The Sinister Secret of Saltmarsh (SW)

Game Master Branding Opportunity

MAPS
Group Benny Pool: 2
Treasure/loot sheet


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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

A place to avoid, and more reasons to not draw Isagoras' attention, but nothing that could cause her alarm.

"Any other strange things to be wary of on the road? I admit, your tale has me convinced not to sleep near or in any abandoned houses I find."


Discord Chat

The abandoned temple (that someone else is currently exploring and the haunted house are in fact in opposite directions.

Merrick shrugs his shoulders at Allysen's question.

"Well, the occasional bandit or smuggler going about his business, and perhaps some aggressive, wild creatures, but that is all. Nothing out of the ordinary."


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

"Friends, I must say my curiousity is piqued by Merrick's tale. I know him to be a straight-shooter, and I trust what he claims is what he believes. I would be your guide, but no, the two destinations are not close to each other, so I suggest you decide which to explore first and I can lead the way. Perhaps we can meet in the town square after a restful night, gather provisions, and then be on our way."

Dark Archive

"As we know the temple to be currently under siege by individuals not so unlike as we, I would council it be of secondary importance. In the time it takes us to put proof to the ghost-infested haunt, they other band shall have had time enough to either loot the place of anything of note...or to disappear without a trace, necessitating the recovery of their corpses.

Perhaps they shall meet some enemy that they are unable to overcome. Bugbears with stoneskin, perhaps.

That is a capital idea, Wolfram. We shall commence the sojourn upon the morrow!"


Discord Chat

The haunted house is only a few hours walk from Saltmarsh. Do you want to buy anything before you leave? Also, the ship that Ameilius and Grakkus are meeting is supposed to arrive by tomorrow. Do you want to wait until he is safely on board, or is that not a priority? You've been paid out for the guard job, so technically you are not under contract any more, but I wanted to give you the option.


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

"The haunted house it is then. Though we could remain until Ameilius and Grakkus are safely on board their chartered vessel."


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

"Grakkus, I shall meet you at the docks to bless your voyage, as is our custom.

"Until the morning, then." Wolfram bows to the group and departs for the rest of the evening.


Discord Chat

Grakkus nods. "And we shall be the safer for it, Argyle."

After finishing their meals and drinks, the two dwarves bid all of you a good night, and head off to bed. "Haven't gotten a good night's sleep since we went below ground," Amelius mutters, a somewhat scandalous admission from the dwarf.

Each of you find a place to sleep for the night, whether its in the common room or in a private room upstairs, and the night passes without interruptions. At various points in the evening, you do hear a watchmen ring a bell somewhere off in the distance, but that is nothing unusual and only seems to be designed to mark the hours of the night.

The next morning dawns late, and you momentarily wonder if there's something wrong with the sun until you realize that the entire village is under a thick cover of fog that subdues the morning light.

Breakfast is a quick affair designed to get you on your way. Some leftover stew from last night along with some fresh bread an a thick mug of honeyed mead. Amelius are already halfway done when you make your way down, and they offer a quick greeting.

"Say, your group wouldn't be interested in a mule or two? We were going to sell them to the stables, but are happy to pass them on to you for the same price. I'm sure it will be less than they will charge you."

Dark Archive

"Hm? Hmm, yes, if we are going to be sojourning into dungeons dark and pulling out all manner of potable goods, we must needs have some manner of transport.

What are you asking?"


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 would seem a wise trade. I concur."


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 groans from the other end of the table. She'd opted to sleep in the common room, and was now regretting the decisions of the night before. Her food is only missing a few bites, but her drink is untouched.

"'Sno reason t'yell," she complains as she tries dull the pounding by rubbing her temples.


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

MWG spent the night in a single room, to be able to meditate without distraction. In the morning, she was already at a table when everyone else came it. She eats the meal with gusto, listening to the debate about the mules without comment.


Discord Chat

Amelius is willing to sell you a mule for 15 gp, which is well below the asking price any local stable would charge.

Any supplies you wish to get before heading for the haunted house? Merrick has given you directions, but if Father/Vicar/Priest Argyle tags along, he knows the way (although he's never been near it).


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

Belros is good to go.


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

"Adjunct Priest doesn't exactly fall off the tongue, does it? I've taken to being referred to as Reverend when such formality is required," Wolfram explains to Grakkus at the docks the next day. "Thank you for asking. And of course, safe travels, my friend."

He delivers his blessing upon the ship and its crew and watches them disembark.

The docks are busy this morning, as always, with many of the fishing boats already returning with the morning catch. Sleds full of salts are dragged to and fro, carrying freshly cleaned salmon and trout to the many wareshouses rimming the large piers. Wolfram nods, exchanges handshakes, and replies earnestly to every Ho, Reverend! he receives on his daily round.

Returning to the Market at the heart of Saltmarsh, he visits Winston's Store, where the rugged little halfling who shares the store's name greets him with skepticism. "Good morning, Winston. I have something for you." Wolfram extends a small bag of silver and deposits it in the proprietor's hand. Winston grips the purse tightly, a thin smile replacing the scowl.

"Matters around town have stirred a great fervor," Wolfram explains. "People tend to seek comfort in higher powers when the future is less certain, as it now is. As such, the plates have been recently fuller. Now about my credit..." He leaves the store with three loaves of dark bread, a wedge of hard cheese, and a ring of cured sausage.

He returns to his extremely modest residence in the antechamber of the Temple of Procan and dons his leathers. The flail and other traveling gear was passed down from his father, and in truth he's out of practice with it. Nevertheless, he says a quiet prayer and gathers the provisions, then treads back to town to meet the group of adventurers.


Discord Chat

Amelius and Grakkus bid the reverend and the rest of the group good bye and thank them again for their help getting the merchandise to Saltmarsh.

"I don't know what the future has in store for you, but I have a good feeling," notes Amelius, a bit of sentiment creeping into his voice. "I only wish I could pay you more, but the damn Saltmarsh Merchants' Guild took an arm and a leg in 'port taxes', and I am about out of cash. I've barely enough to get us to the Hold."


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

All for grabbing a mule at that price. I'll even pony up the cash.

"Safe travels to you then," Allysen replies to Grakkus and Amelius. She seems more awake after eating and getting some water into her, but she still looks rough and more than a little haggard. She spends a little time looking for work that would take her from Saltmarsh to other places, but her brief searching soon turns into a wandering that lands her right in Father Wolfram's path.

"Uh? H-hello? Wolv-no-Wolfram, right," she asks as she takes a small instinctive step back and pulls her cloak defensively around herself.


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

Wolfram greets the young woman with a warm smile. It's not difficult to see she is troubled; Allysen wears her emotions like a ribbon in her hair.

Damned by his inquisitive nature, Wolfram is quite curious as to the demons in her past, but he is wise enough not to ask about it directly.

"The Priests of Procan do not only bless the fishing fleet," he says to her as they walk up the hill. "Indeed, Procan is neither evil nor good. As the seas appear to follow his whim, some days the harvest is plentiful and some days the storms take his bounty to the bottom."

He stops to point back to the docks. "Notice that ship there. The Narset. She's larger than the others, with a third mast; a grand vessel, powerful, and fast as you please. She has no nets for trolling fish and no traps for harvesting crab or urchin. And if you look closely, you can see the edge of the rudder atop the crest of the surf. Much larger than needed for a ship of her size - I would say it could cleanly steer a galleon twice the tonnage.

"Now quick, lass, what do you think may be the profession of Narset's crew and captain?"


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

To Amelius and Grakkus, Belros replies:

"Good fortune on the seas to you both."

He seeks the others.


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 know little of sea, much less the ships that sail it," Allysen says as she frowns in confusion. "I'm afraid that it is a riddle I know not how to solve."


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

"Pirates, my dear! And Saltmarsh is not offended. Indeed, their coin is welcome here so long as they do not cause trouble and are not slavers, which is a trouble of its own. And the reason for that is simple: In Saltmarsh there is an unwritten code, where we do not harm each other when it comes to matters on the sea. And in return, all find safe harbor here." He resumes his slow walk up the hill.

"It is said, 'A man's shadow cannot find him in Saltmarsh.'" Wolfram waves at the briny fog. "And how could it! But what that really means is that those who seek shelter or respice may find it in this remote town, and so long as one keeps her profile low, she may leave her concerns for a time."

The Reverend withdraws one of the loaves of black bread from his sack and hands it to Allysen. "A lifetime of drink has taught me one thing; nothing clears the head and fills the soul better than hearty bread."


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 frown deepens as Wolfram holds out the loaf. After a moment of futilely trying to fathom the purpose in the gesture, she sighs and takes it.

"Are you always so kind to strangers," she asks before tearing a small chunk out of the loaf and eating it. She doesn't meet the man's eyes, almost afraid of what he might see.


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

"No, not always, so let's agree that we're no longer strangers."


Discord Chat

Anyone else want to buy anything (other than the mule)?


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

What sourcebook(s) can we use? SWADE, I assume - what about the (very) old Fantasy Companion for magic items and such?


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

"Only after we've been introduced," Allysen says with a hint of a smile on her lips and in her eyes. "My name is Allysen. I hail from anywhere and nowhere. Well met this day."


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

"Well met, indeed!" Wolfram smiles.

As he and Allysen wade through the fog into the center of town he notices where the rest of the group is gathered, having replenished their stores.

"Ready to get into the country?" he asks as he bows his head courteously to Moves With Grace. "The walk will be soggy, but that's how it is. Makes for a slow pace, it does, so we best make the most of the morning."


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 smile turns into a grin, the first one she's had for years.

"Thank you," she says as they continue into town.

When they meet up with the others, Allysen hesitates for a moment before stepping up beside Wolfram and carefully avoiding Isagoras' eyes.

"A-are you still planning on going to the wizard's lair?"


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

Belros turns to the pair.

"Greetings, both. We were discussing striking out towards this haunted house shortly. What say ye?"


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

"Wouldn't the lizardmen be safer," Allysen asks nervously.


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

"Now lass, I've got a few tricks up my sleeve should trouble find us. Old Merrick set the spook house into my mind and I can't shake it. I admit I'm rightly curious as to what he saw, and what may be in there. We'll stick together, and be stronger for it."


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

MWG says "Yes, I'm up for the haunted house. Allysen, don't fear, I will also protect you." It's hard to tell what motivated her to say 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

"We have a soul to put to rest. Or tricksters to bring to justice. Or something else.", Belros muses out loud.


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

"And a thousand things to avoid touching, bumping, or even looking at wrong," Allysen mutters as she pinches the bridge of her nose. before anyone can comment, she adds, "I guess I better look out for traps and who knows what else. I just hope there's not any mischievous spirits in this one."


Discord Chat

As you are standing about discussing your plans, a well-dressed human woman with dark hair and eyes approaches and makes a polite bow.

"Greetings ladies and gentlemen. My name is Elora and I am a representative of the Merchant's Council. I have heard through the village grapevine (it really is a small village we live in) that you have volunteered to investigate the haunted house near our town. On behalf of the Merchant's Council, I would like to extend my thanks for your brave endeavors. The house has been a blight on our town for a long time, so if the Council can be of any assistance to you, please let me know."


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

"Elora," says Wolfram in greeting, bowing his head slightly.


Discord Chat

"Brother Wolfram," Elora states with a look of surprise, seemingly not having seen the priest before. She gives him a courteous nod and straightens her robes. "Have you joined these brave men and women? Will you be representing Saltmarsh in these endeavors?"


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

MWG asks Elora "What kind of stories have you heard from those souls brave enough to visit the place? Any information going in would be helpful."


Discord Chat

Elora shrugs, "I'm sure Brother Wolfram call tell you the same stories as I. The young people go there from time to time to test their courage, but they rarely make it past the front door. Most people simply chose to ignore it. I'm afraid that's all I know."


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

"Greetings, Elora. It is heartening to see support from the town. Do you have a rank or title that you would prefer to be addressed by?", Belros asks in his noble-trained accent.


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

"To the best of my abilities, Councilwoman."


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

"Hopefully all there is are stories. Dead wizards have terrible tempers," Allysen mutters before she can stop herself.

I'm being too careless. Keep muttering about things that happened and they'll start asking questions you don't want asked.

Dark Archive

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Isagoras chuckles remarkably uncontrollably as the councilwoman makes her remarks. Even as they go about formal introductions, he is unable to bring his chortles under control until some time has passed. "Hm, yES! Ha! Very good! I had wondered if your name was 'Sasha,' although you do seem to be asking us to 'Clear Sokal Keep of its spectral guardians' ha!

Hm, yes, I can only hope we get to meet a silver dragon at some point. Always did want to win that encounter...." he putters out and starts to just mumble to himself. At one point you think you here "Tyranthrax..." but the rest is unintelligible.


Discord Chat

Councilwoman Elora does not quite know what to make of the wizard but smiles and nods at his mumerings in a noncommittal fashion.

"Well, yes, very good. I wish you good luck on your endeavors in any case."

She bids you all a good journey and heads back into the heart of the village.

I'm guessing everyone else is done so I'll move the action forward to the journey and the arrival at the haunted house in the next big post. Feel free to write any "travel-related" postings in the meantime. According to the priest, the journey should only take a few hours of walking.


Discord Chat

With everything in the village settled, the group heads out of town with their newly acquired mule. The creature seems quite excited to no longer be traveling through damp underground corridors, and moves along the coastal road with a spring in its step.

The road climbs as you move out of sight of Saltmarsh, closely following the coastline and heading in a roughly northeasterly direction. In less than 15 minutes you can no longer see the village in the distance behind you and are surrounded by the occasional copse of pine trees and salty sea air.

During your journey you do not encounter anyone along the road, but spy several fishing boats far out at sea at the edge of your vision, and in under two hours have arrived at the edge of a small, overgrown path that leads toward through a large thicket of trees and bushes in the direction of the sea. According to Reverend Wolfram, this is the path to the haunted house.

Successful Notice check:
You do not spot any unusual tracks leading down this path.


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

Notice & Wild: 1d6 ⇒ 21d6 ⇒ 3

Huh? What?


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

Notice: 1d4 ⇒ 2
Wild: 1d6 ⇒ 5

Wolfram does not spot anything unusual, nor did he expect to, so he thinks nothing of it.


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

Belros enjoys the sunlight even more so after his sojourn underground.

Notice: 1d4 ⇒ 1
Wild Die: 1d6 ⇒ 2

He positively soaks it in.

Dark Archive

Notice!: 1d6 ⇒ 3
WILD Notice!: 1d6 ⇒ 1

"Hm, I hope this house is hunted by merely the run-of-the-mill haunters. You know, ghouls and flumphs and the like. And not something unusual, like madmen or shoggoths."


Discord Chat

Having found the side path to the haunted house, the group dutifully heads down in. The sound of the surf crashing against the cliffs far below grows louder and louder as you draw closer, as does the smell of the sea.

Within five minutes of leaving the coastal road, the house comes into view in the distance. It stands on a cliff top about 70 feet above sea level and 80 feet from the cliff's edge. A six-foot-tall stone wall surrounds the house and gardens, but the wall has collapsed in several places, so access to the garden can be achieved either through the gaps in the wall or through the rusting, wrought-iron main gate that the path leads to. Although severely deteriorated, the main gate still looks functional and stands open.

The house itself is an ancient, two story brooding edifice silhouetted against the morning sky made of brick and with a dark slate roof. Most of the small windows are broken or wholly missing, but reveal little about the darkened interior. The path you are on seems to continue through the front gates, through the garden, and around the house to the far side which is currently out of view.

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