The Sinister Secret of Saltmarsh (SW)

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Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Just a heads up. I did something stupid and gave my fingers a steam burn. I'm hoping that the pain will lessen in the next day or two, but posts from me are definitely going to be less than they have been.


Discord Chat

Sorry to hear about your injury, Adam. Had a busy weekend with the fam but am back now. What a crazy world we now live in.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Well, it seems I'm doing a lot better today than I thought I would be. Still stings a little, but not nearly as much as before. Assuming things continue this way, I should be good.

Dark Archive

Wait, so the choices are to either tie all the smugglers up and then...just let them walk to Saltmarsh, or, take them with us to row the boat?

Why don't we take a couple back to town and then just take a few with us?


Wounds 3/3, Bennies 1/3, Power Points 15/15, Notice 1d4, Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6, Pace: 5, Parry: 5, Toughness: 6

Huh?


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

We either spend a few hours walking back with them tied up, or we sail the ship back with them on it. Or we just kill them all.

Dark Archive

Can't we bring a few back to town, and take only one or two with us?

I'm probably being paranoid, but with so many there's a larger chance of one (or more) getting away, or, worse, them being freed and able to turn on us and fight us.


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

Honestly, I'm not too worried about them fighting us. They lost when they had weapons and a wizard backing them.


Wounds 3/3, Bennies 1/3, Power Points 15/15, Notice 1d4, Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6, Pace: 5, Parry: 5, Toughness: 6
Isagoras the Light wrote:

Can't we bring a few back to town, and take only one or two with us?

I'm probably being paranoid, but with so many there's a larger chance of one (or more) getting away, or, worse, them being freed and able to turn on us and fight us.

what do you mean, take them with us? Where?

Dark Archive

I still don't understand what our plan is for the prisoners. We are tying them up because...why? To tell them to promise to march to Saltmarsh for prosecution? We may as well just let them go now.

Also, we may need at least one to do the signal or do seamanship things. Are any of us sailors?


2 people marked this as a favorite.
Wounds 3/3, Bennies 1/3, Power Points 15/15, Notice 1d4, Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6, Pace: 5, Parry: 5, Toughness: 6

Aren't we all going back to town? There does not appear to be much else to do in this part of the adventure, at least for a week when we come back and signal the Sea Ghost. We can have them sail the ship because if they don't, you will murder them.

Yes, we do know what the signal is.


1 person marked this as a favorite.
Female Ha'folk Pace 4 Parry 2 Tough 6 (2) || Bennies 4/4 Wounds 0 || Ag d8 Sm d6 Sp d8 St d4 Vg d6 || Power 15/15
Skills:
Athletics d4-4, Common Knowledge d6, Focus d10, Language (Elvish) d4, Notice d6, Persuasion d4, Stealth d8-4, Thievery d6-3
Isagoras the Light wrote:

Wait, so the choices are to either tie all the smugglers up and then...just let them walk to Saltmarsh, or, take them with us to row the boat?

Why don't we take a couple back to town and then just take a few with us?

Wait, wait! I know this one. Okay, we have to get all the smugglers to the other side, but one of us must remain with the smugglers at all times, and there is only room for three in the boat...


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

What is the penalty for smuggling? Maybe we can, instead of trying to kill them or put them away, see if they'd be willing to join us in exchange for not turning them in?


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

Good question.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

Seeing as they're thieves, I would not trust them to be honorable with us.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Maybe, but it's either that, talk them into giving us sailing lessons, or marching them back, assuming we aren't going to dispense justice ourselves.


Wounds 3/3, Bennies 1/3, Power Points 15/15, Notice 1d4, Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6, Pace: 5, Parry: 5, Toughness: 6

If this is the thing that the campaign is currently hung up on then I think we're making way too much of it. The party wants to return to town and not have prisoners escape or tell anyone else besides the local constable why they were apprehended. We have made our plan about how to make all of that happen. I don't see what else needs to be discussed on the matter.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Okay, sorry. We should just get to sailing then.


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

Let's do it.


Discord Chat

Apologies for my absence. Our current shared home internment is not great for my psychological well-being, and one way I tend to manifest is to withdraw, which is not fair to all of you. I'll try my best to fight that urge from here on out.


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

Take care.


Female Ha'folk Pace 4 Parry 2 Tough 6 (2) || Bennies 4/4 Wounds 0 || Ag d8 Sm d6 Sp d8 St d4 Vg d6 || Power 15/15
Skills:
Athletics d4-4, Common Knowledge d6, Focus d10, Language (Elvish) d4, Notice d6, Persuasion d4, Stealth d8-4, Thievery d6-3

As someone who lives with depression, you do what you need to do!


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Same. Take care of yourself. We'll be here.


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5


Conan: Adventures in an Age Undreamed Of core book
is down to $6.25.


Female Ha'folk Pace 4 Parry 2 Tough 6 (2) || Bennies 4/4 Wounds 0 || Ag d8 Sm d6 Sp d8 St d4 Vg d6 || Power 15/15
Skills:
Athletics d4-4, Common Knowledge d6, Focus d10, Language (Elvish) d4, Notice d6, Persuasion d4, Stealth d8-4, Thievery d6-3

It's a good system. I have the Star Trek Adventures book.


Wounds 3/3, Bennies 1/3, Power Points 15/15, Notice 1d4, Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6, Pace: 5, Parry: 5, Toughness: 6

Where does this go now? We have a week before we go back to the haunted house to signal the Sea Ghost. How do we want to spend that time? Reverend Wolfram likely has his normal routine in town and at the temple to attend to, and no need to rp that.


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

That's a good question.

Lord Belros is keen to find productive uses of his time. He is a noble, if a dispossesed one, so would be inclined towards martial or religious endeavours.


Female Ha'folk Pace 4 Parry 2 Tough 6 (2) || Bennies 4/4 Wounds 0 || Ag d8 Sm d6 Sp d8 St d4 Vg d6 || Power 15/15
Skills:
Athletics d4-4, Common Knowledge d6, Focus d10, Language (Elvish) d4, Notice d6, Persuasion d4, Stealth d8-4, Thievery d6-3

Katherine really wants to find out how much has changed since she was imprisoned. But there is a more immediate situation to take care of first.

Dark Archive

Wolfram Argyle wrote:
Where does this go now?

I have some thoughts.

1) We as a party have time to go back and forth from the house and town, carrying back the treasure that would normally be too heavy to cart around. In addition to the silk, I'm thinking of the barrels of potent booze here. I'm sure the innkeeper would give us a good price.

2) It seems to have been awhile since we got some XP. Surely vanquishing so many monsters -and- their invisible mage leader might be worth an advance?

With mine, I intend to take Artificer and make some items that would be useful, so I could use the time. ^_^


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Allysen's gonna be grappling with what happened in the smuggler's cove.

As a group, we probably want to see how much it'd be to get everything fixed at the house. Even if we don't use it as an inn, it's a mansion with a secret cove! How cool is that? I really want to get a sailing boat for our use too.

But back to the first thing I said, I think I've figured out that Allysen's very kindhearted and doesn't really like to engage in violence against people. Monsters are one thing, but she sees the smugglers as people and would have much rather had them surrender and possibly go on with their lives than kill them all. For someone that's endured a lot of misfortune, she's still a genuinely good person that wants to see the best in people and the actions of Wolfram and Isagoras, and to a lesser extent Belros, have disturbed her greatly. I'm not asking you to change or anything, just wanted you to be aware of what's going on in my head. I think this will be a good character arc for her beyond just dealing with Ma Belladonna.


Wounds 3/3, Bennies 1/3, Power Points 15/15, Notice 1d4, Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6, Pace: 5, Parry: 5, Toughness: 6

It's cool if you want to run with that. I'm not going to give you much; the troubled teenager storyline isn't for me. You are roleplaying the hell out of it, though.

Dark Archive

Imma echo my bro Wolfram.

Since we're ariing our faults here, my entire presentation to RPGs begins at the point that the Evil is, by its nature, overwhelming and imminent. Thusly it falls to the protagonists to rise to the challenge. To wit, one is only as heroic as they are willing to destroy evil. Everything else takes away from the heroic-ness of the story.

That's why I don't do inner turmoil or reluctant heroes well.. ^_^


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Unfortunately for me, I am good at it because I've been there. Still am in some respects. I tend to come from things as a writer, and that can make for some, ah, sub optimal choices.

As to heroics, I'd argue that a person who is willing to stand up and defend others even when they are terrified to death is more heroic than someone charging in without an ounce of fear and slaying enemies with overwhelming power. Don't get me wrong, that can be fun, but it doesn't make for a compelling story.

And I wouldn't worry about interacting with her on this. I think Katherine and Grace are going to be better for her anyway.


Discord Chat

You are indeed correct and are up for an advancement.


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

I think a post of mine may have gone walkabout!

I'm game for interesting character interaction, as a general rule.

I see Belros as being somewhat hardened, if not totally, by losing his old life, and finding a new one serving Pelor. He is capable of kindess and mercy though has gravitated towards the more aggressive side of dealing with evil and wrongdoers. He sees little reason to shift from this stance.

Ah, advancement!


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

I've been thinking about what I'd like to get for my advancement, and I think I'll be adding to her fighting skill and maybe her magic skill if I can.

Also, just a fun note, Katherine is the fourth female PC that has fallen for a female character of mine, and the third one in games I'm currently playing in. I just found that funny when I realized what was going on with Katherine.

Dark Archive

Everyone: Atlas, have you built up the Order of the White Angel so that now there's a thread of continuity between all your characters?

Me: Apparently.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

Grace is taking Brawler - so now, her Toughness is +1, she can do as much damage with her hands as with her sword, and she gets a +1 Fighting when using her hands! She'll be leaving her sword in its sheath from now on...


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Upped Fighting and Notice.

Dark Archive

I feel like I might add to our discussion, and that might modify our future plans, but I don't want to be presumptuous of the GM's reaction to my gambit.

Speaking of which, has anyone seen the GM? Anyone know if all is okay?


Wounds 3/3, Bennies 1/3, Power Points 15/15, Notice 1d4, Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6, Pace: 5, Parry: 5, Toughness: 6

Advancement: New Powers (Arcane Protection, Burst)

Dark Archive

All: How many of us are invested in the idea of having the mansion as our hangout/Place of Power/Den of Ill-Repute?

I think we can enter into a de facto understanding with all the NPCs.
That is, since no one has claimed it in 100 years, no one claims it now. So we're fine to reside in it the same as all the others beasties have done before we urged them onward, and I can RP talks with the Baron. (As I don't mind some boring political intrigue when my muse moves me thus, I'm willing to advance that front alone. My guess is that he'll be joyful that it's not a pain in his buttocks anymore and will be quite silent for a modest payment of taxes greater than the zero that the giant spiders and ghosts were paying. =)

Of course, if we're all dead set against, I shant bother.

For my own, I think it would be a cool thing to have one place that is all of ours, and where we can horde our less-potable wealth until liquidating it however we choose.
If the phat loots in this campaign are going to keep taking the form of bolts of cloth and casks of booze, this might be a wise choice since we can't very well keep 1000 lbs of valubles in the common room of an inn.

Also, I'm going to be artificing things, so I'd like to have a place that I can call my "workshop" (regardless of how unrelated that is to gameplay terms. ... In fact, no matter how the party rules, I'll probably go this way anyway. ^_^)

Or we can just keep rooms at the inn. ^_^

What do you think?


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

If there's a legal way to obtain the property as ours, then Belros would be in favour.

***********************

Increasing:

Fighting to d8
Notice to d6


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

I think we should have a place to call our own, and a part of me really wants to get a ship, whether or nor we keep the abandoned house.

And for all we know, the baron may just decide to keep it for himself as a safehouse away from his main residence to stash troublesome guest and provide himself an escape if he's facing trouble. The issue here is that we know about the tunnels underneath, but dead men tell no tales.

As a player, I'm not adverse to keeping it, but I'm far more excited about the possibility of having our own ship.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

So, have any of you ever been the catalyst for two players going at each other's throats? It's not fun, and I don't know what I can do besides shutting up and hoping to avoid pouring gasoline on the fire. It's just been a mess and at this point I'm not sure I want to be in the game even through I like the other players. I'm also not sure how they feel about me and I'm not sure how to approach this without setting off more landmines.


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

Personally, I'm not bothered by the disagreements.

That said, I would vastly prefer to pin down a course of action and get on with things.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

It does seem that many of our PC's characters are strongly opinionated, and that will lead to arguments.

Shall we take a formal vote here, as opposed to Gameplay? Or move it to in-character in Gameplay if that's more appropriate. However, everyone must be willing to abide by the majority vote, even if it's not what you want.

1. For selling the goods to local merchants vs. selling the goods to the smugglers.

2. For acquiring the house vs. not.

3. For dealing with just the smugglers that come to the cave, vs. trying to get on the ship (with who knows how many sailors on it?).

I vote (as I just posted in Gameplay, then I saw all this here in Discussion) :
1. Selling the goods to local merchants (makes us not law-breakers)
2. Not acquiring the house (for several reasons I've said many times)
3. Deal with just the smugglers that come to the cave (to avoid being overwhelmed on the ship)


Wounds 3/3, Bennies 3/3, Power Points 10/10, Notice 1d6, Condition: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Pace: 6, Parry: 7 (5 without shield), Toughness: 5

I'm happy to vote here and to abide by the majority decision for each point.

1. Selling the goods to local merchants. Belros is very much on the side of abiding by the law if feasible.

2. Acquiring the house. If only as an emptied base to shelter.

3. Boarding the ship if we can. Make the smuggling operation too risky for the smugglers to continue.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Just realized I should have been more clear. I wasn't talking about this game, but another one. Let's just say that I cast a spell as a prank to deflate a character's ego by making them look ridiculous for an hour and things deteriorated from there. There had been tension between that character and another PC, and that spilled over into player interactions. At this point I'm not sure if I want to continue playing because the GM has not stepped in at all and both of the other players involved have stirred or tried to stir up the pot as things were calming down.

In any case, I've just decided that it's better to keep my head down rather than to continue arguing with the player who's character I pranked. Sorry for any confusion I may have caused.

Now, on to this game which I am enjoying immensely! :D

1. Selling the good legally. While I think we should sell the booze to the local tavern, I think we'd get a better price for the silks in a larger town or city.

2. I'm neutral on this one. If I have to pick, I'd say we acquire it. It has a secret pirate cove and how cool is that! I'd have to check with the GM, but we could probably fit a small single mast ship in there and that would be all we needed for us. I'm planning on having Allysen take on jobs with the local fishermen to learn how to sail after we deal with the smugglers and have some down time.

3. I would say no to boarding the ship. They aren't going to recognize us and they aren't going to trust us. If we try to force our way onto the ship, we're gonna get hurt. If we try to sneak our way on, the smart thing for the smugglers to do is to wait and play along and either sink us on the way out or take us once we're on the ship and they can have a whole mess of them at the ready. Besides. We don't know any of their protocols or signals beyond the one to let them know that it's time for another run.

So, to make this a little easier to suss out, here's my vote.

1. Yes
2. Yes-ish
3. No


Wounds 3/3, Bennies 1/3, Power Points 15/15, Notice 1d4, Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6, Pace: 5, Parry: 5, Toughness: 6

Maybe I'm the only one here watching crime drama during the quarantine. If you have Netflix, try Ozark.

1. Of course we would not sell the smuggled goods back to the smugglers. That would be counterproductive.

2. I don't have an opinion about the house, except that it seems to be a distraction from the larger campaign.

3. The plan would be to take whatever gold we get from the smuggled goods and take it back to the Sea Ghost. That gold is what gets us onto the ship.

Consider that the mansion and the Sea Ghost are the same goal. The smugglers are not going to easily surrender their secret base of operations. If you want the house, we have to deal with the Sea Ghost.

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