Session 26 - On the Shores of a Red Port

General Summary

Sunset - Starday 18 Ready'reat

  The Sea Ghost and her crew the Try-hard Misfits lower their sails as they approach Redshore,a port city of along the very tip of Keoland. They are on a covert mission to recover the famed painting of King Skotti which has been stolen from the Council Hall within Saltmarsh by a group known as the Agile Hand.   With the sun setting behind the ship, the party sees a small row boat approaching and Capt. O'Donahue orders a ladder be draped so the pilot can come aboard. After greeting the captain, the pilot maneuvers the ship within a narrowed passage between two small towers guarding an inlet. She then directs the ship to a small degraded wharf where she informs them that it's a gold a day. Opening their purses, the party pays the fee.   "Shall we go explore?" asks Karia.   "I'd like to see what's nearby, so sure!" answers Adlia.   The party disembarks from the Sea Ghost and walk down the wharf. Reaching the shore, a sign reads, "This way to Redtides tavern where the dishes are hot and the drinks are cold."   Karia comments, "That sounds like a good place to start."   Following the directions, the party treks along an earthy trail into a section of degraded and even derelict buildings. The whole area seems depressed in the dark of night, but, the party begins to hear the faint sounds of celebration. Suddenly Adlia asks, "Did you hear that?" When she only sees blank faces, she continues, "A voice cried out for help to me. It's urging me to head between those buildings."   Nar Sherekir states, "That doesn't look safe, let me scout ahead" then quickly disappears into the dark. A few moments pass before she returns stating, "It opens into a courtyard with a broken temple and old fountain at the far end. Doesn't look dangerous to me."   As the party enters the courtyard, they see that this area might have been quite beautiful once, but now the buildings have long been abandoned and even the temple's roof has caved inward. Hearing running water, the party approaches the fountain and note broken stones, moss, and dirt covering it.   Adlia, however, sees a gleaming fountain with pure water gushing gleefully upward. The voice speaks clearly in her mind, "Welcome my child. I need your help. A fountain just outside this city needs to be cleansed. It's the only source of water for my flock and they've been without it for two days already. I fear for their safety and need a champion for this task. If you complete this burden, then return here and I will answer just one question with yes or no, if it is within my knowledge and power to do so. Will you accept?"   After sharing the vision, the party discusses the situation and Karia and Nar investigate the temple. Upon entering the dilapidated building, they find a small plaque with a dedication.  
The seas provide a bounty of food and a means of travel; protect the sea as you would your own home, else face Osprem’s wrath.
Osprem goddess of Travel and Sailors
  To the side, a faded mural reveals the image of a young lady with striking looks and long flowing hair holding a trident while looking serenely toward a horizon. "She's pretty," Nar whispers, "Why did they stop worshipping her?"   Adlia's face sobers as she responds, "I'm not sure. I don't know who she is. Perhaps a newer diety took her place?" Looking resolute Adlia continues, "I'm doing this. I know it's dangerous, but Ehlonna teaches us to have balance between nature and society, so I must help."   Leaving the ruined square behind, Nar asks Jane, "Can you lift me up? I'll see farther if I'm on your shoulders." Jane agrees and lifts Nar into position. The party continues westward until reaching a squat building with light and noise spewing from its interior where a wooden sign dangles from a rafter depicting a tide painted in red. The party enters through an open doorway and Nar remembers at the last second to duck narrowly avoiding bonking her head. Entering the large room, the party gets overwhelmed by the smell of beer, the overflowing light, and the racous noise of people talking over each other.   A harried human carrying drinks passes by the party and says, "There's an open table over in the corner that might suit you. Give me a few minutes and I'll be around."   The party sits themselves at the large table and watch as the server moves frantically through the crowd for several minutes. As the minutes increase, the party starts discussing heading elsewhere, then the harried guy approaches, "Hi! I'm Cartham. What can I get you?"   "Hey Cartham. We're new in town," states Kyra, "What do you have?"   "We've got a nice selection of beers," answers Cartham.   "What about claw wine?" Nar quickly asks.   "Huh? I'm not sure what that is. However, we do have a few premium elven wines. Want to hear about 'em?" asks Cartham.   "Let's just do a round of beers," Kyra states. The party also orders a bit of food.   Cartham quickly steps away and stops by several additional tables before heading into the back. The party idly watches as Cartham works the room by himself. After several minutes he passes by the table and Karia speaks up, "Any word on our drinks and food?"   Cartham blanches and states, "I'm sorry. Give me just one more minute." He then scurries into the back again before quickly reappearing with the round of drinks. Dropping them off, he explains, "Here are your drinks and the food will be just another minute."   Kyra says, "Thanks! Do you have any juicy gossip? We're trying to learn about the area."   He leans in and whispers, "They say that Dusk of the Agile Hand has a new lover. Nothing new I know, but they say that the new lover is the mayor's wife and she likes to be tied up."   "Do you have suggestions on goods? We're looking for an expensive glass eye, maybe a potion of healing, and always new weapons," continues Kyra.   Cartham shares, "Well, Allie Neemond has some magical supplies and some great healing concotions. For weapons, Corb Three-fingers probably has the best forge in the city. You'll need to head toward the gate for either of 'em tho. Now please excuse me, I'm running a bit behind."   The party tries to listen to the other conversations occuring within the tavern, but there's too much ambient noise for them to stay concentrated on a single speaker. Eventually the food arrives and the party can tell that it's been sitting ready for a bit before arriving, but they've also had time to notice that only Cartham moves through the crowded room and he is trying to assist everyone. The party quickly eats and then leaves a few coins on the table for the fare before heading back to the Sea Ghost for a night's rest.  

Morning - Sunday 19 Ready'reat

  Rising early, the group heads toward the center of town east of the inlet. Reaching a fork, the party notices a building with a wooden sign hanging over a door displaying a feather hovering above a page. Upon entering, a young male greets them, "Good morrow to you all. I'm Jobbs and may I assist you in finding a specific text?"   Kyra smiles, "Do you have any spell books?"   Jobbs answers, "That's not a common request here. I'll need to look around in back." He returns several minutes later, "I did manage to find one with about eight spells within it with the most difficult being in the fourth order. It's price is four hundred gold."   Kyra muses for a minute before replying, "I'll need to think on that. However, do you happen to know where Allie the potion maker's shop is?"   Jobbs quickly outlines a path, "She's near the south wall. You'll just follow the main road to the gate and then just before leaving Redshore turn right and follow that lane till you run across her shop. I hope to see you again."   Within an hour, the party enters Allie Neemand's Alchemical Solutions. "Well met travelers!" Allie greets the party, "How might my humble shop help thee? I'm sure I can do better than the ne'er do wells who worship Obad-Hai and care not for townsfolk." After the party indicates that they are seeking healing potions, she continues, "Och! I've got the best in town. Them across town spread lies about me and they don't even sell a simple healing elixir. You say you want 5? How bout we sell you 6 along with and a glass eye for 300 gold."   Kyra bargains, "That's a bit steep, how about 200 gold?"   Allie muses for a moment, "I can sell you three potions and the eye for that price or six potions and no eye. I'm offering a good deal here and I'll lose money trying to go lower."   The party quickly agrees to six potions and the glass eye before heading out of the gates toward the small fishing village toward the south-east. As the party approaches the village, the ground turns rocky as the move into hilly country. Finally reaching the small group of buildings and a few docks, the party sees a natural opening in the hard stony ground. Above the well, a tripod supports the block and tackle used to raise and lower a bucket via a raw rope. The party approaches the rope cautiously and Karia tosses a rock down the well causing a clattering sound to echo upward.   As the clattering starts to dwindle,
the rope begins to quiver as a snake-like creature springs forth swiping out at Jane first with it's tentacles and following up with its tail. Jane deflects the attacks then arcs her sword into the thick hide of the strange beast. Karia then flanks the beast and uses both of her swords to draw the creature's ire while Kyra summons her arcane magics to blast the Grick Alpha with fire roasting its leathery skin. Nar and Adlia join in as well confusing the creature with so many attacks. Within moments, the party has felled the foul creature and then quickly hefts the body away from the well to prevent further contamination.   Nar climbs down into the well and notices a small notch where she finds some coins and metal gauntlets inlaid with a monstrous face. As she climbs back up, Kyra uses the arcane arts causing her voice to echo "The well is clear. You can safely drink!" Then the party heads back into town where they inquire about clothing outfits and are directed north toward the copper district.   Upon reaching the building with a spindle hanging in front, a young man greets the party, "Good Eve to you all. How may Threadson Clothier assist you?"   Nar explains that she wants to brighten up performances and she needs a dress that will wow the audience. She outlines that it should be the color of wine and have pleating below the waist. She also wants rhinestones in strategic locations to draw attention and sparkle for the crowd. Ebb Threadson nods along with the description and bubbles over with enthusiasm regarding her thoughts. He needs a day to convert an existing item to Nar's size and specifications and they agree on the cost of a gold piece with instructions to stop by tomorrow afternoon.   The party then heads toward the Spring of Osprem deep in thought as to what they might ask the goddess.

Rewards Granted

Experience Points:
580 XP/player

Treasure Found:
Gauntlets of Ogre Power
2 GP
15 SP
25 CP


Coin Spent:
20 silver in Redtides Tavern
300 gp for Healing Potions and a high quality glass eye for Kyra
1 gp for Nar

Missions/Quests Completed

Cleanse the tainted Well

Character(s) interacted with

Cartham in the Redtides Tavern
Blah Blah the scribe
Allie Neemand the alchemist
Ebb Threadson the tailor

Created Content

Osprem

Related Reports

Session 25 - Pursuit of the Hand Report

Session 27 - Drawing up a heist Report

Notes

Experience Points Calculation:

Grick Alpha = 2,900 xp /5 party members = 580 xp/player

Campaign
Secrets of the Saltmarsh
Protagonists
Report Date
04 Mar 2024
Primary Location
Redshore

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