The Sinister Secret of Saltmarsh (SW)

Game Master Branding Opportunity

MAPS
Group Benny Pool: 2
Treasure/loot sheet


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

At some point, when the group is more-or-less all together, Grace will say "I have no interest in owning or operating an inn. First off, *someone* owns it, even if it's the town itself, which we'd have to buy it from. Then it will take some *major* repairs to get it presentable. Finally, it's far enough from town to make it not so convenient for people with business in town to want to stay there. And, it has a reputation for being haunted."

"I do think, however, that we should haul everything of value that we found there back to town as soon as possible, in case the local police decide to visit the 'scene of the crime'. Maybe we could rent a horse and cart for a few coppers, and bring everything back at once?"

"I'm for getting as much money as we can from all this, and then finding a new adventure! Who's with me?"


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 looks sheepish when Allysen volleys the question back to her. "Now I'm the idiot! I'm sorry to make you uncomfortable. Truth is, I've never felt this way about anyone before."

For when the group is together again:
"I can understand your concerns, Grace, and maybe you're right. I'm all for a new adventure, but I'm wondering if we shouldn't do something about the rest of the smugglers or they're just going to set up shop again somewhere else."


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

"Grace, you have several good points. I am inclined to agree, on both sale and finding new adventure. There is much horror lurking near Saltmarsh and we could do much to combat it."


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

Team Adorkable
Allysen frowns as she listens to Katherine answer. Her mind works too slowly for her liking as she tries to parse out what the ha'folk is saying. Her eyes begin to widen as she looks to Katherine, then to her drink, then back to Katherine before draining her drink in an effort to buy herself some time. A tactic that might have worked better if she hadn't guzzled it. She puts the mug down as her entire face turns crimson and she buries it in her hands.

"Oh, Kat. I'm the idiot here," she mutters, before peeking through her fingers. "I-I don't know what to do. I don't know what to say that won't sound stupid."

She sits there a long moment, curled up in a ball as she balances on the stool. Every now and then she steals a glance at Katherine, trying to think of what she could say. After a few minutes pass, the corners of her mouth quirk up in a faint, slightly mischievous smile.

"So, is this one of those stories where the princess falls for the charming rogue," she asks quietly.

Making plans
"I'm with you! Do you think we could find a ship that isn't too banged up to use as our home instead," Allysen asks.

Although I, as a player, wanted to use the place as a base and have a vessel moored in the secret cove for us to use for travel. I'm okay with not taking the house, though I think Isagoras may have taken matters out of our hands by claiming it by right of conquest.


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

"Oh and we have the mule I bought, so we just need to get the cart or wagon," Allysen adds as she remembers the poor, forgettable creature.

Dark Archive

Mmm, yes, young one. The only right with greater power is, as my comrade James explains, the Right of Retribution.


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

@Allysen
Katherine smiles softly. "I hope so," she says in answer.


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

@Katherine
"So does that make me the princess or the rogue," Allysen teases.


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

@Allysen
"Well," Katherine smiles back, "I always wanted to grow up to be a princess when I was younger."


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

@Katherine
Allysen chuckles as she gives Katherine a hug.

I think that's a good place to end that scene.


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

"Oh, sorry, I didn't make that clear - *after* we take care of the rest of the smugglers, and cash everything in, then on to new adventure!"


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

@Allysen
I agree. Good RP!


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

Didn't we grab all of the smugglers? There were only 6 of them.

"Alright then! Lets go rent a wagon that our mule can pull. By the way, do any of y'all have a good name for him?"


Discord Chat

Isagoras:

The captain of the guard does not seem terribly impressed with the wizard's tone or demands. "No one has laid claim to that ramshackle manor in over a hundred years. If it were up to me, I'd let you have it, but it's no. Since it's technically outside the jurisdiction of the town, it falls within the Baron's domain (whose land extends a further 30 miles up the coast), so you'll have to speak to his senechal if you want to make a legal claim upon it."

Does everyone wish to take part in Expedition Collect All of Our Loot, or is someone staying behind?


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 will not be returning with the group to loot the Mansion, but he offers a suggestion: "An opportunity presents itself with the loot. Firstly, I must caution against selling the loot directly to consumers in Saltmarsh. As a leader in this community, I cannot abide replacing one purveyor of smuggled goods with another. You may sell to the merchants at a discounted rate.

"Or, we work with the constable to secure an appropriate fair market loan equal to the value of the goods, which we take back to the mansion with us next week when we signal the Sea Ghost. We then explain to the Captain that we, in the tradition of smugglers everywhere, came upon the previous group and deprived them of their livelihood, and in so doing, we are now business partners. We offer the Captain his cut of the loot and infiltrate the organization."


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 going.

No matter what's decided, the group will need to get their loot from the manor to Saltmarsh. Allysen goes to find out if they can rent or by a couple of wagons and some beasts of burden to haul them.

Do I need to roll for 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

"I doubt that we would manage subterfuge for long, Wolfram. I am in favour of a fair sale to merchants."


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 subterfuge is required. That is exactly what happened, is it not?"


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

"But we don't want to be smugglers," Allysen points out. "Besides how likely is it that they'd let us in. If we really wanted in good with the smugglers, we should have ingratiated ourselves and brought something valuable to the table. Any criminal group's gonna smell a rat when they see all new faces and no one from before."

Dark Archive

Isagoras has a calm discussion:

"Then you may be advised that I make the same claim upon it now, that has been upon it for the last hundred years. To wit, I have strength enough to kick out the former occupants, and am making residence there.
Nothing has changed from the past, to the present, save that you will have far fewer rumors of ghosts coming from that sector.

Fear not, since the Baron has shown such great curiosity about it, sending neither militia nor constable to secure it for the common good in the last century, I will trust to his lack of alacrity now. When events prevail upon themselves for me to meet the senechal, I am fully confident an understanding can be achieved."

Isagoras comes upon the meeting late, and in a foul temper. "Our residence in the manor is struck, if not in deed, then in de facto. I will take care of the legalities as they come up, but suffice that we need not feel hurried in our arrangements."

He pauses to avail himself of wine, taking a great fortifying gulp.

"That we should turn some of the hard goods to liquid coin, I have no argument. Surely a trip with good baggage will do.

As to our plans, I heard what was discussed and I see no reason to try the duplicity to its own ends. If it works, that merely puts us in a good place to learn how far this disease stretches, and how great our adversaries are.

If it does not, then we are at fisticuffs, which is the only other way it might be. Though, again, we can at least say that we tried the easy way, so their blood does not stain our hands.

Does this sound satisfactory?"


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

"If we're gonna try being sneaky, then why not sneak aboard the ship and take care of them while they sleep," Allysen asks.

"And what in the name of all that is holy does 'de facto' mean? Is that some sort of wizarding thing?"


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

"Allysen, it means 'in fact' as opposed to 'de jure' which is 'in law'. As you say, we are not smugglers. Therein lies the deception and the poor likelihood of success."


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 throws up his hands. "This company now wants to establish an Inn! And acquire a boat! I suppose you'll want a still for hot, freshwater baths. Maybe someone to serve you sweet rolls for breakfast."

The Reverend finishes his drink. "Have you seen the sun one single time since you've arrived in this area? Saltmarsh is no resort town. People live hard lives here. Lives that are made even more difficult by smuggling. Aye, it is a fact of existence, but I have a solemn duty to council and protect the people of this town, and I will pursue that duty by whatever means are available.

"Unless you have a better plan, in one week's time I am going back to the haunted house to signal the Sea Ghost, and I intend to question that ship's Captain. If we need to pretend to be smugglers for a short time, I have no problem with that. We only need to get aboard the ship, and the longer we can do that unaccosted, the better our chances."


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

"An inn is one thing. A base is another. In any case, getting ourselves on board the Sea Ghost is possible. I have grave doubts about maintaining a deception much longer than that but I am willing to assist."


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 a matter of fact, a nice hot bath and sweet rolls for breakfast would be great!" Katherine whispers to Allysen.

"I'm all for taking care of the smuggling problem. The inn was just an idea, a daydream. I didn't think that anyone," she nods at Isagoras, "Would take me seriously."


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

"Agreed, but I'm not much of a baker," Allysen whispers back.

"I'm with Kat and Lord Belros, but how do we get on in the first place? They're going to be suspicious if they see all new faces and no one they recognize," Allysen reiterates.

Dark Archive

"Yes, father, if you could go and fetch a platter of sweet rolls, that would be great, thanks," Isagoras chuckles out at Wolfram.

"As far as the deception, that seems easy. As Father Wolfram has hatched the plan, I propose he carry it out.

He can be at the place, in a voluminous cloak, and give the signal. To all hails, he will simply ignore them and pretend to be busy with the cargo or some such.

Simply, once we have given them the signal to trust us, we must needs avoid saying anything else to make them dis-trust us.

As to the topic of the manor house, I require a workshop for some experiments and arcane works I am concocting, and shall require the place as a residence. What the rest of you do for an abode is your business, of course, but I think Lord Belros and his definition of a base is spot 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

"Okay, so it seems like we're heading back and seeing what we can find out about the smugglers. I don't think we're going to be sneaking on to the ship, but I guess we can try," Allysen says with a shrug. "In the meantime, I guess we should see what we can do to sell our gains legally and look into how much fixing up the manor will be."


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

"I vote for selling the goods to the local merchants at a discount. Again, I have no interest in owning the house. And I'm for bringing the new smugglers to us in the cave, and interrogating and/or dealing with them, but to get on the ship would merely be folly."


Discord Chat

With plans somewhat decided, Allyen heads out to find a wagon and a team of horses to bring the goods back to town. She returns a short time later with the required equipment and animals, ready to depart for the Haunted House.

Meanwhile, Lord Belros asks around town for a hunter's hut in the woods that might be available, and finds two different offers: one close (15 min walk) from Saltmarsh, and one a bit farther away (a 45 min walk).


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 time of day is it?

"Hey, did we ever check to see if there was a bounty for smugglers," Allysen asks the others when they meet up after she hires a team of horses and a wagon.


Discord Chat

It's still before noon.


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 listens to Grace's objections to buying passage onto the Sea Ghost. "We have already tried that," he replies to her thought about interrogating another group of smugglers. "If not for Isagoras, we would have learned nothing at all. What will be different the next time?"

Dark Archive

As Allysen mounts up, Isagoras climbs in, ready for the trip. He has work to do to prepare a space for his own use, as well as for the others.


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, a word in private before you depart."

Isagoras:
"About that Sunday matter we discussed some time ago, are you comfortable with the particulars?"

Dark Archive

What's all this now, father? Faith and begoharh!:

"I have no trouble with the plans of the Sunday matter. Now that I have one data point to guide me toward Lord Borak, there is, literally, no other concern that can take precedence over the penultimate matter. So long as a path is made forward, it shall be so.

My Order does what is necessary."


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 climbs onto the wagon and sits, smiling, next to the driver's seat.


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 grins as Katherine steals Isagoras' seat and can't keep from chuckling a bit.

"So, it's a bit of a ride to the old manor. Do you have any stories from before you met us," she asks while Wolfram and Isagoras talk.


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

Grace walks alongside the wagon, constantly searching for any signs of trouble :

Notice & Wild: 1d6 ⇒ 31d6 ⇒ 1 = Failure


Discord Chat

The return to the "haunted house" takes about three hours with the wagon, and you arrive in the mid-afternoon with at least three more hours of daylight left.

What is your plan for retrieving the goods in the smuggler tunnels beneath the house? Do you want to just go straight there? Do you want to set up a "base" somewhere else in the house? If so, the chambers where the smugglers were living are probably the easiest to convert into a place to stay. Do you want to spend the night? Even if you don't run into anything while descending to the tunnels, you won't be able to carry everything out to the wagon before night falls, which means you'd be traveling back at night. Traveling by night is doable, I'm just letting you know what the parameters of this operation are.

As for the coast of repairing the house, you'd need to bring a carpenter out here to do a survey and give you an estimate. You would imagine that it would take several workers at least a few weeks to even begin to make the upper house livable. As I mentioned above, the smuggler tunnels are livable now, although they are quite damp and smelly.


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 we journey, Katherine regales all with the story of the time that she accidentally ended up with the jewels of a noblewoman in her pouch. Of course, it was all a case of mistaken identity and was perfectly innocent.


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

Once Katherine's done, Allysen fills in more of the time telling everyone about the time she and some guards from the caravan she was with ran across some goblins while they were hunting for some game to supplement their rations. What made this encounter special was the fairy nest they disturbed while fighting. It was rather odd being two feet tall of a few hours, though she got off lightly compared to the goblins. She never was able to see rabbits the same way after that.

GM, would you like us to do this as an interlude? Seems like it'd be perfect while we decide what our plans are.


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

"We obviously can't load up the wagon and return to town before nightfall. I suggest that we load what we can today until dusk, spend the night in the chambers that the smugglers had set up, then load the rest of the goods tomorrow morning and get back to town."

BrOp, during the week between when we return to town with the goods and go back to the manor to confront the smugglers, can we at least talk to whoever we need to talk to to find out how much it would cost to buy the manor from whoever legally owns it?


Discord Chat
Allysen wrote:
GM, would you like us to do this as an interlude? Seems like it'd be perfect while we decide what our plans are.

Yup, an interlude (SWADE, p. 130) makes perfect sense. This interlude takes place during the couple of weeks before you expect the smuggling ship to return.

Here are everyone's result of the interlude:

Allysen: Hearts
Belros Sunwalker: Spades
Isagoras: Diamonds
MWG: Clubs
Wolfram: Diamonds
Katherine: Spades

Let me know if you don't have the rules and I will explain what you'll need to do.

I've updated the Loot sheet that is linked in the Campaign Tab.


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

May we choose the category?

Dark Archive

"Downtime: The character studies or works on an object of some sort. What is it?" Perfection!

Isagoras ambles about the initial inventory of the potable goods, but soon excuses himself to search the other levels, eventually finding himself alone and curious.

Surrounded by silence, he takes out his copy of Theoretical Sorcerous Geomantic Engineering and turns to a favorite chapter that he had read, but was unable to grasp in basic principle.

Enhanced by his recent exertions in the field, he at last was able to see before him the precise application of the Profane Messiahs' Enchantment of the Shields.

Summoning the mundane material to craft into the vessel was but the play of novices. It was forcing in the aether-stuff to use as conduit for his power that took hard work.

Drawing inspiration from the the truly powerful works, in time he settles on a ring for the positive material energy, and a periapt for the personal. It was formulae that had worked before, and it seemed apropos to him now.

Parting with a third of his personal reserves seemed apt, lest the work fail for lack of investment, and in some hours' time he stood back, proud of his works.

He rejoins the others.

"I am come now victorious over the laws of physics," Isagoras says, holding before him the Crown and the Ring.

"The Ring is of Healing. An' ye become covered with blood from struggle, simply focus upon it and my energy will come unto you, driving the wounds away.

The Crown is of Impressive Forcefulness. Concentrate upon it and thy efforts will be doubled as thy foes fall before you.

Now, who wants them?"

Ring with the Healing Power. PP: 2.(2 PP per use, so only one use) Limitations: Self. Crown with Boost/Lower Ability. PP: 3. (PP per use, 1.) Limitations: Self.


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

Voyage of the Seasprite

Allysen walked up the pier to a small sailboat getting ready to set out. She had asked around the docks for someone looking to hire some help that was also willing to teach a greenhorn how to sail. Most had laughed in her face, but a few sailors had pointed her to a man named Aquailius Arget, the experienced, if eccentric, captain of the aptly named Seasprite. She had heard that the man was odd, often asking strange questions or making unusual requests for apparently no reason. No one was quite sure what he did with the small and fleet Seasprite, but the rumors were many.

She would rather had a less conspicuous teacher, but her options were limited, and she had to learn all she could in the two weeks she had. She didn't want to leave her companions, especially Katherine and Moves with Grace, behind, but she didn't think they would be allowed to come with her either. Besides, most of the others were busy with various tasks around town. She took in a deep breath and steeled her nerves. Her steady steps up the pier brought her to a man in his late fifties loading the ship.

"Captain Arget," she called out. The man stopped and looked up at her, his gray eyes piercing into her from his tanned and weathered face.

"Aye, that be me," the man answered in a voice that rumbled like a storm just over the horizon. "What do you seek me out for?"

"I heard you were looking for help, and I wanted to learn how to sail," Allysen answered honestly. She stood as tall as she could, but she was well aware of how small she was. She watched the captain appraise her. He rubbed his chin, and she could swear that she could almost hear him noting things about her in his mind.

"Ye ain't like most greenhorns I meet, are ye," he says before waving to the crates of supplies still to be loaded. "Lemme see how hard ye work. Help me load the Seasprite and then we'll talk about ye sailin' with me."

Allysen nodded and got to work right away. She worked as fast as she was able, trying to prove her wroth, but some things were simply too heavy or awkward for her to handle by herself. When Captain Arget helped her, he put her in the most awkward or difficult position and demanded that she make it work. She was thankful for the calluses on her hands once the last of the crates had been loaded. Her muscles ached, but she had managed to keep up with the captain's demands.

"Suppose ye did good enough, fer a greenhorn," Captain Arget groused. "Can't head out just yet, so tell me, why do ye wanna learn about sailing?"

Allysen stretched out her muscles as she thought about it. In all honesty, she had almost decided to do this on a whim, but there was something more to it than idle curiosity. "I want to be useful," she answered after a few moments of contemplation. "I have few skills I can offer my companions, so I wanted to learn something that would help us."

The captain nodded as he stroked his beard. He looked to where she had set her equipment down while she had been busy loading the boat. "I see. Are ye sure there's not another reason, something ye be runnin' from?"

Allysen thinks for a moment. Was she running? She didn't think so, not this time anyway. She needed to clear her head. Was that part of why she was doing this? Maybe.

"No, not running," she tells him. Captain Arget nods and points to one of the mooring lines.

"Well, best I start teachin' ye, then. Start workin' on that line, we'll be puttin' out soon."

The next few days were filled with hard work and long days as Captain Arget taught Allysen about the different tasks that needed to be done on any sailing vessel. Most of it were basic skills and knowledge that she'd need on any vessel, but between the lessons on what different terms meant what parts of the ship did what were the lessons on sailing, how to read the wind and waves.

The fifth day was different. Captain Arget smelled the air and gave Allysen a crazed grin. "Ah, it be a fine day for a squall. Get ready me girl, for the sea be playin' rough today," he cackled. Sure enough, the waves grew rougher and the wind began to howl over the water. The salty spray soaked Allysen through to the bone as she stumbled over the deck to do as Captain Arget commanded. Adjusting lines, securing hatches, and furling the sails before the wind could damage them. All through the tumult, Captain Arget howled and laughed. Allysen was sure that the man was insane, but she could hardly deny the thrill she was feeling as she began to anticipate the crashes and rolling of the boat.

She looked up as thunder rumbled overhead and lightning flashed through the anvil black clouds. She clung to the line she had just finished secure as she stood transfixed. She felt something inside of herself flicker with the lightning and felt the beat of thunder as the wind swirled around her. Her heart pounded. There was an allure to the storm, a terrifying beauty made all the more potent for its savage fury. The waves began to calm as the sky above them lightened. The wind was still strong, but no longer the howling beast it had been. As they sailed out of the storm, Allysen looked back and wondered what she had felt, then.

The rest of the voyage was uneventful. They arrived at a small port town and took on some cargo before heading back to Saltmarsh. Allysen continued to learn and work. Lessons on navigation and the dangers that could lurk below the waters replaced those on knot work and the proper handling of rope. After ten days, the Seasprite arrived back in Saltmarsh and Captain Arget bade Allysen farewell.

The half-elf found Katherine and gave her a hug. She hadn't really had time to realize how much she had missed the halfling and smile was bright as she picked Kat up and spun around in a circle.

"So, did you miss me, too," Allysen asks as she sets Katherine down and they walk towards the inn. A bath, a hot meal, and a night of cuddling were all she really wanted for now. At least now that she and Katherine were together again.

A Little Bonus. I mean, Love found is one of the things you can do when you draw Hearts :D:

Allysen, fresh from a hot bath, closes the door behind her as she enters the room she and Katherine are sharing. The half-elf gets ready for bed, pulling on a flannel nightshirt that is too big for her and slipping under the blankets next to Katherine. She cuddles the halfling, happy to just have a chance to find out what could happen between them.

"You're the best treasure I've ever found," she whispers before kissing Katherine on the nape of her neck. "Not to mention the cutest."


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

Shell Games

Katherine sat near the fire in the inn, watching the flames. Allysen was away and it set upon her just how alone she was without the half-elf. There were her other companions, of course, but Allysen had filled the void left by her family, now long dead. She shook her head, still unwilling to believe that 200 years had passed in the span (to her) of a single breath.

"Are you okay, Miss?" A small child, not much smaller than Katherine herself approached her warily. Kat hadn't realized that she had been crying.

"I'm fine," she sniffled. "Hey, would you like to hear a story?" Storytelling, especially to children, always cheered her up.

The boy seated himself comfortably on the floor near Kat's chair and before she could begin, four more children had mysteriously appeared and eagerly awaited the tale. Kat cleared her throat.

"This story takes place a long time ago in the far-off realm of Furyondy, along the banks of the Nyr Dyv. There, in a little town called Sendrift, our tale begins.

"It was a sunny morning when a young halfling lass was walking along the waterfront, minding her own business. But it wasn't long before she came upon a man who sat, crying, by a waterfront tavern. The girl felt sorry for the man and approached him to ask what was wrong.

"'Why do you cry so?' the girl asked.

"'Woe is me,' the man wailed. 'I am to be married this eve, but I have lost my beloved's ring. She will surely not have one so stupid as I.'

"'What happened?' the girl questioned, seeking to help if she could.

"'I stupidly took a bet that I was sure I could win,' said he. 'It was seemingly simple and I used the ring as stakes. I didn't see how I could lose, but I was tricked and lost.'

"The girl nodded, still uncertain how she could be of assistance. Suddenly, she had an idea! 'This man who cheated you, do you know where he is?'

"'Yes. He is in this very pub, having a good laugh at my expense.'

"'Could you describe him to me?'

"'He has dark hair and eyes, stands about so high,' he gestured with his hands, 'Has a thick beard and is solidly built.'

"'Wait right here,' the girl said and disappeared into the building. 'I promise I'll be back.'

"Inside, she quickly located the man and sauntered up to him. 'And what do you want, little one?' He was as a giant to the halfling girl.

"She boldly climbed into the chair opposite him. 'You recently acquired a ring, unfairly won in a wager. I'd like a chance to win it back.'

"'Bah! Begone, pest! You try my patience.'

The girl merely smiled. 'Are you afraid that you might lose your prize to the likes of me?' she asked loud enough for the other patrons to hear.

"A small crowd gathered around the table. His face growing red, the giant man sighed. 'And what would you bet with?' he asked.

"The girl shrugged. 'I have nothing to offer but my servitude. If you win, I will serve you willingly for a year and a day. And if I win, I get the ring back.'

"The giant laughed uproariously. 'Very well, little one. Your servitude for my ring. What is the wager?'

"'Tis simple enough,' she produced three walnut shells and a small marble. 'All you need do is to follow the movements of the marble. If you can best me two out of three, you win.'

"'Hah! Easily done!'

"The girl put the marble beneath one of the shells and shuffled them, slowly at first, but then with lightning-quick movements. 'Now, which shell holds the marble?' she demanded.

"The man made his choice and the girl lifted the shell to reveal that it was empty. The crowd nodded appreciatively. 'Try again, she invited.'

"She shuffled the shells again and let him select. Once more she lifted up the shell to show that it was empty. 'That's two of three,' she said. 'I've won.'

"'Then where is the marble?' the man bellowed, turning over all the shells to show that they were empty. The girl merely smiled and reached up to tweak the man on the nose. 'Why it was right here all along,' she said, opening her hand to reveal the marble.

"The crowd clapped, but the man was not amused. 'It was a trick!' he roared.

"'One good trick begets another, don't you think? May I have my prize, now?'

"Instead, the man lunged for her. 'I'll have your head!' But the girl was faster than he and stepped aside. The man slipped in a spilled puddle of ale and hit the ground hard, rendering himself senseless. The girl reached into his pocket and removed the ring. Outside, she returned it to its rightful owner.

"The young man was so grateful that he gave her the only other thing of value that he had, a small silver flute. He claimed that it was magical!"

"Did you know the girl in the story?" the boy who had originally approached Kat asked.

"Well, let's just say that she is a close friend of mine," the ha'folk replied.

"But what about the flute? Was it really magical? What happened next?" another child, a little girl, asked.

Kat looked up to see that Allysen had come in. "That's a story for another day," she replied, approaching the half-elf.

Allysen picked her up and spun her about, holding her close. "So, did you miss me, too," Allysen asked. "As if you needed to ask," Kat replied, happy to be reunited.

That night, Katherine snuggled up close to Allysen, resting her head against the half-elf's chest and smiled at Allysen's comment. "I love you, too."


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

"Always," Allysen whispers before falling asleep. Her sleep is undisturbed by the dreams that normally haunted her. She smiles as she holds Katherine close, happy to no longer be alone.

Promise that that's the last of the sappy stuff for now. :)


Discord Chat
Wolfram Argyle wrote:
May we choose the category?

Yes of course.

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