Bob had been sitting in shocked silence at Tio's revelation, food going momentarily untouched."You're a marvel o' nature, Tio! As well as a staunch companion an' friend." At last he nods his hairy blonde head, the matter settled, and he tries his best not to get food on the map as he chows down.
"Gimble can work his magic on this seemingly magical map an' maybe we can get some proper shuteye," he says to Gillain, giving her a comforting pat on the shoulder.
The taproom is illuminated by a sudden flash of lightning. Moments later the sound of thunder rolls over the town. It only takes a couple of minutes for the sound of rain to echo throughout the taproom. A door opens near the open end of the bar and a middle-aged woman steps out, closing the door behind her. "If you get upstairs I'll get the doors and windows down here my love," Urwin says to the woman. She smiles then runs and approaches the stairs in the NW corner of the room. She disappears as she goes up the stairs but you can hear her footfalls on the wood. Seconds later your attention is drawn to the second floor of the Inn, just above you. It is an open balcony and you watch as she moves to the back of the second floor and out of your vision.
Downstairs Urwin goes about shutting windows and doors around you and starts lighting lanterns to keep the taproom illuminated. The orange glow of these lanterns light up much of the room but casts shadows in its far corners. This glow also draws your attention to the wolf heads, mounted on plaques, places here and there at the top of the taproom walls. "Been a few bad storms of late."Urwin says as he passes your table and returns to the bar. "Good sleepin' weather though."he remarks.
Gimble casts his spell. The party can see a faint golden light in his eyes as he looks over the map. Gimble's suspicions are correct, this map does hold magic. Gimble also senses magical energies coming from the bar. A wooden ladle. It must have been placed there by Urwin's wife as she came out of the backroom.
Gimble is about to continue with his investigation when Urwin speaks up. "I'd advise against using magic so openly here." he seems to warn. Just then the front door swings open. A rush of moist air sweeps in as two men come inside. The sounds of rain and a flash of lightning can be heard/seen in the open door behind them. They are heavily cloaked but you recognize them as the men that passed you earlier, on the road coming here. The men close the door and take off their fur cloaks, hanging them on hooks near the door. https://docs.google.com/drawings/d/1ApIiRbQt5BJaZ-kn8XZiKEalrBOyOM-hkncg_ipgPNc/edit "Turned into a wet one out there." Urwin calls to the two men as they hang their cloaks and enter the taproom. The men look to your table only for a second as they walk past. "Yevgeni said it was gonna rain." the bald man of the two replies. The other man just grunts in response. The three men gather at one spot at the bar and talk amongst themselves, Urwin doing most of the talking.
You hear heavy steps on wooden stairs as the woman who went up returns to the first floor. "Your rooms are ready for you," she tells the party as she returns to the bar, picks up the ladle, and goes through the door to the backroom.
You overhear someone remark from Urwin's group. "I heard tell that crazy old man been seen on the north shore again."
"My apologies, good innkeeper," replies Gimble quietly, reading the room and sensing there may be more sensitivity to magic use in town than he is used to. Rolling up the map and heading up the stairs, he offers, "I'll go to my room and catch up on some reading before bed, then." and disappears into the upstairs, shutting the door to his room behind him.
OOC: Detect Magic, 18 Arcana roll, and possible Identify to follow per previous post once he has privacy.
Gillain agrees, “Yes, maybe we should all gather briefly upstairs before we each head on to our own separate rooms. Everyone, if you would join Gimble and I. Thank you”, she says to the party. Then she heads up with Gimble, still eager to learn more about the map.
The party makes its way to the second floor of the establishment but Urwin stops you by saying: "Sorry to say but you will have to use the guest entrance. Those stairs go to my personal residence. If you go back out and around the corner to your left you'll find a set of stairs that leads up to the second floor of the guest rooms." With that, he lays 2 keys upon the bar. You take the keys and have to face the storm outside but turning left, then left again you find a set of stairs going to the second floor. You go through the door at the top of these stairs and find yourself on a small balcony that overlooks the taproom. To your left, along the wall, you find 3 doors. The two keys open the doors to two rooms. You open the doors to find the following in both rooms: Two cozy beds with matching footlockers rest in the far corners of these 15 ft. square rooms. Wolf furs are heaped atop each bed. Between the beds, a lamp sits on a table, under a shuttered window. Two tall black wardrobes stand against the wall by the door of each room. From the taproom below you hear Urwin's voice. "I can bring up a small cot for one of the rooms if you have a need for it." You make your way in (chose who will sleep where) and set your packs and gear inside.
Once you get settled Gimble pulls out the map.
Gimble
Arcane Roll result: You noticed something about the map, 3 things actually. Three small glyphs on the far right corner of the map. Your Detect Magic tells you they are of the Abjuration School of Magic and each holds a delayed spell, or so you believe. 1 spell is an Enchantment, another is an Evocation and the last is a Transmutation.
In the privacy of their rooms, Gimble says, “Oh ho, what do we have here? There are three spells woven into the fabric of this map; this could be very dangerous. I should Identify these effects before we risk triggering the magic unbidden.”
Gimble will start the Identify ritual, taking care as much as he can to avoid triggering the embedded spells.
Gillain will stay with Gimble for as long as he is tinkering with the map…
Eventually though, she would suggest splitting the party: boys in one room, girls in the other. She has no strong preference, just an easy way to split it. (unless anyone has a more scientific or tactical split?).
She’s also ask if everyone requires a bed and call down for a cot for the girl’s room if needed.
Coming awake, Gimble shakes himself and sees the two remaining glyphs. Swallowing carefully, he says, “Apparently this map resists identification. There are two more glyphs—you may wish to back off before I continue.”
Gimble looks at the glyphs and tries to determine if he can disable the magical trapped glyphs without triggering them—especially the evocation one.
Arcana: 11
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
”Consult with me on the map if you would, Gillian. By starting to cast Identify on the map, I revealed three magic glyphs. One of them activated, and I assume it was sleep-related. I would like to try and neutralize the other glyphs now that they are revealed, but I am not quite getting it yet,” he says, “though when I try next perhaps you should be out of the room, just in case.”
Arcana Advantage if Gillian Helps: 26
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
It takes Gimble some time to sort things out and the night drags on until some of the party starts to yawn and eyelids start to get heavy. Doing this research is taking its toll on everyone, especially after the long day you have faced. However, Gimble searches the breadth of his knowledge and discusses it with Gillain. He concludes the only way to neutralize the magic within the glyphs would be for him to dispel the magic from the map.
"No art I currently possess--either with carefully manipulated tools or deftly woven magic--can handle these runes yet," says Gimble. "Let's get some rest and see what the morning brings, shall we?" he suggests.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ban watches the magic with interest at first but quickly loses interest as it's not her forte. Instead, she takes her time to lie out her remaining daggers and cleans them one by one. Whispering niceties as she does, she slots then bank in their sheathes and repeats for the belly obtained short sword. Once the subject of test comes about, she stretches with a yawn. "A nice break from the travel would be nice."
The party makes their way to their respective rooms. They lay down their gear and find their beds a little hard but comfortable nonetheless. In a short time everyone sleeps, or their version of it.
You wake. No birds sing. No sunshine coming in from the windows. Just a gloom that stretches the width and breadth of this land and rain. You find it is still raining, though not as hard as when you went to bed but, it is steady and constant. You have "slept" for much longer than you anticipated and it is actually midday, or so Urwin tells you. "Full Rest" You eat, drink and try to refresh yourselves as much as you can but this place, the rain, and the gloom that covers it make it hard not to just go back to bed and sleep more. You find out from Urwin where the shops are, only two in the town, and a few of you brave the rain and find them. After some haggling and a few complaints, the party sells what they wish to sell at a fair price. DM: Any items you wish to sell you can, all at listed value. Just send me a list of things you wish to sell and then convert it from your inventory to the appropriate coin it was listed at. Also, let me know of any purchases you want to make.
You have not seen Ismark or Ireena but, you conclude that they are resting in some noble's house.
You have little to do and no real place to go and with the harrowing ordeal of coming to this place and the things you have faced thus far, The Blue Water Inn is as nice a place as any. Time passes and you end up staying for two days, not wanting to or having the energy to face the road or its denizens. During your time at the Inn you see townsfolk come and go but there are a few regulars you learn about:
Besides the two hunters, who seem to provide wolf steaks to Urwin, there are a couple of regulars: -Two men come in and out, spending their time mostly drinking or being drunk. You are told they are Nikolai and Karl Wachter, two local brothers who are the sons of Fiona Wachter, one of the most influential nobles in the town. The two eye the party but seem to not have the nerve to speak to them, being more interested in their drinking and falling down. -There is a Half-Elf who stays at the Blue Water Inn named Rictavio. He wears colorful outfits and can be found in the taproom on occasion telling a story of his past as a ringmaster in some far away circus or other tales. The party does get the impression he is not native to this land because you overhear him talk about sunny places and high snowcapped mountains. The half-elf has a habit of leaving at noon and not returning till late in the day.
While there you overhear some of the following: -"Festival of the Blazing Sun.Hah! We ain't seen tha sun fer years. Almost as bad as the "Wolf's Head Jamboree. That didn't last too long, did it? Didn't stop them wolves from eatin' ole Byron, did it?" -I hear someone saw the old wizard?" He was walkin' on the north shore. At least that was what Bluto was tellin'" -Ha. Bluto's usually too drunk ta see that far. He ain't caught a fish fer 6 years. If he can't see a fish, how tha hell is he supposed ta see that Mad Mage traipsing on the north shore." -"I ain't going down there. Somethin' unnatural happened down there and tha Baron ain't tellin'"
It is the morning of the second day when Urwin approaches the party. "Excuse me but might I have a word?"he asks.
DM: Let me know if there is anything you want to do or explore before I continue.
This post has potentially manipulated dice roll results.
Gimble:
Gimble spends much of his time studying the map, but casts no further magic upon it—he simple tries to understand the geography of this new land.
Intelligence Check (Geography): 19
As far as shopping goes, Gimble carefully stocks up on magical inks and reagents needed to scribe spells against the possibility he may find more scrolls or spell books to transcribe. (100 gp worth of supplies for scribing spells, spending the two pricey gems to do so).
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gimble spends much of his time studying the map, but casts no further magic upon it—he simple tries to understand the geography of this new land.
Intelligence Check (Geography): 6
As far as shopping goes, Gimble carefully stocks up on magical inks and reagents needed to scribe spells against the possibility he may find more scrolls or spell books to transcribe. (100 gp worth of supplies for scribing spells, spending the two pricey gems to do so).
Currently, Gimble finds trying to parse out the lay of this land a bit frustrating. He is able to find the components he needs and wants though he finds them in a shop on a side street that specializes in herbal remedies, or so the shopkeeper believes.
Urwin pulls a chair up to the party's table and sits. "From my understanding, you folk are the type that does odd jobs fer those in need, am I correct in this?"he asks. "If my guess is on its mark then you folk have little to do right now so, I'd like to procure your services. " Urwin waits for a response only a short time and continues. "Ya see, my wine stores are close ta being gone and this month's shipment is past due. If ya would go and check on it I'd be willin' ta give ya say..." he pause for a moment. "free room fer the next two weeks and 5 gold apiece fer your services." What do ya say?"
Rollback Post to RevisionRollBack
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Bob had been sitting in shocked silence at Tio's revelation, food going momentarily untouched."You're a marvel o' nature, Tio! As well as a staunch companion an' friend." At last he nods his hairy blonde head, the matter settled, and he tries his best not to get food on the map as he chows down.
"Gimble can work his magic on this seemingly magical map an' maybe we can get some proper shuteye," he says to Gillain, giving her a comforting pat on the shoulder.
The taproom is illuminated by a sudden flash of lightning. Moments later the sound of thunder rolls over the town. It only takes a couple of minutes for the sound of rain to echo throughout the taproom. A door opens near the open end of the bar and a middle-aged woman steps out, closing the door behind her.
"If you get upstairs I'll get the doors and windows down here my love," Urwin says to the woman. She smiles then runs and approaches the stairs in the NW corner of the room. She disappears as she goes up the stairs but you can hear her footfalls on the wood. Seconds later your attention is drawn to the second floor of the Inn, just above you. It is an open balcony and you watch as she moves to the back of the second floor and out of your vision.
Downstairs Urwin goes about shutting windows and doors around you and starts lighting lanterns to keep the taproom illuminated. The orange glow of these lanterns light up much of the room but casts shadows in its far corners. This glow also draws your attention to the wolf heads, mounted on plaques, places here and there at the top of the taproom walls.
"Been a few bad storms of late." Urwin says as he passes your table and returns to the bar. "Good sleepin' weather though." he remarks.
Gimble casts his spell. The party can see a faint golden light in his eyes as he looks over the map. Gimble's suspicions are correct, this map does hold magic. Gimble also senses magical energies coming from the bar. A wooden ladle. It must have been placed there by Urwin's wife as she came out of the backroom.
Gimble is about to continue with his investigation when Urwin speaks up. "I'd advise against using magic so openly here." he seems to warn.
Just then the front door swings open. A rush of moist air sweeps in as two men come inside. The sounds of rain and a flash of lightning can be heard/seen in the open door behind them. They are heavily cloaked but you recognize them as the men that passed you earlier, on the road coming here. The men close the door and take off their fur cloaks, hanging them on hooks near the door.
https://docs.google.com/drawings/d/1ApIiRbQt5BJaZ-kn8XZiKEalrBOyOM-hkncg_ipgPNc/edit
"Turned into a wet one out there." Urwin calls to the two men as they hang their cloaks and enter the taproom. The men look to your table only for a second as they walk past.
"Yevgeni said it was gonna rain." the bald man of the two replies. The other man just grunts in response.
The three men gather at one spot at the bar and talk amongst themselves, Urwin doing most of the talking.
You hear heavy steps on wooden stairs as the woman who went up returns to the first floor.
"Your rooms are ready for you," she tells the party as she returns to the bar, picks up the ladle, and goes through the door to the backroom.
You overhear someone remark from Urwin's group. "I heard tell that crazy old man been seen on the north shore again."
Gimble:
"My apologies, good innkeeper," replies Gimble quietly, reading the room and sensing there may be more sensitivity to magic use in town than he is used to. Rolling up the map and heading up the stairs, he offers, "I'll go to my room and catch up on some reading before bed, then." and disappears into the upstairs, shutting the door to his room behind him.
OOC: Detect Magic, 18 Arcana roll, and possible Identify to follow per previous post once he has privacy.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gillain agrees, “Yes, maybe we should all gather briefly upstairs before we each head on to our own separate rooms. Everyone, if you would join Gimble and I. Thank you”, she says to the party. Then she heads up with Gimble, still eager to learn more about the map.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
The party makes its way to the second floor of the establishment but Urwin stops you by saying:
"Sorry to say but you will have to use the guest entrance. Those stairs go to my personal residence. If you go back out and around the corner to your left you'll find a set of stairs that leads up to the second floor of the guest rooms." With that, he lays 2 keys upon the bar.
You take the keys and have to face the storm outside but turning left, then left again you find a set of stairs going to the second floor. You go through the door at the top of these stairs and find yourself on a small balcony that overlooks the taproom. To your left, along the wall, you find 3 doors. The two keys open the doors to two rooms.
You open the doors to find the following in both rooms:
Two cozy beds with matching footlockers rest in the far corners of these 15 ft. square rooms. Wolf furs are heaped atop each bed. Between the beds, a lamp sits on a table, under a shuttered window. Two tall black wardrobes stand against the wall by the door of each room.
From the taproom below you hear Urwin's voice.
"I can bring up a small cot for one of the rooms if you have a need for it."
You make your way in (chose who will sleep where) and set your packs and gear inside.
Once you get settled Gimble pulls out the map.
Gimble
Arcane Roll result: You noticed something about the map, 3 things actually. Three small glyphs on the far right corner of the map. Your Detect Magic tells you they are of the Abjuration School of Magic and each holds a delayed spell, or so you believe. 1 spell is an Enchantment, another is an Evocation and the last is a Transmutation.
https://docs.google.com/drawings/d/15IUWynG4U-SqzyrADLcp6owM4FHUesRmaDmOR-mWsSU/edit
Gimble:
In the privacy of their rooms, Gimble says, “Oh ho, what do we have here? There are three spells woven into the fabric of this map; this could be very dangerous. I should Identify these effects before we risk triggering the magic unbidden.”
Gimble will start the Identify ritual, taking care as much as he can to avoid triggering the embedded spells.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gillain will stay with Gimble for as long as he is tinkering with the map…
Eventually though, she would suggest splitting the party: boys in one room, girls in the other. She has no strong preference, just an easy way to split it. (unless anyone has a more scientific or tactical split?).
She’s also ask if everyone requires a bed and call down for a cot for the girl’s room if needed.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Gimble starts to cast his spell and one of the glyphs evaporates.
Spell Dice: 43
Abruptly Gimble slumps over, asleep.
Gillain's eyes flutter and shut momentarily.
Reactions?
20 seconds pass and Gillain opens her eyes, shocked at what happened.
It takes a minute then Gimble snaps awake.
Gimble:
Coming awake, Gimble shakes himself and sees the two remaining glyphs. Swallowing carefully, he says, “Apparently this map resists identification. There are two more glyphs—you may wish to back off before I continue.”
Gimble looks at the glyphs and tries to determine if he can disable the magical trapped glyphs without triggering them—especially the evocation one.
Arcana: 11
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
“What happened?!…”, asks Gillain when she comes round…
When Gimble mentions magical traps, she asks, “are you sure you want to carry on? Is there anything I can do?”.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Gimble:
”Consult with me on the map if you would, Gillian. By starting to cast Identify on the map, I revealed three magic glyphs. One of them activated, and I assume it was sleep-related. I would like to try and neutralize the other glyphs now that they are revealed, but I am not quite getting it yet,” he says, “though when I try next perhaps you should be out of the room, just in case.”
Arcana Advantage if Gillian Helps: 26
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
It takes Gimble some time to sort things out and the night drags on until some of the party starts to yawn and eyelids start to get heavy.
Doing this research is taking its toll on everyone, especially after the long day you have faced.
However, Gimble searches the breadth of his knowledge and discusses it with Gillain. He concludes the only way to neutralize the magic within the glyphs would be for him to dispel the magic from the map.
Gimble:
"No art I currently possess--either with carefully manipulated tools or deftly woven magic--can handle these runes yet," says Gimble. "Let's get some rest and see what the morning brings, shall we?" he suggests.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
“Good work!”, Gillain concludes. “At least we know the extent of the problem now… and no one got hurt!”.
”That’s a job well done I’d say… We can sleep on it, and reconvene in the morning”.
Once everyone is ready, Gillain will settle down to rest in the girl’s room.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Ban watches the magic with interest at first but quickly loses interest as it's not her forte. Instead, she takes her time to lie out her remaining daggers and cleans them one by one. Whispering niceties as she does, she slots then bank in their sheathes and repeats for the belly obtained short sword. Once the subject of test comes about, she stretches with a yawn. "A nice break from the travel would be nice."
The party makes their way to their respective rooms.
They lay down their gear and find their beds a little hard but comfortable nonetheless.
In a short time everyone sleeps, or their version of it.
You wake.
No birds sing. No sunshine coming in from the windows. Just a gloom that stretches the width and breadth of this land and rain. You find it is still raining, though not as hard as when you went to bed but, it is steady and constant. You have "slept" for much longer than you anticipated and it is actually midday, or so Urwin tells you.
"Full Rest"
You eat, drink and try to refresh yourselves as much as you can but this place, the rain, and the gloom that covers it make it hard not to just go back to bed and sleep more.
You find out from Urwin where the shops are, only two in the town, and a few of you brave the rain and find them. After some haggling and a few complaints, the party sells what they wish to sell at a fair price.
DM:
Any items you wish to sell you can, all at listed value. Just send me a list of things you wish to sell and then convert it from your inventory to the appropriate coin it was listed at.
Also, let me know of any purchases you want to make.
You have not seen Ismark or Ireena but, you conclude that they are resting in some noble's house.
You have little to do and no real place to go and with the harrowing ordeal of coming to this place and the things you have faced thus far, The Blue Water Inn is as nice a place as any.
Time passes and you end up staying for two days, not wanting to or having the energy to face the road or its denizens. During your time at the Inn you see townsfolk come and go but there are a few regulars you learn about:
Besides the two hunters, who seem to provide wolf steaks to Urwin, there are a couple of regulars:
-Two men come in and out, spending their time mostly drinking or being drunk. You are told they are Nikolai and Karl Wachter, two local brothers who are the sons of Fiona Wachter, one of the most influential nobles in the town. The two eye the party but seem to not have the nerve to speak to them, being more interested in their drinking and falling down.
-There is a Half-Elf who stays at the Blue Water Inn named Rictavio. He wears colorful outfits and can be found in the taproom on occasion telling a story of his past as a ringmaster in some far away circus or other tales. The party does get the impression he is not native to this land because you overhear him talk about sunny places and high snowcapped mountains.
The half-elf has a habit of leaving at noon and not returning till late in the day.
While there you overhear some of the following:
-"Festival of the Blazing Sun.Hah! We ain't seen tha sun fer years. Almost as bad as the "Wolf's Head Jamboree. That didn't last too long, did it? Didn't stop them wolves from eatin' ole Byron, did it?"
-I hear someone saw the old wizard?" He was walkin' on the north shore. At least that was what Bluto was tellin'"
-Ha. Bluto's usually too drunk ta see that far. He ain't caught a fish fer 6 years. If he can't see a fish, how tha hell is he supposed ta see that Mad Mage traipsing on the north shore."
-"I ain't going down there. Somethin' unnatural happened down there and tha Baron ain't tellin'"
It is the morning of the second day when Urwin approaches the party.
"Excuse me but might I have a word?" he asks.
DM:
Let me know if there is anything you want to do or explore before I continue.
Gimble:
Gimble spends much of his time studying the map, but casts no further magic upon it—he simple tries to understand the geography of this new land.
Intelligence Check (Geography): 19
As far as shopping goes, Gimble carefully stocks up on magical inks and reagents needed to scribe spells against the possibility he may find more scrolls or spell books to transcribe. (100 gp worth of supplies for scribing spells, spending the two pricey gems to do so).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Currently, Gimble finds trying to parse out the lay of this land a bit frustrating. He is able to find the components he needs and wants though he finds them in a shop on a side street that specializes in herbal remedies, or so the shopkeeper believes.
Urwin pulls a chair up to the party's table and sits.
"From my understanding, you folk are the type that does odd jobs fer those in need, am I correct in this?" he asks. "If my guess is on its mark then you folk have little to do right now so, I'd like to procure your services. "
Urwin waits for a response only a short time and continues.
"Ya see, my wine stores are close ta being gone and this month's shipment is past due. If ya would go and check on it I'd be willin' ta give ya say..." he pause for a moment. "free room fer the next two weeks and 5 gold apiece fer your services." What do ya say?"