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15:05, 2nd June 2024 (GMT+0)

The Sinister Secret of Saltmarsh.

Posted by The GMFor group 0
The GM
GM, 789 posts
Thu 2 May 2024
at 19:46
  • msg #1

The Sinister Secret of Saltmarsh

Saltmarsh seems to have grown since Simon and Frank saw it last - growing from a sleepy coastal village to a thriving town in a matter of months. Largely built along the coast of the Azure sea, the approach from Burle to the north brings the caravan through a gate in an ancient stone wall - old, crumbling, and as badly worn as the old guards who wave those who arrive to pass through what seems like the only remnants of a much older structure, probably dating back centuries before there was even a town.

Inside the first buildings the caravan passes by the town garrison - nearly abandoned when Frank and Simon were first passing through, now staffed by a handful of guards in uniform tabards - and the Wicker Goat tavern. The clientelle here seems to be more guards, along with a surprising number of dwarves.

While the caravan moves to set up for the day in a field, the party is cut loose, free to explore the town and embark on their careers as adventurers.

ooc: Everyone gets 100 hours towards the Hiking skill - except for Frank, who gets 100 points towards Riding.


A Place to Stay:

The Snapping Line is an inn and tavern built from planks and the hulls of decommissioned fishing ships. It has a nautical theme, and the rooms are renditions of ships cabins. Everything smells faintly of fish. Sleeping in a shared room (and a shared bed) fits the Status 0 lifestyle's cost of living of 6 gold/month.

Healing:

There are two temples in Saltmarsh - the first is to Procan, sailor-god of Sea and Sky. Its priest - Wellgar Brinehanded - will provide healing spells in exchange for donations. Frank - with his experience as a merchant and dealing with Wizards - would estimate the cost at something around a gold for minor injuries, maybe up to five gold for more serious wounds, but it's not like the temple has a posted rate-sheet.

The other - the Sea Grove of Obad-Hai - is a druid's gathering place for seaguls, sailors, and swamp folk. Less friendly to outsiders without some connection to the wilds of the world.

ooc: If you want other services - weapons, armor, etc - let me know in your private threads. Finding an appropriate service might take up to a day.
This message was last edited by the GM at 19:46, Thu 02 May.
Frank Deetz
player, 149 posts
Thu 2 May 2024
at 20:09
  • msg #2

The Sinister Secret of Saltmarsh

ooc: What time of day is it?
The GM
GM, 793 posts
Thu 2 May 2024
at 21:10
  • msg #3

The Sinister Secret of Saltmarsh

ooc: late afternoon? You've got a good 4-5 hours before sunset - it's summer now.
Frank Deetz
player, 150 posts
Fri 3 May 2024
at 13:05
  • msg #4

The Sinister Secret of Saltmarsh

Frank looked off into town. "You guys want to do this thing, or you want to take the rest of the day to prepare, get a good night rest, and then set out in the morning?"
Ken Mattern
player, 259 posts
Age 20, B/D October 10th
Fri 3 May 2024
at 13:39
  • msg #5

The Sinister Secret of Saltmarsh

Ken briefly considered the question.

"I say split the difference and hit then in the early pre-pawn hours. I'm thinking fantasy bandits like to drink and whore late into the evening, we get them when they are asleep and maybe hung over, and we can cart away the loot and any prisoners as the sun comes up." he smirked and bit into an apple.
This message was last edited by the player at 01:06, Mon 06 May.
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