
Moves With Grace |

Everyone notices that Grace is even quieter than usual, and is more vicious in her attacks when she does her "practice" ritual. When asked questions, she is even more terse than usual in her answers.
Yes, this is her interlude (or maybe the prelude to her interlude?). Anyone going to do anything about it? :)

Wolfram Argyle |

Everyone notices that Grace is even quieter than usual, and is more vicious in her attacks when she does her "practice" ritual. When asked questions, she is even more terse than usual in her answers.
Yes, this is her interlude (or maybe the prelude to her interlude?). Anyone going to do anything about it? :)
I'll play. What is your "practice" ritual?

Wolfram Argyle |

Wolfram resumes his responsibilities in Saltmarsh: providing comfort to widows and the sick, counsel to those seeking direction, administering services at Temple, and settling his debt to the local tavern proprietors with his modest cut of the loot. He gives each a small advance and reinvests the remainder to repair a leaking section of the Temple roof.
In one week's time he reconvenes with the group of adventurers to return to the previously haunted mansion.

Moves With Grace |

Last I remember, we had arrived at the mansion with an empty cart in the late afternoon, and we were given choices as to our options. MWG made a suggestion, which no one ever replied to. Or has the GM skipped us past all that, and also sold our loot for us?

Allysen |

We'd loaded up the cart, and then there was an interlude while we waited for the time to go back to the mansion and take on the smugglers. As for selling the loot, no clue. I don't remember us ever getting a total for the goods involved, mainly because it seems we're going to be sinking that right back into the mansion.

GM BrOp |

We'd loaded up the cart, and then there was an interlude while we waited for the time to go back to the mansion and take on the smugglers. As for selling the loot, no clue. I don't remember us ever getting a total for the goods involved, mainly because it seems we're going to be sinking that right back into the mansion.
The loot sheet in the Campaign Tab should be up to date. Everyone who completes an "Interlude" receives a Benny, plus another one for completing your part of the adventure. EDIT: Also note that several of the magical items have not been identified.

Moves With Grace |
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During the week between selling the loot and going back to the mansion to meet the smugglers, Grace would like to find out who to talk to to find out how much it would cost to buy the mansion from whoever owns it. And find some workmen to give us estimates on how much it would cost to renovate it.
I'm fine with minimizing the role-playing for this, if everyone else is.
BrOp - if I may make a suggestion, insert a new line in the spreadsheet at the very top, that sums up all the values beneath it (like "sum(b2:b100)") so we can see the running total and figure what our cut is.

GM BrOp |

The mansion is abandoned, and therefore will be free to buy (there's not current owner). You'll have to submit a new deed to the property to the Baron's seneschal, and will be charged a of tax of 25 gp for doing so. This tax can be lessened by volunteering for the Baron's armed forces.

Lord Belros Sunwalker |

@MWG: Belros will be away for much of the week but could still witnesss MWG practicing.
Lord Belros takes up the offer of the farthest away lodge.
"I shall return in some days. I require some time to ponder."
He treks through the woods, a desire growing to centre himself.
Even though his family line has drifted from the pure adherance to the forest as other elves, Belros still feels the need to bask in forest air and shade from time to time. This is most certainly one of those times, after a harrowing trek underground then deadly combat in the mansion.
He returns, refreshed and invigorated. He sees Grace attacking the air fiercely.
"Grace, your commitment to training is commendable but you put great anger into those strikes. Is something amiss? Do you wish a sparring partner?"
****************************
"I would pay the coin from our coffers, aye."

GM BrOp |

I'm fine with minimizing the role-playing for this, if everyone else is.
BrOp - if I may make a suggestion, insert a new line in the spreadsheet at the very top, that sums up all the values beneath it (like "sum(b2:b100)") so we can see the running total and figure what our cut is.
The spreadsheet has been updated.

GM BrOp |

Your travel back to the "haunted" house goes off without a hitch and amazingly no one has touched the smuggler's items you left there. The horse and wagon present more of a problem, however, as the house's garden is so overgrown that the wagon simply can't be brought close to it. You may have to leave it outside the front gates and hand carry everything to it, a distance of about 50 feet. The other option would be to return to the village and hire some farmers with tools or buy/rent the tools and do it yourself.
Leaving the cart at the gate would add about an hour of extra work to emptying the house of all valuable goods if all of you were working.

GM BrOp |

How flammable is the grass?
It's a mix. There's a lot of dead wood, but most of it is very, very wet because there's a lot of rain off the ocean plus spray etc as well.

Lord Belros Sunwalker |

Belros carefully draws his own sword and shield.
"It could be a useful retreat and not reliant on the town. It would be a pleasant change to own property again, on my part. Any memory you wish to discuss?"

Moves With Grace |

Grace hesitates, then looks around to make sure no one else is near. The she says "My parents were well-off enough that we lived in a house that they owned. One night a fire broke out, and altho I got out, both my parents died that night. I found out later that the fire was started by a business rival of my father's, and while I have extracted revenge on him," her grim look leaving no doubt as to what the nature of that revenge was, "I vowed from that day on that I would never own a house, or stay in any one place very long."
BrOp, I'm not very verbose, is that enough to count as an interlude? I picked "Your hero broods or is angry about something."
Also, during the week between returning with the loot and going back to confront the smugglers, can we get some estimates from various contractors as to how much it would cost to make the house comfortably livable?

GM BrOp |
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Isagoras targets some of the local flora with destructive magical energies, causing some of the small bushes and trees to go up in octarine flames, but only minimally helping to clear the undergrowth that has been at work here for decades.
Isagoras, your magic is powerful but not really suited for clearing brush :)
MWG: Yes, that's enough for an interlude so take the 2 Bennies. As for the repairs on the house, you would guess that it would take a group of a dozen carpenters, masons, and general laborers about two months of work to fully repair the upper house, and would cost about 300 gp in labor and supplies.

GM BrOp |

You move into the basement, descending down the hidden spiral staircase from the foyer.

Lord Belros Sunwalker |

Some time ago
Grace hesitates, then looks around to make sure no one else is near. The she says "My parents were well-off enough that we lived in a house that they owned. One night a fire broke out, and altho I got out, both my parents died that night. I found out later that the fire was started by a business rival of my father's, and while I have extracted revenge on him," her grim look leaving no doubt as to what the nature of that revenge was, "I vowed from that day on that I would never own a house, or stay in any one place very long."
Belros nods, a grimmer contenance upon his face.
"That is understandable. My own family holdings were devastated. There is nothing to return to. I found Pelor and He showed me a path that relies much less on material attachements. That said, a base of operations has great merit."
***************************
Notice: 1d6 ⇒ 31d6 ⇒ 5
Belros immediately stops, carefully placing down what he was carrying, then slowly drawing his sword and shield.

GM BrOp |

Listening closer, it sounds like someone trying to drag something heavy that along the floor of the cave below.

Allysen |

"Then let's go say hi," Allysen quips before slinking off into the shadows.
Stealth: 1d8 ⇒ 61d6 ⇒ 6 *17* I am Shadow. I am Darkness.
ACE!: 1d6 + 6 ⇒ (6) + 6 = 12
ACE!: 1d6 + 12 ⇒ (5) + 12 = 17
Notice (Ambushers, Guards): 1d6 ⇒ 51d6 ⇒ 5 *5*

Katherine Sunnymeadow |

Notice: 1d6 ⇒ 6 Wild: 1d6 ⇒ 1 Ace!: 1d6 ⇒ 6 Ace!!: 1d6 ⇒ 1 13 total, succeded with a raise
As soon as she hears the sounds, Katherine drops whatever she is carrying and attempts to meld into the shadows (unsucessfully).
Stealth: 1d8 - 4 ⇒ (2) - 4 = -2 Wild: 1d6 - 4 ⇒ (4) - 4 = 0

GM BrOp |

The smaller group that moves ahead to the bottom of the stairs find that only one torch remains lit in the sconces of what used to be the smuggler barracks. Hiding in the shadows they observe a familiar-looking figure trying his best to drag a very heavy box along the floor toward the room's southern exit; it is the thief Ned whom you rescued earlier. He seems unaware of your presence.

GM BrOp |

Ned is in the middle of pulling the chest and has his back to his observers when he hears MwG's voice. He suddenly goes rigid and slowly begins lifting his arms in a gesture of surrender. Still with his back to you he mutters: "You said you'd split the take of this place with me?"

Wolfram Argyle |

Miles away, in the Temple, Wolfram is roused from prayer by a strange sinking feeling in the pit of his stomach, as if an important opportunity to learn something just got missed. Perhaps there is still a chance. He shakes his head to clear the agitation, then gets on with his day.

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"I vote for letting the poor fellow go. But with the warning that if we *ever* see him again, for *any* reason, we will kill him."
"That is not correct," Isagoras tones dour-fully as he steps forward.
"If none of you have the stomach, I will carry it out," he says.
There's no need to put a fine point on it. They know what is...necessary.

GM BrOp |

Hearing Isagoras' words, Ned turns around and throws himself on the ground, wailing and crying.
"Please have mercy, Masters, pleeaaaase! I've got a wife and two children, I do, please don't kill me or my wife will be furious. Waaahh!!!"

Katherine Sunnymeadow |

Katherine, despite not knowing the man or being aware of past events, senses what is about to happen. She starts to protest but bites her lip so hard that she draws blood. Protestations will fall upon deaf ears, she suspects. Instead, she grabs Allysen's hand and ushers her from the room.

Lord Belros Sunwalker |

Belros, having caught wind of the conversation, advances down the stairs, in time to hear Ned's protests. He recalls his prior sense of the man, hiding his allegiances.
Notice: 1d6 ⇒ 11d6 ⇒ 4

Allysen |

Allysen follows Katherine and once the are alone, she curls up on the floor and pulls Katherine into a tight hug.
"Th-they're gonna kill 'im. They're gonna kill 'im and there's not a thing I can do," she whimpers as tears fall into the ha'folk's hair.