Reed grunts his acceptance of the plan, strapping on his weapons and checking his armor. The attack from the day before had sprung back in his mind, and he was determined to stay on guard. He felt much better now that he'd had some sleep, but was still a little uneasy with the pair from the boat. Better to let the lizard befriend them and do the talking...he'd lead the way with one hand on his sword.
Rollback Post to RevisionRollBack
Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian(Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
The hungry and thirsty party wanders back down the hill as the last twilight begins to fade over Saltmarsh. It is cold and dark, and an icy breeze cuts into you.
Manacles still hang from the wrists of Molo, Reed, and Fianna. They swing annoyingly as they walk.
Following Weasel's directions, you pass the Mariner's Guildhall (#21 on the map below), where, inside, a loud crew of rowdy mariners is eating bowls of something gray. You also pass the site of the jackalwere attack.
You follow the dirty, gap-toothed cobblestone main road into town. A strong-smelling open sewer runs along the side of the street, which is very dark on this overcast, moonless evening. You pass a sprawling mansion with odd, cobbled-together extensions (#19), and a number of dreary homes and hovels, some glowing with fires and candles within. A small group of kids watch you, but run away as you approach. The next stretch of road is dominated by industrial-looking, windowless buildings. You hear some low rumbling noises inside one (#18). On the corner of a side street, you pass a sturdy-looking stone building with a sign out front, “The Dwarven Anvil” (#17). The road bends and you follow it north.
You catch views of the dark harbor and wind-whipped wharves. You pass a large, well-lit mansion right on the docks, with a grand entryway leading to a large hall of some kind (#16). You pass a large, dirty, empty market square along the harbor, centered around a dozen or so long stone tables (#15). A couple of mangy dogs sniff under the tables. You pass a large brick building – a wooden sign above its double doors depicts a net filled with fish, and a small tower rises from the roof (#14). In front of this building is a weatherbeaten platform and gallows, evidently for public executions. Finally, you arrive at a grungy-looking tavern and inn – "The Snapping Line" (#13). Sounds of life emanate, as does the strong smell of rank fish.
Stepping inside, you see a ratty-looking tavern filled with local fishermen and dockhands, by the looks (and smells) of them. A young woman with one eye clouded with cataracts seems to be in charge. There's one table open, big enough to accommodate your party. The locals appear somewhat distracted by the kobold with the broken manacle, but the rest of you cause little reaction. The smell of fish permeates everything.
Other landmarks: #26 Temple of Procan #28 Winston's Store #23 Carpenter's Guildhall
(You've passed Winston's a couple of times - it appears to be a general store of some kind. Some eclectic goods - an odd assortment of things, by the looks of it.) (#27 is a cemetery. You saw acolytes from the Temple of Procan deliver the first bodies from the shipwreck there earlier today in a cart.)
"Food!" Fianna calls out as she slips into one of the chairs of the empty table. "And drink! Lots of food and drink needed!"
Fianna will look about the room, taking in the customers and the workers, and just relish in the sounds of normal life again. She will also cast Prestidigitation to create a nice, flowery smell about their table so as to drown out the overbearing smell of fish.
(I presume Katernin is joining her new converts at the Snapping Line?)
Fianna's floral olfactory illusion-making gives immediate relief from the foul fishy odor, but it soon creeps back in as an unwelcome undertone to the flowery smell. The tavern appears to be built from the planks and hulls of half a dozen decommissioned fishing ships, and its decor is predictably nautical in theme. But evidently the smell of fish has never been scrubbed from its walls.
The cloudy-eyed barkeeper takes your order. There is a decent variety of practical foods - meat, hardtack, boiled root vegetables, and the like - but mostly heavy and cloying. The "claw wine" - the spirit made from lobster meat and potatoes - is clearly very popular with the locals, but they do have some ale as well.
The patrons are all human fishermen, sailors, and dockhands – heavy-handed with both their yarns and their liquor. You overhear a spirited story about a group of sailors accosting a pair of dwarves at the docks today. Evidently the dwarves, who work in a nearby silver mine, are not very popular with this crowd. Nor is the local guard held in high esteem - they are criticized, by this crowd at least, for their overly ambitious policing of the smuggling trade.
You hear a passing reference to your shipwreck - they seem unfamiliar with the vessel, but not with wrecks. Somebody makes quiet reference to the "haunted house" as well - it seems to be a touchstone for bad luck in these parts. The dwarves are another convenient scapegoat. "It’s only a matter o' time before them dwarves dig too deep an' unleash something horrible!"exclaims one.
The locals occasionally sneak stares at Molo. Elves and half-elves and halflings are evidently not curiosities in these parts, and Katernin usually keeps her hood up in public, but Molo makes people here a bit nervous, especially one with a manacle hanging from his wrist.
Reed keeps his manacled hand under the table, and orders an ale with some fried fish and potatoes. He keeps his eyes wandering, but smiles as he overhears talk about the overzealous guards. I'll say he murmurs to himself. He doesn't take any notice of the locals' nervousness with Molo, but perks up and tries to hear more about the haunted house.
Rollback Post to RevisionRollBack
Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian(Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
Lucky can't help himself and checks out the bar area for anything of value. He's also on the look out for dangerous people who might mean us harm, or likely pickpockets. He knows the signs and he knows the people; having spent his whole life around the underbelly of Greyhawk.
Perception (+4): 21 ((OOC took a cheeky Advantage on this roll due to his intimate familiarity with the people and things he's looking out for. If you're not happy with that cheeky presumption, just take the first of the two rolls, of course)).
Lucky will order the biggest meal they have on the menu and will wash it down with a large mug of ale. He's had alcohol before and knows what it can do to his senses, so he's restraining himself and have no more than one (big) drink through the evening, to accompany his big dinner. Those in his company quickly realise that his table manners are far from what would be acceptable in respectable company, though he does watch others around him and slowly learns and adjusts as he sees other, better bred people and how they act. He's a fast learner.
Reed keeps his manacled hand under the table, and orders an ale with some fried fish and potatoes. He keeps his eyes wandering, but smiles as he overhears talk about the overzealous guards. I'll say he murmurs to himself. He doesn't take any notice of the locals' nervousness with Molo, but perks up and tries to hear more about the haunted house.
No fried fish available, so Reed gets a whole baked fish - something gray, with large bulbous eyes. Bony, but tastes pretty good. The guards patrol the streets in pairs, evidently; the captain is somebody named "Fireborn". From what you hear, they're not below kicking in the random doors of private homes to look for smuggling contraband. As to the "haunted house" you hear no more. You get the sense it's a sensitive, uncomfortable topic.
Molo glares at anyone who looks at him wrong.
They look away and snicker when Molo glares at them. They find Molo's reactions patronizingly entertaining.
Lucky can't help himself and checks out the bar area for anything of value. He's also on the look out for dangerous people who might mean us harm, or likely pickpockets.
These guys, while rough around the edges, don't seem like criminal types. Lower-class, working men and women. Possibly some smugglers or petty crooks among them, but that would just be speculation. Certainly some drunks. There's little of value here, except perhaps for whatever's in the till.
Lucky orders a half roasted piglet. The thing must have twenty-five pounds of meat on it. It costs a full gold piece - a day's pay for most of the patrons here. The thing comes with some roasted turnips as garnish, and requires two people to carry it to the table.
Kelnan asks to sample a bit of everything, including the claw wine. It'll surely cause some discomfort down the line, but knowing the local flavor is always a benefit. Besides, he survived the food on board the Water Lily, so how bad could this be?
"We should probably get those manacles off you lot, wouldn't want the wrong kind of attention. See anyone who could help?"
Kelnan asks to sample a bit of everything, including the claw wine. It'll surely cause some discomfort down the line, but knowing the local flavor is always a benefit. Besides, he survived the food on board the Water Lily, so how bad could this be? "We should probably get those manacles off you lot, wouldn't want the wrong kind of attention. See anyone who could help?"
The claw wine is, to put it mildly, an acquired taste; Kelnan quickly switches to ale. And the menu here is, unfortunately, not a long throw from ship's board. A lot of hardtack and pickled or salted fish. But the turnips are pretty good. And some delicious red fruit that looks and tastes suspiciously like the ones he sampled this morning.
This post has potentially manipulated dice roll results.
Lucky's eye budge when the piglet arrives. He dives in with relish. Gulping down the first few mouthfuls and wiping the dripping gravy off his face with the back of his sleeve, he slowly improves his manners as the meal progresses, his hunger abates and he learns from watching others around him. Once full to the brim, and then a bit more, he leans back in his chair like he's seen some old timers do and links his hands behind his head, letting out a very loud belch followed by a contented sigh. He's not been this full in months.
Finally his attention is back in the room. "Manacles?" he says quietly. "Errr, I could take a look." Moving to an area of the table where there is most cover from prying eyes and waiting until it seems most likely no one is watching him, he slips a dextrous hand into the folds in his deep cloak and pulls out a worn-looking brown leather pouch. Rolling it out on his lap, out of sight of the other patrons, he selects a couple of suitable tools. One at a time, carefully and without rushing, he tries to unlock the manacles on his new companions' wrists.
Thieves' Tools (+7, including expertise): Molo: 18 Reed: 27 Fianna: 18 Stealth or Sleight of Hand (both are +5, to pull this off reasonably subtly): 22
Lucky will use his Lucky, twice, to re-roll Reed's check and his Stealth check:- Reed: 15 Stealth11
He gets to use the best score of the two, and that's 2 out of his 3 uses for the day gone.
Lucky's feeling extremely smug. He's just had the best meal he's had in months, and his skills have at last come in useful. He sits back, hoping that no one noticed his work and feeling really pleased that he's been able to help out these poor slaves in some way, even if it's very minor.
Replacing his pouch back into the folds of his cloak, his fingers touch the small case he's been carrying around for hours. Oh yes. I really need to look into this box. But not here maybe. Too many prying eyes. One for a quiet spot I think. I wonder what's in it...
"This haunted house, I wonder if it's the alchemist's house the old priest was talking about. Strange old magical places always have an interesting story behind them, and I'm sure folk here would appreciate shedding some light on the thing." He rubs his fingers together, indicating there might be money to be made.
I'm more interested in the stories and magic, but this crew probably needs more motivation. Plus I won't last long buying pigs like that...
The cloudy-eyed barkeep comes over to check on you. "You strangers?" she asks. "Ye' need a room? We got rooms upstairs. Five silver a night. No board, no noise, no fightin'."
Fianna will dig through her stuff and manage to find a gold piece. "We'll take two room, please," she says and looks over the group. Three to a room isn't to bad, she figures. We were certainly more cramped on the ship.
"You want to investigate a mysterious house? Sure, why not," she says to Kelnan. "Just happy to be alive and not be trapped on that damnable ship any more."
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Reed grunts his acceptance of the plan, strapping on his weapons and checking his armor. The attack from the day before had sprung back in his mind, and he was determined to stay on guard. He felt much better now that he'd had some sleep, but was still a little uneasy with the pair from the boat. Better to let the lizard befriend them and do the talking...he'd lead the way with one hand on his sword.
Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian (Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
The hungry and thirsty party wanders back down the hill as the last twilight begins to fade over Saltmarsh. It is cold and dark, and an icy breeze cuts into you.
Manacles still hang from the wrists of Molo, Reed, and Fianna. They swing annoyingly as they walk.
Following Weasel's directions, you pass the Mariner's Guildhall (#21 on the map below), where, inside, a loud crew of rowdy mariners is eating bowls of something gray. You also pass the site of the jackalwere attack.
You follow the dirty, gap-toothed cobblestone main road into town. A strong-smelling open sewer runs along the side of the street, which is very dark on this overcast, moonless evening. You pass a sprawling mansion with odd, cobbled-together extensions (#19), and a number of dreary homes and hovels, some glowing with fires and candles within. A small group of kids watch you, but run away as you approach. The next stretch of road is dominated by industrial-looking, windowless buildings. You hear some low rumbling noises inside one (#18). On the corner of a side street, you pass a sturdy-looking stone building with a sign out front, “The Dwarven Anvil” (#17). The road bends and you follow it north.
You catch views of the dark harbor and wind-whipped wharves. You pass a large, well-lit mansion right on the docks, with a grand entryway leading to a large hall of some kind (#16). You pass a large, dirty, empty market square along the harbor, centered around a dozen or so long stone tables (#15). A couple of mangy dogs sniff under the tables. You pass a large brick building – a wooden sign above its double doors depicts a net filled with fish, and a small tower rises from the roof (#14). In front of this building is a weatherbeaten platform and gallows, evidently for public executions. Finally, you arrive at a grungy-looking tavern and inn – "The Snapping Line" (#13). Sounds of life emanate, as does the strong smell of rank fish.
Stepping inside, you see a ratty-looking tavern filled with local fishermen and dockhands, by the looks (and smells) of them. A young woman with one eye clouded with cataracts seems to be in charge. There's one table open, big enough to accommodate your party. The locals appear somewhat distracted by the kobold with the broken manacle, but the rest of you cause little reaction. The smell of fish permeates everything.
Other landmarks:
#26 Temple of Procan
#28 Winston's Store
#23 Carpenter's Guildhall
(Did we see Winston’s or know at all what’s in there? Also, what’s 27?)
Paladin - warforged - orange
(You've passed Winston's a couple of times - it appears to be a general store of some kind. Some eclectic goods - an odd assortment of things, by the looks of it.)
(#27 is a cemetery. You saw acolytes from the Temple of Procan deliver the first bodies from the shipwreck there earlier today in a cart.)
Katernin smiles back, "Thanks Weasel... you going to be alright?"
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Weasel nods. "I'm fine. I'll check on Gretel and Dinah in the morning."
Fianna
"Food!" Fianna calls out as she slips into one of the chairs of the empty table. "And drink! Lots of food and drink needed!"
Fianna will look about the room, taking in the customers and the workers, and just relish in the sounds of normal life again. She will also cast Prestidigitation to create a nice, flowery smell about their table so as to drown out the overbearing smell of fish.
Katernin, "Alright, I'll try and check up on that lot in the morning. They might need more help."
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
(I presume Katernin is joining her new converts at the Snapping Line?)
Fianna's floral olfactory illusion-making gives immediate relief from the foul fishy odor, but it soon creeps back in as an unwelcome undertone to the flowery smell. The tavern appears to be built from the planks and hulls of half a dozen decommissioned fishing ships, and its decor is predictably nautical in theme. But evidently the smell of fish has never been scrubbed from its walls.
The cloudy-eyed barkeeper takes your order. There is a decent variety of practical foods - meat, hardtack, boiled root vegetables, and the like - but mostly heavy and cloying. The "claw wine" - the spirit made from lobster meat and potatoes - is clearly very popular with the locals, but they do have some ale as well.
The patrons are all human fishermen, sailors, and dockhands – heavy-handed with both their yarns and their liquor. You overhear a spirited story about a group of sailors accosting a pair of dwarves at the docks today. Evidently the dwarves, who work in a nearby silver mine, are not very popular with this crowd. Nor is the local guard held in high esteem - they are criticized, by this crowd at least, for their overly ambitious policing of the smuggling trade.
You hear a passing reference to your shipwreck - they seem unfamiliar with the vessel, but not with wrecks. Somebody makes quiet reference to the "haunted house" as well - it seems to be a touchstone for bad luck in these parts. The dwarves are another convenient scapegoat. "It’s only a matter o' time before them dwarves dig too deep an' unleash something horrible!" exclaims one.
The locals occasionally sneak stares at Molo. Elves and half-elves and halflings are evidently not curiosities in these parts, and Katernin usually keeps her hood up in public, but Molo makes people here a bit nervous, especially one with a manacle hanging from his wrist.
Reed keeps his manacled hand under the table, and orders an ale with some fried fish and potatoes. He keeps his eyes wandering, but smiles as he overhears talk about the overzealous guards. I'll say he murmurs to himself. He doesn't take any notice of the locals' nervousness with Molo, but perks up and tries to hear more about the haunted house.
Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian (Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
Molo glares at anyone who looks at him wrong.
Paladin - warforged - orange
Lucky can't help himself and checks out the bar area for anything of value. He's also on the look out for dangerous people who might mean us harm, or likely pickpockets. He knows the signs and he knows the people; having spent his whole life around the underbelly of Greyhawk.
Perception (+4): 21 ((OOC took a cheeky Advantage on this roll due to his intimate familiarity with the people and things he's looking out for. If you're not happy with that cheeky presumption, just take the first of the two rolls, of course)).
Lucky will order the biggest meal they have on the menu and will wash it down with a large mug of ale. He's had alcohol before and knows what it can do to his senses, so he's restraining himself and have no more than one (big) drink through the evening, to accompany his big dinner. Those in his company quickly realise that his table manners are far from what would be acceptable in respectable company, though he does watch others around him and slowly learns and adjusts as he sees other, better bred people and how they act. He's a fast learner.
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
No fried fish available, so Reed gets a whole baked fish - something gray, with large bulbous eyes. Bony, but tastes pretty good. The guards patrol the streets in pairs, evidently; the captain is somebody named "Fireborn". From what you hear, they're not below kicking in the random doors of private homes to look for smuggling contraband. As to the "haunted house" you hear no more. You get the sense it's a sensitive, uncomfortable topic.
Kelnan asks to sample a bit of everything, including the claw wine. It'll surely cause some discomfort down the line, but knowing the local flavor is always a benefit. Besides, he survived the food on board the Water Lily, so how bad could this be?
"We should probably get those manacles off you lot, wouldn't want the wrong kind of attention. See anyone who could help?"
The claw wine is, to put it mildly, an acquired taste; Kelnan quickly switches to ale. And the menu here is, unfortunately, not a long throw from ship's board. A lot of hardtack and pickled or salted fish. But the turnips are pretty good. And some delicious red fruit that looks and tastes suspiciously like the ones he sampled this morning.
Lucky's eye budge when the piglet arrives. He dives in with relish. Gulping down the first few mouthfuls and wiping the dripping gravy off his face with the back of his sleeve, he slowly improves his manners as the meal progresses, his hunger abates and he learns from watching others around him. Once full to the brim, and then a bit more, he leans back in his chair like he's seen some old timers do and links his hands behind his head, letting out a very loud belch followed by a contented sigh. He's not been this full in months.
Finally his attention is back in the room. "Manacles?" he says quietly. "Errr, I could take a look." Moving to an area of the table where there is most cover from prying eyes and waiting until it seems most likely no one is watching him, he slips a dextrous hand into the folds in his deep cloak and pulls out a worn-looking brown leather pouch. Rolling it out on his lap, out of sight of the other patrons, he selects a couple of suitable tools. One at a time, carefully and without rushing, he tries to unlock the manacles on his new companions' wrists.
Thieves' Tools (+7, including expertise):
Molo: 18
Reed: 27
Fianna: 18
Stealth or Sleight of Hand (both are +5, to pull this off reasonably subtly): 22
Lucky will use his Lucky, twice, to re-roll Reed's check and his Stealth check:-
Reed: 15
Stealth 11
He gets to use the best score of the two, and that's 2 out of his 3 uses for the day gone.
Lucky's feeling extremely smug. He's just had the best meal he's had in months, and his skills have at last come in useful. He sits back, hoping that no one noticed his work and feeling really pleased that he's been able to help out these poor slaves in some way, even if it's very minor.
Replacing his pouch back into the folds of his cloak, his fingers touch the small case he's been carrying around for hours. Oh yes. I really need to look into this box. But not here maybe. Too many prying eyes. One for a quiet spot I think. I wonder what's in it...
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
Lucky expertly pops the manacles off his three companions.
His covert activities didn't appear to attract any obvious attention, but he couldn't be certain.
Kelnan speaks quietly to the group.
"This haunted house, I wonder if it's the alchemist's house the old priest was talking about. Strange old magical places always have an interesting story behind them, and I'm sure folk here would appreciate shedding some light on the thing." He rubs his fingers together, indicating there might be money to be made.
I'm more interested in the stories and magic, but this crew probably needs more motivation. Plus I won't last long buying pigs like that...
A loud and rowdy game of dice has begun nearby.
The cloudy-eyed barkeep comes over to check on you. "You strangers?" she asks. "Ye' need a room? We got rooms upstairs. Five silver a night. No board, no noise, no fightin'."
Fianna
Fianna will dig through her stuff and manage to find a gold piece. "We'll take two room, please," she says and looks over the group. Three to a room isn't to bad, she figures. We were certainly more cramped on the ship.
"You want to investigate a mysterious house? Sure, why not," she says to Kelnan. "Just happy to be alive and not be trapped on that damnable ship any more."