Rest at Feon; Scallywags Session 8: The Grey Coasts
General Summary
The 8th of Light, First Corellian, midday, 1:16 pm. Patiently, aboard both row boats, the crew leads the 'Frontal Cortex' of the octopus-like ship, and but a 100 meters near to the ship, it reacts. Thrusting, skiing across the water with remains of its new-growths, its tentacles, it skips into and over the Call effortlessly. The crew has no time to react, yet moreover, by the time any of the crew other than Fl'ta Ikewas is there, the flumph is always there, the crew knows--the lowest hold is taken over, and the Frontal Cortex has latched around the altar, runes, and orbs of the Horizon's Call 's harnessed-battery, the elemental of the sea and sky who once allowed this great sailing vessel to soar amongst the clouds; a symbiotic relationship is formed, Yolov intuits, and Torth, Gyc, and the veldalken Ghost-Hunter warn of the precedence of such an event, fearing what will come next. However, no one has immediate knowledge of what to do next, so the crew sees it as need to know subject, and they leave it quiet at that.
Within the next twelve hours, E'krae gets a letter to the captain, saying he needs Brimstone to settle in with the Knights of Ne and when the Call will arrive. Thus, the group packs up finishing the harvesting and gathering of their plunder, and they set sail north for Feon.
They arrive 9am on the 10th of Light, First Cuthbert's of the year 698. Immediately, the crew reunites, and almost just as soon the Knights of Ne press in for the taxes for time already past, and coins already needed to account for such time. Tedious indeed, the crew using Aikhon's skills to settle up, allowing for them to dock without worry, but with their own security needed, for two days; they have until the 12th of Light before the Knight's will need more gold to house the Call. (105 gp: 100gp to dock the Call, 5gp a day to keep the Call longer).
The rest of the day is spent with carousing, carriage rides, and general peaceful shopping. The party needs alchemic equipment first, so they go to what they know as the better alchemist of the city of Feon : The Willow Wench. Hidden and layered, this shop is encompassed in a copse of trees, those that leer high above the Animal Walk of south-central Feon; this beautiful canopy weaves like a webbed and fingered basket around bark-inlayed flooring. Here patrons and tables can settle their legs and feet, and peruse and shine respectively. First, they are greeted by a hirsute small man, with so much hair it encompasses his tiny, two-foot tall body. Then, they hear the voice, that of the Willow Wench herself. This is, at first, only Brimstone and Aikhon, but soon Rognur joins and Skiff as well, hidden amongst the brambles, boughs, and branches (he wishes for a device to quell and make someone slumber, which he later gets from Willow Wench after some confusion; 40g A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake). Nonetheless, Brimstone wishes to immortalize his achievement of conquering an aberration mind, and ask the Will Wench to embalm and perform a kind of taxidermy to harness the face and tentacles of the Illithid. She agrees at the price of the brain, and Aikhon further barters for a Healing Potion, some Dragontongue Herbs (3) for Rognur's own Alchemist's Fire, and 30 Bolts/arrows, 10 acid, 10 fire, 10 cold (1d4), and 20 firearm bullets, 5 acid, 10 fire, 5 cold (1d4).
The Willow wench has other magic items, "healable" rope", "smoldering armor" enchantment, "the veteran's" cane, "staff of flowers", Witherbloom Primer (standard prices), amongst her Alchemist (Urban-status) gear. Furthermore, for the price of 3 Trolls, she will add the smoldering enchantment to a person's gear per troll returned.
The group head's to sleep, with Aikhon's connections (A Dwarven fellow of the Goregold family) allowing for his brother and him to stay at the Glittering Galleon, yet Skiff and Rognur choose to remain on the Call with the crew remaining (Chatulkik, Noodles, Ganoi). Here, Skiff and Rognur make both use of workshop and alchemy to fashion a muzzle of acid resistance and use some more scrap metal to make some additional steam bombs. Additionally, Brimstone is able to locate a chunk of Adamantine ore, and he also convinces them to craft a sledgehammer for him out of it, for 110g.
The next morning, the 11th of Light, 2nd Moradin, Brimstone awakens early, after a long night lost in booze and parties, near the Feon river. Only a note is in his hand, and it states: "Meet me at the Salty Siren".
We now wait to see what the muzzle is for, and who we shall meet with Rognur at the Evermoor. Additionally, will Brimstone remember his drunken stupor? How will Aikhon reconcile knowledge of his own dragonborn species being used by the king? How much should the crew worry about The Men-in-Black.
Within the next twelve hours, E'krae gets a letter to the captain, saying he needs Brimstone to settle in with the Knights of Ne and when the Call will arrive. Thus, the group packs up finishing the harvesting and gathering of their plunder, and they set sail north for Feon.
They arrive 9am on the 10th of Light, First Cuthbert's of the year 698. Immediately, the crew reunites, and almost just as soon the Knights of Ne press in for the taxes for time already past, and coins already needed to account for such time. Tedious indeed, the crew using Aikhon's skills to settle up, allowing for them to dock without worry, but with their own security needed, for two days; they have until the 12th of Light before the Knight's will need more gold to house the Call. (105 gp: 100gp to dock the Call, 5gp a day to keep the Call longer).
The rest of the day is spent with carousing, carriage rides, and general peaceful shopping. The party needs alchemic equipment first, so they go to what they know as the better alchemist of the city of Feon : The Willow Wench. Hidden and layered, this shop is encompassed in a copse of trees, those that leer high above the Animal Walk of south-central Feon; this beautiful canopy weaves like a webbed and fingered basket around bark-inlayed flooring. Here patrons and tables can settle their legs and feet, and peruse and shine respectively. First, they are greeted by a hirsute small man, with so much hair it encompasses his tiny, two-foot tall body. Then, they hear the voice, that of the Willow Wench herself. This is, at first, only Brimstone and Aikhon, but soon Rognur joins and Skiff as well, hidden amongst the brambles, boughs, and branches (he wishes for a device to quell and make someone slumber, which he later gets from Willow Wench after some confusion; 40g A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake). Nonetheless, Brimstone wishes to immortalize his achievement of conquering an aberration mind, and ask the Will Wench to embalm and perform a kind of taxidermy to harness the face and tentacles of the Illithid. She agrees at the price of the brain, and Aikhon further barters for a Healing Potion, some Dragontongue Herbs (3) for Rognur's own Alchemist's Fire, and 30 Bolts/arrows, 10 acid, 10 fire, 10 cold (1d4), and 20 firearm bullets, 5 acid, 10 fire, 5 cold (1d4).
The Willow wench has other magic items, "healable" rope", "smoldering armor" enchantment, "the veteran's" cane, "staff of flowers", Witherbloom Primer (standard prices), amongst her Alchemist (Urban-status) gear. Furthermore, for the price of 3 Trolls, she will add the smoldering enchantment to a person's gear per troll returned.
The group head's to sleep, with Aikhon's connections (A Dwarven fellow of the Goregold family) allowing for his brother and him to stay at the Glittering Galleon, yet Skiff and Rognur choose to remain on the Call with the crew remaining (Chatulkik, Noodles, Ganoi). Here, Skiff and Rognur make both use of workshop and alchemy to fashion a muzzle of acid resistance and use some more scrap metal to make some additional steam bombs. Additionally, Brimstone is able to locate a chunk of Adamantine ore, and he also convinces them to craft a sledgehammer for him out of it, for 110g.
The next morning, the 11th of Light, 2nd Moradin, Brimstone awakens early, after a long night lost in booze and parties, near the Feon river. Only a note is in his hand, and it states: "Meet me at the Salty Siren".
We now wait to see what the muzzle is for, and who we shall meet with Rognur at the Evermoor. Additionally, will Brimstone remember his drunken stupor? How will Aikhon reconcile knowledge of his own dragonborn species being used by the king? How much should the crew worry about The Men-in-Black.
Rewards Granted
Sledgehammer will be ready in later this day for Brimestone.
Missions/Quests Completed
Appeasing the Knights of Ne for a few days, renting space at the docks. Paid in Copper and Silver.
Character(s) interacted with
The Lady Willow Wench, who runs the largest Alchemy, Herbalist (some magic items) within Feon; she rarely accepts coins. She is an old, old forest gnome.
Created Content
Carriages in Feon by Vareem and Sons are 3 cp per person around the city, 1 cp within the Ne District.
Report Date
04 Sep 2022
Primary Location
Secondary Location
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