Diary of Phesemir Tolac Narannon, entry #2, 3.14.21

I have been sorely negligent in my diary keeping, almost as if I feel that I can produce little content to equal or come close to the words of those masters I read – the mystics, philosophers, historians, or masters of the arcane. We have had some few adventurers, and now find ourselves in the swamp, and about to help a tribe of lizardfolk assault a keep of brigands and villains.

I am excited to be in the swamp, if not for the same reasons as my comrades. They are here for adventure and treasure, and possibly revenge. I am here because this area has a long and dramatic history, and there must be ruins aplenty with lore long lost just waiting for me to find and learn.

Alas, first we must assist these forlorn lizardfolk retrieve their young ones. Perhaps this fortress we assail is of old make and contains some lost knowledge. One can hope for some viable reason to be bothering with this task, can one not?

First Entry of Korvias Pipeleaf – 3.14.21

We have failed. Failed in our quest to rescue our employer from the clan of goblinoids. The shame of our failure weighs on the party, especially the dwarf Baern. I suspect it bothers the elves as well, but they appear to have little difficulty concealing their worries. I also suspect it bothers the Tiefling not at all. But I think the dwarf is hit the hardest, as it was a fellow member of his race who was slain before our eyes by that cowardly bugbear.

Oddly enough, I find myself closest in kinship with the dwarf – a traditional enemy of my people. This does make me wonder what I will find when I do find a clan of kobolds – will I be disappointed or will I be welcomed by them? After my experience with the small green dragon, I’m suspecting I will be disappointed.

The dwarf seems to appreciate similar things to myself – a good wine or ale with hot food, and a pipe after the meal. I realize those comforts are a result of my halfling upbringing, but all the same… That he is not wiser as a result of his advanced age is a mystery to me, I expect if I reach his age of over sixty years, I should possess a great deal of knowledge.

As we head back to Phandelver, our tails limp in defeat (a metaphor, the only tails in the group are mine and the Tiefling, and hers seems to have suffered no hint of shame), I wonder what other unpleasant experiences and revelations might be awaiting me in my foray into the life of an adventurer.

Diary of Khaavren, in Avernus, 3.14.21

It has been a while since I’ve been introspective, I suppose as due to having more pressing concerns. To sum it up, we were transported to Avernus in pursuit of Elturel and finding some method of bringing it back to our plane.

Since then, we’ve been hounded by demons and fiends, and have been in a near constant struggle to stay alive and sane. I’ve had little time for introspection, although I had found myself struggling to keep myself from descending into the despair and deprivation that I see when I look at the occupants of this plane – like those poor wretches at Fort Knucklebones.

I suppose it all started long ago – back in Menzoberanzan, when I was younger, and was being taught that kindness, mercy, honor, generosity, and their attendant traits were all signs of weakness. Lloth always preferred to keep her followers divided and untrusting of one another. Likely because it made them easier to control. I questioned those teachings then, and I outright deny and repudiate them now.

We have been in Avernus quite a while now – time seems to have little meaning in this place – and have accomplished some good deeds – releasing a titan and a unicorn from this place among them. In that deed – releasing the unicorn, I have found a little bit of redemption, and have acquired a guide. The celestial Mooncolor has consented to be my guide and mentor. At first she was a little reluctant – due to my heritage, but she apparently recognized that I was more than what my city, race and family made me. In her, I feel I have found a magical and moral mentor unlike any I envisioned.

I am still in danger, of course, and will be the rest of my life – either here in Avernus or back in our plane, being hunted by other drow as a renegade and traitor. Or just for money, as no normal drow does something for another without payment.

But if I die, at least I will know I die in a decent cause, something bigger and better than myself.

Song of Saltmarsh

by Tariq Muzeer

Oh south of Neverember
Where no one knows how to fly
Is a small town called Saltmarsh
Where budding hopes go to die

Its got sailors, its got dwarves
And food for every diet
Tonight come down to the wharves
And we’ll watch them all riot

We’re not curious
We’re not furious
The spurious we will not receive
Leave Saltmarsh alone or just plain leave

There’s skeletons forming to the north
And troglodytes swarming to the south
And one lonely druid craves the breeze
Hiding there in the last of the trees

Music is for city streets
No sir we don’t have a band
We really like our beaches
Keep our heads deep in the sand

We’re not curious
We’re not furious
The spurious we will not receive
Leave Saltmarsh alone or just plain leave

It’s called the Mere of Dead Men
Though no one seems to know why
The south wall is wide open
In case friends want to stop by

Families moved in ‘cause land is cheap
But the dwarves are only here to mine
Farmers neither sow nor do they reap
Hey! Here come the lizardfolk to dine

We’re not curious
We’re not furious
The spurious we will not receive
Leave Saltmarsh alone or just plain leave

We don’t hear the songs of any cult
And don’t you mention pirates again
There’s no undead and there’s no occult
I’m quite sure that’s not a smugglers den

No doubt everything is fine
Says the mayor with chest bared
Have one more glass of claw wine
And we’ll pretend we’re not scared

We’re not curious
We’re not furious
The spurious we will not receive
Leave Saltmarsh alone or just plain leave

I’m riding the waves on the Sea Ghost
Doing that thing which I love the most
Exploring this mysterious coast
Whoops I missed our port I’m so engrossed

But if night finds me back in Saltmarsh
I know what they’ll say that very eve
I’ll gird myself for those words so harsh:
Leave Saltmarsh alone or just plain leave

Leave Saltmarsh alone or just plain leave.

Journal of Tearmann, #1, 10-10-2020

Its been 3725 days since I was killed and reborn. Three thousand, seven hundred and twenty three days since my village was wiped out and my old life ended. Now I exist only to punish those who took that life away from me.

The party uncovered a dastardly plot made by the foul lizard people to invade and destroy Saltmarsh. We learned of this cowardly plan while clearing out a band of questionable merchants. With one attack I sliced a lizard vermin into quivering chunks of fish bait.

It felt good to protect the town, I must persuade others to get reinforcements and sail to the marsh to wipe out the savage horde of lizard people sough of Saltmarsh.

Damn you for all eternity Terindath Kraken, I am coming for you!

Journal of Tearmann, #1, 9-19-2020

Its been 3723 days since I was killed and reborn. Three thousand, seven hundred and twenty three days since my village was wiped out and my old life ended. Now I exist only to punish those who took that life away from me.

I have found my way to Saltmarsh, a dreary little hamlet on the water that smells of fish all the time. I am hoping to find news of my enemies. Unfortunately, my resources are low so I’ve taken up with a group of wanderers. We have investigated an abandoned house with few challenges, but we were accosted by a group of brigands, with one of their number a hobgoblin. I nearly destroyed this despicable creature, allowing another wanderer to take its worthless life. I’ve taken it’s ears as a memento of the righteous demise.

Damn you for all eternity Terindath Kraken, I am coming for you!

Saltmarsh Session 1 – DM Notes

This day is the 12th day of Tarshak, year 1495

This mix of adventure seeking individuals gathered in the Snapping Line for breakfast before setting off to explore this “haunted” house Phesemir has heard about.  He recalls for the group what he knows.  The house has been abandoned since the alchemist who owned the place disappeared, presumed dead.  Folks from town have seen lights from the house and the few brave children who entered the residence had encounters screams coming from the basement.  Laddie also tells the group about a dream he had.  The house was the right place to go.  There is an artifact in the basement that he believes is blue and they should go after it.  After a little bit of questioning on Laddie’s dream they head off. 

As they are leaving Saltmarsh, Laddie runs down to the river’s edge to gather some water, however the ocean water mixed in here makes this water much too salty for consumption.  He returns still on the search for water.  A couple of the town’s children are following the group out, asking questions like “Are you really going to go visit that house?”  “Aren’t you scared?”  Tearmann tries to shoo them away and Phesemir reluctantly placates them with short answers.  As the group gets closer to the house the children lose their bravado and run back to town.

They arrive at the foreboding mansion and seeing the gates open and parts of the wall crumbling they enter the courtyard through both available entrances.  Laddie sees a well in the courtyard and approaches hoping to find the water he is searching for.  He notices the small animal bones around the base and then looks in to find two large snakes who attack at his approach.  After a short battle, some minor wounds received, and an attempt to converse with the snakes, the snakes lay defeated.  Tearmann attempts to gather some snake steaks, however his butchering job falls a tad short.  Meanwhile Phesemir shapes the water in the well to allow him to descend by rope to gather the miscellaneous coins at the bottom of the well.  The group enters the house through a side entrance that is standing open.  Thrace gets a sense of the ground floor inhabitants as she enters the building, along with a sense that the building structure has several weak places.  Upon exploration of the first room Tariq encounters a swarm of spiders who had taken residence in a fireplace.  With the flat sides of their blades Jikra and Tearmann assist Tariq with squashing enough of their number to chase them off.  The party then deals with the group of centipedes that had taken up residence under the kitchen’s cupboards.  In the ensuing battle Tariq falls to the attack of a centipede when he is unable to stave off the poisonous bite. Laddie maneuvers around the room to tend to Tariq as the remaining party members kill off the centipedes.   After the battle is over Thrace administers a healing light over Tariq whose eyes pop back open feeling much better.

The group proceeds to the front area of the house exploring a few empty rooms, although Tariq suspiciously approaches the fireplaces expecting more spiders to spew forth.  In the west wing the group finds a library, although mostly cleared of its contents there were a few tomes stacked in the corner that were still legible.  Phesemir picked up three by mage Tenser and mage Nystul.  Tearmann picked up a couple of the remaining books on history of Neverwinter and Mount Note.  Tariq claims a book on poetry, he works with what little legible writing is left to put the poems to music and gently plays his dulcimer as the group continues. 

Whose woods these are I think I know

His house is in the village though

He will not see me stopping here

To watch his woods fill up with snow

My little horse must think it queer

To stop without a farmhouse near

Between the woods and frozen lake

The darkest evening of the year

He gives his harness bells a shake

To ask if there is some mistake

The only other sounds the sweep

Of easy wind and downy flake

The woods are lovely dark and deep

But I have promises to keep

And miles to go before I sleep

And miles to go before I sleep

** GM Note – Poem originally by Robert Frost – who knew his work would be located in an house in the Forgotten Realms. **

In a study in the same wing the group came across a desk.  Missing the skills of a lockpick, Jikra pried it open with his scimitar.  Unbelievable not breaking the glass vial that was wrapped in cloth that lay inside the drawer along with papers containing orders from when the alchemist lived in the house.  The last room in the east wing contained a trap door in the floor which Jikra tested by standing on it.  They left the door to explore later as Thrace insisted, they should deal with the human she sensed on the upper floor of the house.

The group slowly ascended the stairs and Tearmann attempted to sneak down the hallway in the direction Thrace indicated that she sensed the human.  He discovered a man tied up in the corner in nothing but his undergarments.  Thrace warned the party that the floor was weak along the west wall and Phesemir sent in Llewella to chew through the man’s bindings.  The man explained that he was a traveling merchant heading to Saltmarsh who stopped by the abandoned house to rest since he did not think he would make it to town before dark.  When he entered, he was attacked from behind, knocked unconscious and found himself tied up in this room.  Laddie examined him and while he did have a nasty bump on the back of his head, he did not believe it was enough to knock him out.  They decided to let the merchant follow them for the time being and Phesemir lent him his blanket to cover up with.

In the next room Tearmann discovered some footprints and some markings on the windowsill.  A round area where the dust and dirt had been disturbed and scratches in the wood.

After further examination of the second story and some careful acrobatics by Tariq to get across a weak part of the balcony, that unfortunately collapsed a portion forcing many of the party members to find an alternate route to the remaining portions of the second floor.  They found the merchants clothing discarded what was once a storeroom and came across a small group of stirges that attacked the party from the attic.  One of them attached itself to Phesemir’s leg who used his dagger to pry the thing off, spraying blood down his leg, mostly his own. 

With many of the group wounded they decided to take a short lunch break out by the well and recover a few spells and rest up from the damage they had taken so far.  Tariq spent most of the time wandering about the areas of the first floor including opening a door they had not opened yet.  During the rest Jikra talked about a person in town that is looking for the apparatus of Kwalish and will exchange a magic item for it if they come across it. 

During the short rest, the group had a lunch of snake steaks not quite so expertly butchered by Tearmann.  Although Thrace produced a wooden container that had her lunch prepared in small containers inside. 

They head downstairs to discover a basement room with walls of wine racks and empty storage containers.  In the middle of the room was a corpse in armor and weapons that Tearmann proceeds to poke with his sword.  Out came large swarms of rot grubs and battle ensues again.  While dispensing the rot grubs the group also keeps a close eye on their new merchant friend, not trusting his story.  The merchant requests the longsword that the corpse had by it and Tearmann let him borrow it.  Jikra claims the splint mail the corpse had on but chooses to wait to don it until a bit further cleaning.  It had been on a body for several days and was covered in the remains of the rot grubs.

Thrace senses the occupants of the next room and knows where the entrance in the fireplace is but cannot ascertain how it is opened.  She silently alerts the remaining party.  Laddie tries to find the entrance, he has become quite the expert on fireplaces, but cannot seemed to locate the door that Thrace is certain is there.  Tearmann comes over and immediately sees the handle and opens the door.  He charges in and immediately gets struck by an arrow by a female human that was among the occupants waiting for them.  The group rushes in and takes down one of the humans quite quickly while the remaining two escape out a secret door in the back of the chamber.  Thrace catches the merchant coating something on his sword and she demands that he put the weapon down.  He does so while explaining he was just trying to help the fight.  Not buying the argument Tearmann binds the merchant’s hands.  The group searches a near by bedroom and finds a few more books, a hooded lantern, and few papers.  One that the party believes is a signaling system and another is partially in a language that no one in the group can decipher. 

They follow the path of the escapees and another battle ensues with a hobgoblin, a few more humans, and a caster name Sambalet but not before Thrace and Tariq attempt to knock the merchant unconscious and tie him to a bed when the rest of the party is not looking. 

The battle and out a bit rough when Sambalet charms Jikra who proceeds to try get all of his friend to get along.  During the battle both Jikra and Tearmann are knocked unconscious, Tariq dances through the battle fields with amazing speed only to find additional foes around the corner, and Phesemir finds a nice place to duck in and out of as he fires ray of frost at the enemies. Thrace finally lands a few sacred flames on the spell caster while healing Tearmann to get back into the fight.  When the din of battle fades the party recovers a bit and searches for useful items on the slain and the collection of trade goods, they found in the cave rooms.  The also find an opening to the ocean and a rowboat pulled up into one of the caves.  Tearmann also collects the ears off the hobgoblin and adds them to a gruesome necklace that already contained few sets.

Feeling bruised and sore the group decides to rest for the evening in the barracks they found.  Tomorrow they will investigate signaling down a possible boat using the code they found.

Diary of Phesemir Tolac Narannon, entry #1, 9.19.20

We got up bright and early, and after a breakfast of the local pastry and tea, we headed out to the haunted house on the cliff. A few local children followed us for a while, but when it became apparent we were serious, they scurried back to the village.

As we approached the house, you could hear the waves crashing against the cliff it stood on – none too sturdily. It looked like it had been abandoned for more than a year or three, with some damage to the roof line and some of the cliff undercut by the waves. The gate was open, and the surrounding wall was collapsed in several places. Some of the more paranoid group members went through the gaps in the wall, but I marched through the front gate. After all, my mission is a good one – to recover and protect any information which might otherwise be lost.

Laddie – clearly a nickname given to a person who doesn’t wish to share too much about himself, approached the well, hoping to refill his waterskin. I’m not sure why he didn’t do so at the tavern or the well in the town, but ok. As soon as he gets close – two giant snakes come out of the well and attack him. Tearmann shoots one of them, and that one slits off and attacks him after one bites Laddie – who cries out and says he feels poison in their bite. Which makes sense, as despite their large size, I can clearly see large venom-injecting fangs, as opposed to the more normal shaped teeth common to constrictors. After a brief fight and a few more bitten companions, the snakes are slain, which is something of a pity, and we enter the house.

The place seems deserted, and we move to the main entryway. Tariq goes into a sitting room he had looked at from outside, and a swarm of larger-than-normal spiders comes out of the fireplace and climb up his legs, biting him repeatedly. Jikra attacks them, sweeping many off Tariq’s legs and more off the floor. I freeze a bunch of them, and the remainder scurry away, frightened off. We decide to go through the ground floor a little more methodically, and next enter the kitchen. Four giant centipedes come out from the woodwork, and attack Tearmann. After another battle, they are defeated. We seem to be finding all poisonous creatures, but so far the gods have smiled on us, and we’ve managed to avoid getting poisoned.

We made our way back to the entry way, and to two smaller chambers – there we find a stack of discarded books. Tragically for many of them, we have arrived too late – they’ve moldered beyond recovery. I take the three in the best condition and slide them into my backpack, which Tearmann takes the next best, and we leave the remainder to be recovered at a later time. Perhaps the House of Knowledge may be able to use magic to recover them, but it’s beyond my humble powers. The books I take are “The Magical Properties of Gemstones”, “The Magical Properties of Herbs and Flowers” by Archmage Tenser, and “Metaphysics of Mathematics” by Nysal.

Thrace tells us she’s sensing a person in the floor above, so we head upstairs, and find a man tied and bound. We release him, and he tells us he was captured by a group as he attempted to take shelter on his way to Saltmarsh – and that he says he’s a merchant. I loan him a blanket – as he was in his underclothes, and we proceed. We hear some sounds in the attic, and Llewella goes up for a look, and we see four stirges. We tried to avoid them, but as we were heading downstairs to rest, they ambushed us. I got bit by one on the thigh – disgusting things, but manage to kill it with my dagger. The others take care of another, I use my Magic Missile to take care of the last two, and we go outside to rest for an hour.

I spent a few minutes meditating, I recover a little bit of power. We had found the merchants clothes, so he takes a few minutes getting dressed. We also examine a potion I found, and I detect magic – find it is magical (and of the evocation school) but nothing else we have is. Laddie checks it for poison, and finds it is not poison. Tariq spends a few minutes poking around and generally getting himself in trouble. He discovers that the screams the locals hear, is actually some sort of alarm system. We proceed downstairs, where we find a body dressed in splint mail and with a long sword to hand. As Tearmann investigate the body, two groups of rot grubs come out and attack us. It takes a few minutes, but we manage to destroy them. The merchant asks to borrow the sword, which we lend to him.

Thrace tells us quietly that there is a group of people on the other side of the wall, but Laddie, and Thrace can’t find a way through. Tearmann finds a hidden handle, and the doorway opens. He strides in and is struck by an arrow.

Three people apparently ambushed him, but Jikra joins him and one of them falls under a barrage of missile fire and spells. The other two flee when I Magic Missile one of them, leaving her sorely wounded. At this point, the merchant was apparently preparing to stab me in the back with the blade we’d loaned him, which he had applied fresh poison to. We disarm him and bind his hands. We also find what appears to be a captains quarters off the main barracks, and find a special lantern, instructions on how to signal a boat, and the tide charts.

After this, we decide we had better pursue the fled smugglers. As we entered a rougher area of the basement – raw caverns it seems, we get ambushed again, and manage to slay one bandit. A large armored and armed hobgoblin attacks us, and Jikra gets enchanted by a spellcaster, and starts asking everyone to put down their weapons. We briefly do so, but they start shooting at us again, and hostilities resume despite Jikra’s pleas. After several minutes of exchanging missile and spellfire, and Tariq rushing through the melee like a dervish, we are victorious, and search the miscreants. To my delight, I find a spellbook on the spellcaster, and immediately claim it as the rest go through and divide their arms and armor. We take a few minutes to recover, as Tearmann and Jikra were both knocked unconscious, and I detect magic on all the loot. A smoking pipe the wizard had on him glows, and I tell the party I’ll hold onto it until we can identify it’s uses. We find some trade goods and a small boat on a beach inside the cavern complex, a goodly amount of silk (5 bolts), and eight casks of brandy.

We retreat to the barracks room, and decide we will rest there for the night. Judging from the quiet, introspective mood, most of us are digesting the lessons learned with the days conflicts as we prepare to rest.

Diary of Khaavren, Session 11, 9.17.20

Memiors from the Pit. [note to self – all names are likely misspelled]

After we left Balders gate, we were ambushed by a devil with a cart and some corrupt humans, we killed the humans and drove the devil off. We made an Inn halfway between Balders Gate and Candlekeep, and stayed there for the night. I approached a drow in the Inn, thinking to get some news of the underdark. Turns out, I’m the news, he’s keeping an eye on me so his group can catch me later and execute me. Not news which is welcome to my ears. After he leaves, I mention this to the guards guarding the tavern (more Flaming Fist), and the innkeeper. His wife stops by to visit, and gives me an amulet which should offer me some limited protection from other drow, and also from devils and the like. I thank her for her generosity, and we leave the next morning.

Along the way, we’re ambushed by a group of Gnolls, and waste no time in slaying them and freeing their captive humans, except for one who was slain during the rescue.

Well, since my warning in the Inn, I’ve been a little on edge knowing their is a group of Drow out there with orders to hunt me down and either take me back or to execute me quietly. After the gnoll encounter, we decide to camp for the night, and during my watch, someone approaches from the East under an Invisibility enchantment. Luckily for me, they just want to warn me – apparently he was a sympathizer, and wanted to warn me that there is not one group, but three. Each with a mage, tasked with finding me and executing me. I get a little more nervous. The benefactor of this information is Kalanzar, a minor member of a minor house – I think I remember him, one of those who was hoping we would succeed, but not willing to risk his life on our behalf. We make it to Candlekeep, and are allowed inside. The gentleman we rescued takes us to his employer, who gets the contract between Thavveus and the devil ruler of Avernus (Zariel), allowing that ruler the right to drag the city down into hell after fifty years of protection. As a reward and to assist us in the next step of our journey, she makes arrangements for us to be transported to Avernus, and also gives us an enchanted gem, a potion, and two enchanted swords. I take one, and Shiven takes the other.

One other item to note – apparently the shield Shiven has, contains not a celestial being, but a Pit Fiend. Not exactly what we thought. Shiven is a bit shaken to realize the kind of being he’s been dragging around. The vial of liquid we stole to start this entire thing is apparently called the Tears of Lulu, and is a healing potion and can restore memories. Lulu is apparently an actual celestial being, and she’s staying with a wizard named Traxor. We fly to Taxor’s floating tower, give the tears back. Lulu is a small dog-sized winged elephant. I confirm this with the rest of the party, perhaps a bit worried the mushrooms I had for lunch were having an adverse effect on my senses. Lulu was Zariels mount back when Zariel was a divine being, and before she was corrupted by Asmodeus. After some more discussions, we port to Avernus, and Traxor disappears, leaving us abandoned.

Almost immediately, we are faced with three bearded devils chasing a woman carring two toddlers. We slay with devils without too much difficulty, despite them bringing more friends to the party – a testament to the need we had of enchanted weapons!

Saltmarsh Session 0 – DM Notes

Saltmarsh, a small fishing town along the sword coast north of Waterdeep seems an unlikely place for strangers to meet and gather, but yet this seems to be where we begin.  Jikra, Thrace, and Phesemir have been around town for a while and have gotten to know a few of the local inhabitants.  Jikra arrived with several folks that have joined the town guard but he may be looking to do something a bit different while he is here.  Thrace arrived with the dwarven mining group and has been helping them with a few odds and ends but comes to town frequently to spread light among the inhabitants.  Phesemir is here on commission from his employer to transcribe a few books.  He is staying with his host to make the transcribing more easily accessible.  They have learned so far about the town council and a few of the local hangouts.  The town council is made up of Eda Oweland, a local noble who owns three large fishing vessels; Gelln Primewater, a dapper older gentleman whose family is primarily focused on trade goods; Eliander Fireborn, captian of the guard; Manistrad Copperlocks, a dwarven woman who leads the local mining group; and lastly Anders Solmor, a personable young man whose family owns several smaller fishing vessels.  There is a bit of tension in town as Dagult Neverember, Lord Protector of Neverwinter, has started to take interest in the sleepy fishing town as a possible trade outpost.  The mining operations that have recently started are also backed by the Neverember.  The ruler has visions of expanding the small town and its docks to increase trade in the area and pad the coffers of Neverwinter.  The locals however prefer their sleepy town as it is.  There are three taverns/inns in town where folks gather for conversation, food, and drink.  The Wicker Goat that seems to be the local hangout for the town guard and those dwarves from the mining community that make their way into Saltmarsh.  The Empty Nest that seems to attract a seedier clientele, however the inn owner has no qualms at throwing disruptive patrons over the railing into the cold salt water.  Finally, the Snapping Line run by Hanna Rist who offers local faire and wine with a few imported options available if the local “Claw Wine” does not suit their fancy.  She has also started to acquire a few fine teas for Phesemir and experimenting with possible delicacies for the fine dwarven noble Thrace to attract their patronage.    The Snapping Line is where they meet Tearmann, Laddie, and Tariq who are new to Saltmarsh, although the distance they traveled to get here varied wildly.  Laddie was the closest having been in the wilds for some time, wandered into town who shared a handful of orange berries with the group, only Tearmann seemed to be brave enough to give them a try.  He also paid some attention to Llewella, the squirrel that seems have befriend Phesemir and appears quite attentive.  Tasted a bit like sweet crab but were very filling.  Tearmann, who has been patrolling the border lands to the forests protecting civilized peoples from the dangers of the woods. And Tariq, who just arrived by vessel from the far away land of Zakhara in search of artifacts.

During his stay Phesemir heard rumor of a house not far from Saltmarsh that may contain a library and some artifacts that belonged to an alchemist who once lived there.  According to these rumors the place seems haunted as eerie lights have been seen emanating from within and those brave enough to enter the run down mansion have heard ghastly shrieks and left before investigating any further.  After much lively conversation where berries come from and who may or may not be able to walk on water, the group decided that taking a look at this local site might be an interesting thing to do.  Everyone agrees to meet in the morning and heads out to get a night’s sleep.

And so our adventure begins.

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