"That stag is not of this nature," continues Ferrin. "Celestial beings like yours are from the Upper Planes - it has no business here. I understand beings like these use the Astral Sea like we use the Azure Sea - as a medium of transport. You're lucky you didn't get bucked by a demon instead. Enjoy your gifts, but as a bit of honest advice: don't mess around with portals. You're very, very lucky."
"Much appreciate the ale," he says, hoisting his firkin. "If you excuse me, I'm afraid I still have some meditation to do tonight. Do come back around, especially if you hear of other aberrations in the wild."
He gives a little bow, then retreats into the hole under his boulder.
While walking back to town, Qiv will strike up a conversation with his travelling friends. "So, druid or not, he was a peculiar little man. Frogs for friends and all. But judge I don't. He seemed to know of things I do not."His voice filled with respect for the halfling. Speaking to Peri "How'd you fair little mate? Get the answers you sought?" .
Peri appears to be struggling a little in the gloom, stumbling over unseen obstacles. "Answers?!" he barks a bit too loudly. "Hints, allegations, and damnable lies! Doesn't anyone in this blighted town seem t' know anything! 'Oh, you should go see So-n-so!' Then So-n-so says t' talk to Whosit, and they say 'Y' know who maight know...' Bah! Let 'em figure it out theirselves! Only mystery I'm fixin' t' solve is what's at the bottom of every last tankard in the Goat! Whaddya say, finish this up at the bar?" He trips over another phantom obstacle and mutters, "outta these blasted trees... boots all squishy..." Then, without warning, he shouts, "Last one t' the Goat buys!" and bolts full-tilt toward town.
The four of you return to town. Shops are closing; streets are clearing of traffic as darkness falls. You pass through town and cross the old bridge, where filthy children beg for coins. Stray dogs chase each other in the alleys.
Missy and Dwal are expected at work tomorrow, and you know the Council is expecting a response and follow-up to their request (which could be done by writing.)
The four of you also need to decide how you choose to spend your free time, until you are notified about the arrival of the smugglers' ship (should you choose to tackle that mission.) It may be a couple of weeks. Also, Dwal needs permission from Council Hall if he plans on renovating and leasing the Crabbers Cove cottages.
Dwal leave the shop to set his evening and eventually rest. The next day he will try and find the time , between work, to apply to renovate one of the properties. Other than that he has no plans.
He watches his exuberant friend run for The Goat. "Too much energy for me half pint!"He tells after him.
Upon reaching town, Qiv will head to The Goat himself looking to down a few rounds of mead before retiring. If any of the others are present he will proposition them about taking the salvage job that Wellgar Brinehald had suggested. Or another of the "jobs" they've been offered. If no-one is present he will enjoy the warm spiced drink and then head to bed, hoping to catch up with the others in the light of day.
Something you haven't seen in Saltmarsh - the sun! - appears in the morning. It's cold and windy, and the sun brings only a little color to this bleached and weathered town.
Dwal and Missy go to work. Peri sleeps in. Qivys takes a walk over to Crabbers Cove and, skirting the ever-present crab army, spies the thin mast of Sinker protruding from the waves perhaps 100 feet offshore. Dwal finds a few minutes during his day to pop into Council Hall and secure the lease of the two adjacent and intact Crabbers Cove cottages - they're yours for the renovation.
Rather proud of himself Dwal will complete his work for the day. When done he will search out the rest of the party and advise them they have property.
Once they gather together and Dwal presents them with the writs for the 2 properties he will say,
"Now my friends we have a place. What we are contracts from local craftsman to do the repairs we don't and for that we will need funds. Do we have any prospective jobs that we can complete to procure funds?" he asks.
It is late afternoon. You gather once again at the Goat.
Holding a (traditional) 100-year lease in his hands, Dwal estimates the job will cost about 50gp in materials, and maybe another 15gp in labor, unless they do it themselves. It would take two carpenters about a week to make the two houses habitable.
Missy brings in a bit of news from the Guard: Farley turned up, drunk, at the Empty Net. A rogue wave hit the boat, he said. The vessel capsized, and the two guardsmen and their cargo were dumped into the sea. Seth never came up. Farley swam to shore and walked back. He's been assigned latrine duty and docked two days' pay for not reporting in directly. In other guard news: marauding goblins from the marshes hit another caravan late yesterday, and everyone is on heightened alert for another attack.
Qiv shouts a round for his friends and takes a large gulp of his mead before discussing Dwals opinion on the masonry of the new HQ. Satisfied that his kin has everything in hand, he addresses the group. "So goblins then? I feel useless just plodding around town."There's little excitement in his voice, but there is a gleam in his eye at the talk of goblin hunting.
Peri recalls that there's a standing 100 gp reward for the killing or capture of the band of waylaying goblins; perhaps even more, now. Missy understands that the Guard's mission is to guard the town and its roads, not chase goblins into the marsh. They don't have the numbers for that. Hence the reward.
Peri spent most of the day recovering from his visit with the druid and the rounds of ale later in the tavern. He caught up on his meals and read a bit more in the Flower book, and was pleased when Dwal showed up with a lease. "Sounds like quite a project, and somethin' t' keep me out o' trouble all day."
Missy's news about Farley initially cheers him; Farley had seemed a decent man. But the story of a rogue wave didn't sit well. In that short stretch of open sea between the cavern and the harbor, sinking the cargo and the only other witness? And then Farley spent his day in The Empty Net, a place with a pretty questionable reputation, rather than reporting Seth's death to the guard? Not to say it couldn't happen, but Peri decides to "run into" Farley and ask the man a few questions.
"So goblins then? I feel useless just plodding around town."Peri nods to Qivys. "Aye, I suppose that old boat isn't goin' anywhere; we can salvage 'er at our leisure. These goblins need dealin' with now." A crafty gleam lights his eye. "Though you don't suppose, what with another caravan bein' hit and th' town all abuzz, that there mightn't be a few more gold in th' pot for the reward? Anyone know whose goods were aboard? We could maybe pay that person a visit and see if they'd be willin' t' throw in a little bonus for a swift resolution."
((Sorry for the lack of posts recently. This week's been a little overwhelming -- nothing bad, just crazy busy.))
It doesn't take long for Peri to make a few casual inquiries (among the patrons of the Goat) to learn what there is to know about the two Goblin ambushes of the past week. On the road to Burle, maybe five miles north of Saltmarsh, lay a valley or "bottom", heavily covered in dense scrub and stunted trees, and riddled with small unmarked trails, some reputedly stretching all the way to the Hool Marshes in the west.
The first attack was on a halfling caravan bringing squash and other produce to Saltmarsh from their farms to the north. Three halflings were killed; one escaped. The survivor reports that a gang of at least five or six goblins had strung a line across the highway, ambushed them, slaughtered as many as they could catch, and took their ponies and cargo.
The second attack was on a lone human merchant and her apprentice, coming on horseback from Burle. They had an unknown commission intended for Saltmarsh merchant Winston, who keeps a general store on the eastern end of ton atop the bluffs. Both were evidently ambushed and killed, together with their mounts, at a location very close to the first attack. Based on the type of arrow used, they presume it to be the same gang of attackers.
The bounty remains the same - 100 gp for their killing or capture, together with the return of any recovered goods. However, you can try to bargain with Winston regarding his shipment, should you recover it.
"The Magical Properties of Herbs and Flowers" by the archmage Tenser is a slog of a read, especially as most of the flora described grows in colder climates than this. Nevertheless, you do learn a thing or two about wild seaside and marshy plants that may come in handy in the future.
As to Farley, he's currently resting in the barracks. Missy could try to lure him out, or you can wait until morning when he's due to dig a fresh latrine behind the Tower.
"So, sounds like these goblins are picking their targets wisely. Groups of farmers and a pair of travellers. I can't stand cowardly acts like that. If they want a fight, we'll give 'em one that's a bit less one sided."A rage building inside him.
"Thinking we should pose as a farmer with a pony and cart returning to his village with a load of goods. 'cept this cargo will fight back. What ya think? Bit of retribution for attackin' your kin, Peri." Without realising, his hand has drifted to the grip of his hammer.
"I like your devious mind! Perhaps Missy and I -- you will be joining us, I hope? The two of us could ride on the cart, being unarmored and defenseless-looking, while our more martially-attired companions ride under a tarp in the back? We might could borrow a couple of empty kegs from Lankus to make us a more tempting target. Gonna need to find someone willin' t' risk a pony, though; poor creatures don't fare well in a fight."
((Too bad someone can't Polymorph one of us. Imagine being the poor, dumb goblin who shoots a pony only to have it transform into a dwarf in full plate, waving a warhammer and charging at them!))
"Well, nevermind what we plan, I think I need a more appropriate bow. This thing belonged to a friend, but I think a heavier weapon would be better suited. Think I'll head to the Anvil and see what's what. Anyone wanna join?" He gets his coin bag in one hand. "Seems a little light on. Might have to stop by Captain Xondros see if I can't unload that scale mail." He heads upstairs and grabs the Mariners Scale Mail. On the way past Dwal he pauses and offers the armour one last time. "Brother, I know you wear similar. This set be magical and may well help if we indeed end up on the high seas. Seems to keep ye afloat." He holds out the armour towards Dwal.
It's late afternoon, but the Anvil is likely open for another hour or two. You don't recall seeing bows for sale there, however. As for Xondros, you have no idea what hours she keeps, but you've learned where she is located - "the Faithful Quartermasters of Iuz" (#7 on your map - just past the Empty Net.)
Missy can probably get permission to go on a Goblin-baiting hunt tomorrow, but Dwal has a steeper ask of his employer. The location of the goblin ambushes is a couple hours ride or walk from the City Gate - this adventure may eat up the better part of a day; maybe longer, if you have to chase them through the marshes.
"Y'might consider savin' the fishy armor for when we salvage that boat. You can always sell it after. If you're needin' the money for a heavier bow, I recall leavin' a coupl'a heavy crossbows up at the alchemist's house. We could head that way tomorrow, pick one up for free, and maybe check out the top floor. If we rent some horses tonight, we can saddle up and leave before first light, and make it back to town before nightfall, then take care o' the goblins the day after."
Missy knows that the Guard is keen on removing the goblin threat - they have lots of horses, carts, and heavy crossbows. She's certain that they would be glad to lend whatever you need for the mission, especially if she's part of it.
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"That stag is not of this nature," continues Ferrin. "Celestial beings like yours are from the Upper Planes - it has no business here. I understand beings like these use the Astral Sea like we use the Azure Sea - as a medium of transport. You're lucky you didn't get bucked by a demon instead. Enjoy your gifts, but as a bit of honest advice: don't mess around with portals. You're very, very lucky."
"Much appreciate the ale," he says, hoisting his firkin. "If you excuse me, I'm afraid I still have some meditation to do tonight. Do come back around, especially if you hear of other aberrations in the wild."
He gives a little bow, then retreats into the hole under his boulder.
Evening is coming on; the grove is cold and dark.
Barring any further interaction in the Grove, you trudge back to town in the growing gloom.
(Missy has an appointment at Keledek Tower. Shall she keep it? Shall anyone accompany her?)
Qivys
While walking back to town, Qiv will strike up a conversation with his travelling friends. "So, druid or not, he was a peculiar little man. Frogs for friends and all. But judge I don't. He seemed to know of things I do not." His voice filled with respect for the halfling. Speaking to Peri "How'd you fair little mate? Get the answers you sought?" .
Peri:
Peri appears to be struggling a little in the gloom, stumbling over unseen obstacles. "Answers?!" he barks a bit too loudly. "Hints, allegations, and damnable lies! Doesn't anyone in this blighted town seem t' know anything! 'Oh, you should go see So-n-so!' Then So-n-so says t' talk to Whosit, and they say 'Y' know who maight know...' Bah! Let 'em figure it out theirselves! Only mystery I'm fixin' t' solve is what's at the bottom of every last tankard in the Goat! Whaddya say, finish this up at the bar?" He trips over another phantom obstacle and mutters, "outta these blasted trees... boots all squishy..." Then, without warning, he shouts, "Last one t' the Goat buys!" and bolts full-tilt toward town.
The four of you return to town. Shops are closing; streets are clearing of traffic as darkness falls. You pass through town and cross the old bridge, where filthy children beg for coins. Stray dogs chase each other in the alleys.
Missy and Dwal are expected at work tomorrow, and you know the Council is expecting a response and follow-up to their request (which could be done by writing.)
The four of you also need to decide how you choose to spend your free time, until you are notified about the arrival of the smugglers' ship (should you choose to tackle that mission.) It may be a couple of weeks. Also, Dwal needs permission from Council Hall if he plans on renovating and leasing the Crabbers Cove cottages.
Dwal
Dwal leave the shop to set his evening and eventually rest. The next day he will try and find the time , between work, to apply to renovate one of the properties. Other than that he has no plans.
Qivys
He watches his exuberant friend run for The Goat. "Too much energy for me half pint!" He tells after him.
Upon reaching town, Qiv will head to The Goat himself looking to down a few rounds of mead before retiring. If any of the others are present he will proposition them about taking the salvage job that Wellgar Brinehald had suggested. Or another of the "jobs" they've been offered. If no-one is present he will enjoy the warm spiced drink and then head to bed, hoping to catch up with the others in the light of day.
The four of you retire for the night.
Something you haven't seen in Saltmarsh - the sun! - appears in the morning. It's cold and windy, and the sun brings only a little color to this bleached and weathered town.
Dwal and Missy go to work. Peri sleeps in. Qivys takes a walk over to Crabbers Cove and, skirting the ever-present crab army, spies the thin mast of Sinker protruding from the waves perhaps 100 feet offshore. Dwal finds a few minutes during his day to pop into Council Hall and secure the lease of the two adjacent and intact Crabbers Cove cottages - they're yours for the renovation.
Dwal
Rather proud of himself Dwal will complete his work for the day. When done he will search out the rest of the party and advise them they have property.
Once they gather together and Dwal presents them with the writs for the 2 properties he will say,
"Now my friends we have a place. What we are contracts from local craftsman to do the repairs we don't and for that we will need funds. Do we have any prospective jobs that we can complete to procure funds?" he asks.
It is late afternoon. You gather once again at the Goat.
Holding a (traditional) 100-year lease in his hands, Dwal estimates the job will cost about 50gp in materials, and maybe another 15gp in labor, unless they do it themselves. It would take two carpenters about a week to make the two houses habitable.
Missy brings in a bit of news from the Guard: Farley turned up, drunk, at the Empty Net. A rogue wave hit the boat, he said. The vessel capsized, and the two guardsmen and their cargo were dumped into the sea. Seth never came up. Farley swam to shore and walked back. He's been assigned latrine duty and docked two days' pay for not reporting in directly. In other guard news: marauding goblins from the marshes hit another caravan late yesterday, and everyone is on heightened alert for another attack.
Qivys
Qiv shouts a round for his friends and takes a large gulp of his mead before discussing Dwals opinion on the masonry of the new HQ. Satisfied that his kin has everything in hand, he addresses the group. "So goblins then? I feel useless just plodding around town." There's little excitement in his voice, but there is a gleam in his eye at the talk of goblin hunting.
Peri recalls that there's a standing 100 gp reward for the killing or capture of the band of waylaying goblins; perhaps even more, now. Missy understands that the Guard's mission is to guard the town and its roads, not chase goblins into the marsh. They don't have the numbers for that. Hence the reward.
Peri:
Peri spent most of the day recovering from his visit with the druid and the rounds of ale later in the tavern. He caught up on his meals and read a bit more in the Flower book, and was pleased when Dwal showed up with a lease. "Sounds like quite a project, and somethin' t' keep me out o' trouble all day."
Missy's news about Farley initially cheers him; Farley had seemed a decent man. But the story of a rogue wave didn't sit well. In that short stretch of open sea between the cavern and the harbor, sinking the cargo and the only other witness? And then Farley spent his day in The Empty Net, a place with a pretty questionable reputation, rather than reporting Seth's death to the guard? Not to say it couldn't happen, but Peri decides to "run into" Farley and ask the man a few questions.
"So goblins then? I feel useless just plodding around town." Peri nods to Qivys. "Aye, I suppose that old boat isn't goin' anywhere; we can salvage 'er at our leisure. These goblins need dealin' with now." A crafty gleam lights his eye. "Though you don't suppose, what with another caravan bein' hit and th' town all abuzz, that there mightn't be a few more gold in th' pot for the reward? Anyone know whose goods were aboard? We could maybe pay that person a visit and see if they'd be willin' t' throw in a little bonus for a swift resolution."
((Sorry for the lack of posts recently. This week's been a little overwhelming -- nothing bad, just crazy busy.))
It doesn't take long for Peri to make a few casual inquiries (among the patrons of the Goat) to learn what there is to know about the two Goblin ambushes of the past week. On the road to Burle, maybe five miles north of Saltmarsh, lay a valley or "bottom", heavily covered in dense scrub and stunted trees, and riddled with small unmarked trails, some reputedly stretching all the way to the Hool Marshes in the west.
The first attack was on a halfling caravan bringing squash and other produce to Saltmarsh from their farms to the north. Three halflings were killed; one escaped. The survivor reports that a gang of at least five or six goblins had strung a line across the highway, ambushed them, slaughtered as many as they could catch, and took their ponies and cargo.
The second attack was on a lone human merchant and her apprentice, coming on horseback from Burle. They had an unknown commission intended for Saltmarsh merchant Winston, who keeps a general store on the eastern end of ton atop the bluffs. Both were evidently ambushed and killed, together with their mounts, at a location very close to the first attack. Based on the type of arrow used, they presume it to be the same gang of attackers.
The bounty remains the same - 100 gp for their killing or capture, together with the return of any recovered goods. However, you can try to bargain with Winston regarding his shipment, should you recover it.
"The Magical Properties of Herbs and Flowers" by the archmage Tenser is a slog of a read, especially as most of the flora described grows in colder climates than this. Nevertheless, you do learn a thing or two about wild seaside and marshy plants that may come in handy in the future.
As to Farley, he's currently resting in the barracks. Missy could try to lure him out, or you can wait until morning when he's due to dig a fresh latrine behind the Tower.
Qivys
"So, sounds like these goblins are picking their targets wisely. Groups of farmers and a pair of travellers. I can't stand cowardly acts like that. If they want a fight, we'll give 'em one that's a bit less one sided." A rage building inside him.
"Thinking we should pose as a farmer with a pony and cart returning to his village with a load of goods. 'cept this cargo will fight back. What ya think? Bit of retribution for attackin' your kin, Peri." Without realising, his hand has drifted to the grip of his hammer.
Peri:
"I like your devious mind! Perhaps Missy and I -- you will be joining us, I hope? The two of us could ride on the cart, being unarmored and defenseless-looking, while our more martially-attired companions ride under a tarp in the back? We might could borrow a couple of empty kegs from Lankus to make us a more tempting target. Gonna need to find someone willin' t' risk a pony, though; poor creatures don't fare well in a fight."
((Too bad someone can't Polymorph one of us. Imagine being the poor, dumb goblin who shoots a pony only to have it transform into a dwarf in full plate, waving a warhammer and charging at them!))
Qivys
"Well, nevermind what we plan, I think I need a more appropriate bow. This thing belonged to a friend, but I think a heavier weapon would be better suited. Think I'll head to the Anvil and see what's what. Anyone wanna join?" He gets his coin bag in one hand. "Seems a little light on. Might have to stop by Captain Xondros see if I can't unload that scale mail." He heads upstairs and grabs the Mariners Scale Mail. On the way past Dwal he pauses and offers the armour one last time. "Brother, I know you wear similar. This set be magical and may well help if we indeed end up on the high seas. Seems to keep ye afloat." He holds out the armour towards Dwal.
It's late afternoon, but the Anvil is likely open for another hour or two. You don't recall seeing bows for sale there, however. As for Xondros, you have no idea what hours she keeps, but you've learned where she is located - "the Faithful Quartermasters of Iuz" (#7 on your map - just past the Empty Net.)
Missy can probably get permission to go on a Goblin-baiting hunt tomorrow, but Dwal has a steeper ask of his employer. The location of the goblin ambushes is a couple hours ride or walk from the City Gate - this adventure may eat up the better part of a day; maybe longer, if you have to chase them through the marshes.
Peri:
"Y'might consider savin' the fishy armor for when we salvage that boat. You can always sell it after. If you're needin' the money for a heavier bow, I recall leavin' a coupl'a heavy crossbows up at the alchemist's house. We could head that way tomorrow, pick one up for free, and maybe check out the top floor. If we rent some horses tonight, we can saddle up and leave before first light, and make it back to town before nightfall, then take care o' the goblins the day after."
Missy knows that the Guard is keen on removing the goblin threat - they have lots of horses, carts, and heavy crossbows. She's certain that they would be glad to lend whatever you need for the mission, especially if she's part of it.