But Brinehanded did make a vague passing reference to a threat in those waters off Crabbers Cove. Katernin has heard that that cove, just past the Carpenter's Guildhall and overlooked by her shrine, was overrun with crabs.
3) Do any of you still need to salvage anything from the wreck of the Water Lily? Lucky sure looked like he was looking for something. Dinah said something about a crate full of knives, also.
4) Do any of you want to explore town? Or do you need to buy any supplies? (Or visit Winston's store, or elsewhere?)
5) Any other business? )
Katernin heads back down to the shoreline, seeing if she could find anything else worth saving that the party might have lost.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Molo cuddled up tightly between Reed and Lucky to sleep.
I think he’ll push towards the salvage or crabs if there’s others interested, but he’s happy to explore town or search the wreck for belongings if others are wanting to do so.
Paladin - warforged - orange
Fianna
Fianna has already spent plenty of time on the shoreline looking to see if anything washed ashore. She imagines there are plenty of local scavengers watching the shore now and she doesn't feel like battling with them over who has the rights to whatever miscellaneous cargo does manage to wash ashore. As for trying to go out to the wreck itself? She's had enough of the water for a while. Besides, she found most of her personal items, mainly 'cause she didn't have much to begin with.
If any are going to investigate the haunted house then Fianna will go with for lack of anything better to do. Otherwise she will likely just wander the town, taking in what sights it has, striking up random, unimportant conversations with locals, and taking in the "local flavor."
(Katernin, returning home after dark from the Snapping Line, took the long way home - right instead of left - so she could walk along the shore again by the site of the wreck. An army of ordinary crabs nearly blocked the end of the dead end road past the Carpenter's Guildhall, but she was able to circumnavigate the horde of crustaceans. The human scavengers had evidently gone home for the night, but the darkness was no impediment for the aasimar's darkvision. She looked through the wreckage that had washed ashore:
Perception: 21
Among the booming breakers and mounds of timbers, she found a belt pouch containing 10 gold pieces and a carved wooden lizard, as well as a signal lantern.)
((Oh woops, she was going to go there in the morning my bad))
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
((I guess evening works too))
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
It's morning.
Molo and Kelnan are keen on attempting Brinehanded's salvage mission to the Sinker, off Crabbers Cove. You know the general area where this is (quite close), and how deep, but you don't know how far from shore, or if you'd need a boat (and how/where you'd acquire one.) The water is quite cold, as you well know. It's late autumn.
Fianna and Reed would prefer to find and explore the alchemist's house. Katernin had also expressed her interest in joining that expedition; you'll need to go pick her up. You don't know where the house is or how to get there - you understand it's some distance outside of town. You presume it's probably east along the cliffs that Katernin's shrine is perched on, which appear to stretch for miles eastward down the coast.
Lucky hasn't expressed his wishes yet.
(A suggestion: If you like, we can break temporarily into two groups.)