Skip to content

Gerta's Home Encounters

It will take a whole day to assess the repairs, materials and workers needed to restore the mansion and convert it into an orphanage. Whoever the party decides on getting to assess everything he/she has a list of projects worth doing for the restoration. The goal is to restore and repair the building to become a new home for the orphans within a month before the winter season.

  1. Hire workers - Skilled workers are worth 3 sp/day while regular workers are worth 1 sp/day. Guards are needed to ensure the workers’ safety; they are worth 2 sp/day. Cindy Cinderling can cook for the workers or the party can hire a cook for 3 sp/day.
  2. Restore the library - It requires textiles, wood and fabric. This is a huge repair.
  3. Repair the solarium - The solarium is a room filled with glass. The glasses are currently broken and need to be replaced. This place can be turned into a small indoor garden. The old paintings and tools here are signs that it also once used to be a studio. It’s up to the party if they want to turn it into something else. It can also be turned into a conservatory.
  4. Repair the kitchen - The stove has rusted. The repair in this room involves metalwork for the stove, stonework and tilework for the chimney. Base materials needed are brick, stone and mortar.
  5. Repair the upper floors - Clearing the debris and rubble. Repairing the stairs.
  6. Assorted repairs - Windows, clearing the debris and overgrowth or plugging any leaks.
  7. Build a small farm - There is a small overgrown plot of land that once used to be a farm just north of the estate. Upon inspection it has invasive fungus and removing the fungus will restore the soil.
  8. Install heating and plumbing - Optional. It’ll be good to have the option to turn the orphanage into a magical friendly environment.
  9. Painting - Paints can be bought in Rainoso or in Racos Palma

Required Information:

  1. Learning about the ferry ship called “Bottom winds”.
  2. Asking around the docks if there was any more ship wreck that happened after the storm. A DC 15 Charisma check will give them information about the only accident that happened was the sinking of the “Autumn Winds”, it’s only captain is Capt. Abaddon.
  3. If People hasn’t progressed with their investigation, Mystine will send a message to Strandiz or Dom updating them that the nurses aren’t still in Rainoso or Tresemmer.
  4. If the party decides to talk to Abaddon about the ship called “Bottom winds”. He’ll insist that he doesn’t know anything about them but a DC 15 Charisma (Intimidation) check or bribing him 10 gp will make him talk.
    What he knows: Abaddon will tell the party that once a week, the ferry takes passengers in Sanery to rainoso. He is unsure of what route it goes but he knows that the Capt. pays extra to smuggle stowaways like criminals and sometimes people who want to disappear. The captain is named “Heidi McIvers”. He’ll also tell the party that they might use one of the nearby islets to transfer passengers to larger vessels. Asking him anything about Heidi will result in nothing. Abaddon knows the family name though maybe she is related to one of the managers in a whore house in Shagnery Island called “Larry’s happy half-breeds’ ’, a whorehouse who particularly employs whores who have foreign features. Owned and run by a man named Larry McIvers.
  5. If the party decides to ask Dukey about the ship “Bottom winds” he won’t have any information about them but he knows the pirate ship and the crew “Rumble daffodils”.

The Party may try to navigate since they are ahead the day of Bottom winds, having no caster on board they are slowed by the storm. A DC 15 Check using Navigation tools will help the party navigate the sea. If they pass the check, the party will learn that there are two possible islets nearby that they could use to hide large ships. The first islet is called the “Toe” Pirates and smugglers are the one who gave these islets its nicknames. It’s 3 hrs away from Sentimental Island. The second one is the “Camel”, 3 hrs away from Sentimental Island.

1st hour - Roll the 1D100 on the sea encounter table.
2nd hour - Roll the 1D100 on the sea encounter table.
3rd hour - Roll the 1D100 on the sea encounter table.

Upon arriving at this small islet, there’s nothing in here but small boats and a small cottage used as a resting point for fishermen.

Upon arriving at this small islet, There are visible signs of people on the shore. You can anchor your ship here and ride a small boat to the islet. A DC 15 Wisdom (Perception) check will tell the party that bandits are currently drinking and gambling in a hut and a small ferry ship is docked near the shore named “Bottom winds”. A DC15 Charisma (Intimidation) check will render them scared of the party. Depending on how you approach this group, you won’t have to fight. Giving them a bag of gold or any treasures will also make them talk. What they know: The bandits will tell the party that the bottom winds is actually a slaver’s passenger ship. It is owned by the pirate crew “Rumble Daffodils”. Its captain is named “Artemisia Schmidt”. Their modus is to ferry passengers to Rainoso and when they look like they’re of “quality” goods they bring them to Camel where the ship “Rumble Daffodils” is already waiting for them. These “goods” are heavily drugged. They sail to Shagnery Island to sell them to whore houses. The whore house who bids for these girls and they work there as prostitutes their entire life. Shagnery Island is 2 hrs away from the Camel islet depending on the weather.