Journal Entry: 7/12/17
- Inspector Bask Bumblethorpe, Gnome Wizard: Jacob
- Rekken, Dwarf Druid: Domenic
- Vordaar, Dragonborn Paladin: Ryan
- Brân, Elven Rogue, Rich
- Varis, Elven Wizard, Witko
Events as recounted by The Inspector. If anyone else has anything to add, please feel free. Also, bolding has been added to notate possible avenues to explore in the future. NOTE: Rek, Vordaar, Brân, & Varis, we didn’t divide up loot. I’ve added what money we got and a suggestion for who should take what down below towards the end. Let me know if you disagree with anything.
We started with a quick tap-back, as we now had the inventory for when Angus was in town last session and did a little time shopping. Janna the cook of Shore’s Rest was interested in some spices he had, so we bought a ton of those, as well as a cookbook, some fishing gear, and a block and tackle for the camp. Rekken bought a book about the Flora and Fauna of Oscos. Brân also purchased a nice +1 Mithril Dagger, and a couple of flaming crossbow bolts. No telling when that will come in handy! Angus was a little bit odd, in that he really liked copper, though where we come from, it’s virtually worthless.
When we begin in earnest, we were approached by one of the denizens of the camp, Linda, an Elven weaver. She tells us Barrett wants us to come and see him. Last time we saw Barrett, he punched me in the face, and was rifling through our stuff with a face full of coke. We didn’t have high hopes for what he had to say. We also overheard some people talking about a huge cloud of dust that passed through camp, coming from the north. We think it likely had something to do with the earthquake we felt last time we were in camp. Maybe it’s worth seeing if we can find where this came from?
We go see Barrett in the medical tent, and he’s sick and full of regret (classic post-coke binge). He said there was something weird about the coke he did, and that it gave him hallucinations of some sort. He then said, “The Godseed have come. All lives are valuable, but those in their way are forfeit.” Ominous as fuck. Unsure if the Godseed is us? Maybe it’s those weird dragon-people we’ve heard of / possible encountered? Either way, we decide Barrett is whacked out and decide to take a look at the huge stash of coke we found that Barrett tried to smuggle over, and then steal from us. It looks like there’s some weird mold on it. Rekken looks it up in his new Flora & Fauna book, and it looks like it’s called “Blue Mold,” and is extremely rare, and also quite toxic. After a brief discussion, Rekken decides to blow a line of it to see what the story is with it. It’s definitely coke.
We decide to go explore the caves underneath Shore’s Rest. Brân has scoped it out some before, so he helps guide us through, but the way is still pretty treacherous. Lots of steep slippery descents and narrow passages to squeeze through. At one point, Rekken slips and starts sliding down the path, but I foresaw this happening, and managed to snag him and keep him safe. He’s really sweaty and talking pretty fast though. We then get to a really long run of the path that looks completely underwater, but Rekken, still all amped up, manages to just dissipate all the water in a show of badass Druidic magic, so we cruise through no problem. The path culminates in a large cavern with a big drop down to water. We see a half-sunken ship in the water, and then on some land past that, we see a table and living areas set up. Vordaar senses some undead, and we see a skeleton chained up on the land, and then we notice movement in the water. We also see some humanoids of some sort speaking Abyssal and Aquan, but none of us can understand it at all. Varis casts Featherfall on us, and we all glide down and land on the ship, and some harpoons fly out of the darkness at Vordaar! Merrows and merfolk attack us! We totally fuck them up royally, though one merman manages to swim out of the cavern into what we believe is open sea. We also notice that they were not at full strength; some of them have huge burn marks and look wounded.
After the battle, we search around some and notice that there are huge claw marks on the boat and on the rock face. The ship is almost as big as the Laughing Gull, and as we search it we notice some objects floating in the water around it. Brân uses his grappling hook to fish one in…and it’s a decomposing half-orc leg. Super gross. Rekken decides to talk to one of the bats flying around, and it tells us that the half-orc was on the ship and tried to rebel against the merfolk that were holding him captive, so they cut off his leg and tied it to kelp underwater. We deduce that this is the merfolk equivalent of putting a head on a pike. The bat also says that a great creature came in here, and that this used to be a smuggler’s cave, but the creature didn’t like that, and it came in and fucked up the boat and rocks. It also suggested that maybe there was a clue on the boat? We continue searching the boat, and Vordaar finds a note that reads:
“Thou deserveth far less, but alas I afford thee one warning: Sail thee ne’er again upon these waves, pirate. Heed not my warning, and we will pursue thee to thine safest place, and there in your refuge wouldst thou learn real fear.” Signed DVUSHO and SRIKO
We recall that those names were also mentioned by Angus and Taethan in their notes back at the Hard Bard in Glasswater, along with something about a younger brother missing as well. Maybe Dvusho and Sriko are dragons? The missing Brood of King Vasho? The names certainly seem familiar. And are they related to the scaley-turning dude that was on the wreckage of the Laughing Gull?
Anyway, we continue to investigate the ship. We see some weird mechanisms under the steering wheel, which I recognize to be of Gnomish tinkering design. I follow them through the boat down to the rudder, and they lead to a mithril-tipped rod that looks like it was hitting a hexagon-shaped spot on the back of the boat. We look in the water near there, and find a hexagon broken on the bottom of the sea with an arcane rune that I recognize to mean water, and seems to contain traces of magic. We save it for later for inspection, and maybe to give to Algernon and Barus that are attempting to build a boat to see if that helps at all? We also see a bronze-scaled leg down in the water as well, which resembles the guy we saw on the Laughing Gull…maybe one of the dragon-dudes was here and injured? We do strip the bronze scales off of it though, because they might be valuable, and then head to the strip of land here inside the cavern.
At this point, Rekken gets a crazy coke-hallucination and hears someone say to him, “Vanquish this evil and move along; your purpose is greater.” Coke Dreams are wild.
On the landing, there are three doors. The leftmost one leads to living quarters that seem to be housing three prisoners. Two humans and a half-orc missing a leg. Brân recognizes the Half-Orc as an old acquaintance named Grollock. He and the two humans, Emay and Wulfgar, were travelling here on the Laughing Gull, and the last thing they remembered was the wreck, and then waking up in these cells. Rekken gives them some Goodberries, and we get them some fresh air while we continue exploring, with the promise of bringing them with us to Shore’s Rest. The middle door from the landing leads to a little antechamber, and then to a door that leads out to the beach. We decide we’re kinda exhausted, so take a rest there in the antechamber. Luckily we rotate watches, as in the middle of the night, the Marrow that got away tries to sneak up on us, but we make quick work of him. We go to the third door, and Brân uses Mage Hand to pick the lock, which is really awesome. It’s the pirates treasure room. We find a ton of stuff, as well as stairs leading to the surface.
- 380 copper, 180 silver, and 24 gold each (NOTE: WE FORGOT TO DIVY THIS UP BETWEEN THE FIVE OF US, WRITE THIS DOWN)
- A collection of 10 gems, each worth 50g (NOTE: WE DIDN’T DIVY THESE UP EITHER, LET’S EACH TAKE TWO)
- Scrolls of Command, Minor Illusion, False Life, Tenser’s Floating Disc, and Arcane Lock (I’M GONNA TAKE FALSE LIFE AND TENSER’S, COMMAND IS A PALLY SPELL, VORDAAR? VARIS DO YOU WANT MINOR ILLUSION AND ARCANE LOCK?)
- A Potion of Poison and a Potion of Greater Healing (BRAN TAKES THE POISON, VORDAAR THE HEAL?)
We make it back to Shore’s Rest with the three people from the Smuggler’s Cave. When we get there, Rey Carver and Ten Bevel ask to meet with us. They ask us about the coke, and we tell them that we’re gonna keep it locked away in our Arcane Locked Adventurer’s Quarters where nobody can access it. We all decide that coke is outlawed, but that we would keep it for research, as we’re getting some weird vibes from the mold. We also decide that Barrett shows remorse, and seems like he’d like to be rehabilitated, and so we assign him a sponsor in town to check in on him and make sure he keeps it on the straight and narrow. Linda the Elven weaver will take him under her wing, and get him back into leatherworking.
We hear call of a rider approaching, and look out to see Zela, who we met before with Mokishavo that took us to Hecary, though she’s covered in dirt. She says that Moki sent her, and that they need help in Bronzeport.
[END OF SESSION]
- There are a series of caverns under the Barrow Mounds and under the outhouse. These warrant some investigation. INVESTIGATED.
- What did that note in the tip jar mean? “Going secretly to Papp’s Sauna for Sara Jean” signed E. Is this code of some sort? TALKED TO BRÂN, WE THINK THIS IS CODE FOR GOING TO A BROTHEL
- We have now found more information about Bronzeport, a town we had heard of in some of the notes left in the home at Shore’s Rest, and was brought up in the notes we found at the Hard Bard. Now apparently Moki is there and needs help.
- What’s up with that dust cloud / earthquake that came from the north? Worth investigating?
- Do Angus and Taethan know the missing dragon brood? What is the full story with that? Was the dude we saw on a boat a dragon? Is the baby brother dragon still missing? Is one of the dragons missing a leg?
- For what it’s worth, we have coke that give us hallucinations and really deep advice.
- What’s the story with these statues? The one at Glasswater looked odd, but we didn’t take a closer look.
- There’s some huge Anacondas in the swamp, but also people that feel their pain or something? Requires further investigation.
- There’s some crazy beast in the woods nearby Shore’s Rest, with wings and a lion’s head or something. Griffon?
- We have deeds to some homes in Forsyn, but that might be the center of power of a shitty government that uses zombie slaves.
WHAT’S NEXT, BOYS?
- Picture of the twisting path of caves under Shore’s Rest to get to the Smuggler’s Cove
- Picture of the note left by Dvusho & Sriko for the shitty pirates
**** Brân interjected with a correction around the campfire:
Many thanks for the excellent recap Inspector! But I do feel duty bound to clarify the translation of the note found in the tip Jar at the Hard Bard.
The text, written in Thieve's Cant, is as follows: "Going secretly to Papp's Sauna for Sara Jean" signed E.
While tis true that "Sara Jean" is a slang term for a whore, the full meaning of the note is more complex – consider the phrase "Papp's Sauna for Sara Jean". In this case "Sauna" means a place that would make a whore sweat, much like the more common phrase "Sweating like a whore in church." Therefore, the clandestine meeting was at a church, temple, or similar place of worship. As to who or what "Papp" or "E" refers to, I haven't the foggiest.