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19:23, 20th May 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?"
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