Kay’s Journal – 5/13/22
We are going to Eudroya, a part town on the southern
continent. It’s much smaller than Ven, and in a jungle. Most normal supplies
should be available. This is our last stop before heading to the places the
ship was hired to explore.
The captain is planning on hiring 3-6 people here. We’re
thinking maybe going on the high end of that would be good.
We review the journal of the sailor who turned out to be a slaad,
as this town is where they hired on with the ship. The journal says they went
to the Jagged Blade – it’s a tavern in town that’s the place to go if you want
to get hired on to a ship. They also visited some hot springs in the area, and
a shop that is known to barter with sailors for things they find on their travels.
They stayed in the tent city that’s on the periphery of the town, near the hot
springs.
We get to port. The captain reserves a berth for up to a
week. Everyone is supposed to check in at least every 2 days, but other than
that people are cut loose. Pujol expresses concern about people or creatures sneaking
on to the ship. There will be a couple people staying on the ship to keep
watch, but there’s not much more than can be done. We’ll plan on giving the
ship a once-over before we leave.
There is no dominant religious order in this town.
The captain goes to talk to the harbor master. I overhear
part of the conversation; the harbormaster says ‘Bentor won’t let anybody in’.
Apparently, this dude Bentor is causing problems at the Jagged Blade, not
letting the normal hiring process go on.
So, we head to the Jagged Blade.
Morgot is unexcited by the stop in port; it’s just a
distraction from the mapping that he wants to be doing. Pujol asks Morgot about
the hot springs; he’s been there but hasn’t mapped it.
In the Jagged Blade, we get a table and plan to watch and
see if this Bentor person gives the captain any trouble. We pick a table in the
dark back corner, of course. CornCob goes to get drinks. A large, brutish man
at another table eyes us when we come in. CornCob eyes him back. He’s at most
lightly armored. CornCob thinks he looks shrewd.
Pujol starts performing with his harp.
I look around with the goggles (because we’re subtle like
that). Mr. Cranky has a magic weapon and pendant. The suit of armor by the bar
is magical. A couple bottles among the beverages behind the bar and a rock
burning in the fireplace are magical. Seems like a lot of magic for a bar in a tiny
little town, but utility magic items in a bar is not unheard of. The suit of
armor also has a jagged blade; it looks like it’s gotten dinged through use.
CornCob goes over to Mr. Cranky, greets him pleasantly, and
invites him to our table. He doesn’t want to move from his spot but invites
CornCob to join him. It’s Bentor. CornCob says we heard he’s the guy to talk to
about hiring crew. Bentor asks how sailing has been going. CornCob says it’s
been fine, we explored a couple of islands. Bentor asks if it pays well, and
CornCob says we’re being paid fairly. Bentor says many overeager people have
signed on with ships and not come back. He wants to make sure people hire on
with decent ships.
Bentor has been in town 5 years. CornCob asks if his role is
official or unofficial. Bentor says not much is ‘official’ in this town. CornCob
asks if Bentor gets a cut when someone is hired – yes, a bit. CornCob offers
him a bonus to point out any particularly good hands we might be able to hire.
He agrees, says it will take a couple days to find appropriate crew. Bentor
orders drinks for the two of them.
Bentor has a pendant that’s a bear claw. CornCob compliments
it, asks if it’s a trophy. Bentor says yeah, trophy or acquisition. Bentor has
never fought a bear. Crocs, crabs, yes, but not bears.
There’s a lot of people coming in. Maybe another ship came
in, maybe this is just when everybody comes to drink. Pujol keeps playing his
harp, keeping it low key.
Fathom realizes it’s really much to warm in this area to
need a fire…but the fire in the hearth doesn’t seem to be putting off heat,
anyway. Maybe that’s what the magic rock is for, producing a fire that’s just
decorative. She looks around for anyone who isn’t listening to Pujol. Everybody
is except for Bentor & CornCob, and a couple other people at another table
who were here when we got here. They are deep in conversation. Fathom tries to
listen in.
Pujol thinks most of the people coming in are sailors. A
couple have a very elven look to them, though they are not elves.
Abran gets us more drinks, and asks the bartender about the
suit of armor. The bartender claims it’s a good luck charm, handed down from
owner to owner…and you don’t want to do anything inappropriate in the bar.
The captain and first mate come in. They acknowledge us,
then look around, evaluating potential crew. Gooseneck goes to the bar and buys
them both a drink. He asks if they recognize anyone here; there are a couple sailors
they’ve seen before. The captain isn’t thrilled with the idea of going through
Bentor to hire crew. Feels his intervention is unwelcome. The captain says
Bentor can’t cut it himself on a crew, so now he’s just bullying people in to
going through him to get hired. Gooseneck offers for us to handle it. The
captain suggests we check out the item shop if we’re looking for the slaad.
Then she gives Gooseneck some coin and turns over the hiring to us (though she
gets final say), especially if we’re going to investigate Bentor. Then she and
the first mate head out.
Pujol and CornCob return to our table. We think there’s
about 100gp in the bag the captain gave us.
Abran tries to listen in to the two sailors at the table
next to ours, but can’t hear. Fathom and Abran decide to go talk to them,
because clearly they are up to something. There’s totally no other reason
people could be having a quiet conversation.
Fathom compliments them on their clothing and asks to join
them to talk. They say they’ve been trapped here, waiting for the right ship.
Fathom asks why they are ‘trapped’ – it’s Bentor insisting everyone go through
him to get crew. Some people don’t want to pay him, but Bentor has powerful
friends who will come to his aid in a fight. These two are considering taking
the risk anyway. Bentor’s friends are from out of town. The two agree to maybe
help if we go at Bentor.
We learn that Bentor charges the captains ‘finders fees’.
His friends are a wizard and huge person
who are out of town, and a gang that stays in town. The wizard doesn’t seem
super invested in Bentor. Fathom asks where Bentor goes when the bar closes; he
has a house in town. Abran asks them about Brookes, the shop. They say it’s a wonderful
place and the proprieter deals fairly with customers.
Fathom asks the bartender what he thinks about Bentor. The bartender
doesn’t seem to care.
We go to the store. There’s a kid in there and an adult who
looks maybe dragonborn. The adult is Brookes, and asks what ship we’re from.
CornCob tells her. She says we’re free to browse, but ask her any questions if
we have them, and don’t mess with anything that has a warning label on it.
Apparently some of the stuff might be dangerous.
Gooseneck asks about the slaad crewmen. She doesn’t sound
like she knows much/anything about them. She kinda remembers seeing people who
met that description browsing the store. Pujol asks if she saw them with anyone
else, and she says it was just the two of them hanging out. He asks what other
ships they were with – they were most recently with the Bloody Anchor, and the
Starfish before that.
CornCob asks if someone handling hiring them on to the
various ships. She says the thing with Bentor is recent.
She says the Bloody Anchor dropped off other hands at the
same time our two left; a handful left the ship and have since moved on to
other ships. The Bloody Anchor is picky about their crew, but maybe not in the
expected way.
Abran asks how Bentor went from being a failed hand to
running a con. Bentor doesn’t follow structure well. She doesn’t know anything about
his associates but thinks the big one must be a giant. The wizard is Oathen –
he buys a lot of stuff from her – diamonds, moss, lichen, unguents, a wide
variety of stuff. He goes for lichen that’s not native to the area.
Abran asks if Bentor’s behavior is good or bad for her
business – it doesn’t really affect her.
Gooseneck asks where Oathem is – pretty far away in a capitol
city. He sends people to pick stuff up for him and seems to be very powerful.
Then we get down to looking at stuff to buy.
CornCob asks about a magic war hammer. She’s got two, a less
complicated one for 500gp, or a more complicated one for 2000gp. One of them is
a +2 hammer.
Pujol asks about protection or armor; she suggests concealment
instead. She has a potion that will make someone undetectable, but it’s 10k gp.
A potion to make him silent is just 500gp.
CornCob asks about throwing axes; she has a set for 600gp –
but we already have a set.
Gooseneck asks for something that would increase lightning
damage.
Pujol asks what she’s offer for his last poison dart – 200-300
gold. In trade for an item in the store, she might trade it for an item she’d
sell for 500gp. He trades the dart for the war hammer for CornCob.
Pujol offers some of the spores he exudes. He has to work to
sell her on the idea, but eventually she offers 500gp for a sample. They make
the trade.
Abran and I hear a sound from outside; it sounds like maybe
a large crate being dropped either outside or in the building adjacent to the
shop.
Fathom asks about a green item she sees in the shop. It’s a
barrel with arrows with green fletching. They are magical.
Abran also asks about protection – she has some +1 leather
armor. She wants 1000gp for the 20 magical arrows. Abran pulls out his sniper
rifle and asks what she’d value it at. She offers 12k gold. CornCob offers to
throw in the pistol. She offers 20k gp for the pair. Abran also wants a ring of
fireballs – she doesn’t have that, but she has a necklace.
She shows us a 1” cube that can make a 20’x20’ fortress. It’s
reusable, just put it on the ground and say the word. It’ll do it 1-2 times a
day. It will absorb some amount of damage before it dissipates. Pujol really
wants it.
She shows us another cube. This one it larger, at 3”. Each
side has a different image. It transports users to other planes of existence.
It’s damaged, so it has some limitations. It will open a portal to the fae
wild, a plane of water, and the astral plane.
We decide to sleep on it. We hear another crash from
outside. She says there’s been a lot of noise from the warehouse behind her
shop lately.