Session 01: The Party Starts Report

General Summary


NEED TO FINISH & CLEAN UP!!
05/07/2024
 
09/05/2020
PRE-BASTARDS

 

Thunsheer (4) 23, y.0001

  The Snapping Line, Saltmarsh
  Recap
  NTO:  
 
    (Thunsheer)   I am allied with The Revelry, a pirate union that stalks the shipping routes of the Menagerie Coast. They harbor at Darktow Island. Their leader is the Plank King. They have expanded their interests beyond mere piracy. Relics and secrets dating back to the Age of Arcanum (and beyond) are rumored to be scattered all across the coast and the Swavain Islands. Some scavengers have returned to Darktow with proof of such artifacts, and a new kind of aspiring treasure seeker has emerged within The Revelry: one who seeks to plunder from the dead rather than the living. The drive to outdo their fellow sailors has already placed several ships in serious danger.  
  • For years, tales of the haunted house near Saltmarsh have circulated through the region. though most of the stories are rightfully taken as warnings to avoid the place, rumors persist of a great treasure hidden in its walls. The most popular versions suggesting that the alchemist had discovered a method of transforming base metals into gold. What relics and other valuables did that old alchemist keep in the creaking floorboards and cracked plaster walls of his home?
  •  
  • I worked with Ziva Elymathyr (Annie) to investigate the slave trade in the area. I was working with The Revelry in Saltmarsh and saw ship after hearing fishermen were missing. Ziva was doing the Same and we worked together.
  •  
  • Note: Mines -- May attract things, dwarves not good.
  Claw wine at The Snapping Line Tavern.   Ziva Elymathyr is a sea elf from cold ice cap oceans. Bioluminescent trident.   Fen Uleasen is an Aasimer Warlock working with Arathnos [?]   Wroxi Loominai is a gnome sorcerer trying to figure out her powers.   A few days ago Ziva and I found a ship. Rumored to have missing fishermen. We snuck aboard, rescued fishermen. It was a Revelry ship --- middle night. Lightly guarded. We freed the slaves. 6-7 freed. Name of the ship: The Seas Embrace   Town is aware. Council is pleased.   We were at The Snapping Line, Hanna's bar.  
13. The Snapping Line This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme, and its sleeping rooms are plain but comfortable renditions of a ship's cabins. The smell of fish has never been scrubbed from its walls, and those who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade stories and drink into the night.   The Snapping Line is run by a young woman named Hanna Rist, female human. The Rist family also makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar.
  Heard about a smuggling ring at Empty Net, seedy bar on stilts. I ordered an ale and there was a dirty old drunk speaking about the house east of town. It is haunted and has a treasure in the basement. Gold in the library. Ghosts. Something about the second day and hightide or something (This old man was Dodd.)   Eda, the leader of the council (older human) walks in. She looks around and then sees us. She is very appreciative and has a favor, she said the rooms we stay in are on her.    
Eda Oweland Eda, female human, is the current senior member of the town council, as well as the owner of three large fishing boats. She is a gruff, pragmatic woman whose graying hair is cut short and whose face bears the marks of a life lived outdoors. Eda is keenly interested in expanding Saltmarsh's fishing industry, her sights set on a wild section of the coast where she hopes to build a new dock. She is suspicious of the dwarves' mining enterprise and doubts it will amount to much.   3x elected. Gruff, but fair.   Eda swears like a sailor when she is frustrated or angry, and the folk in town who support her appreciate her willingness to stick up for them. Despite her temper, she respects those who keep their cool. Anyone who stands up to her wins her respect. Those who try to flatter her earn her contempt.
 
  Chapter 2: The Sinister Secret of Saltmarsh   She had a favor. The town is looking to expand the fishing operations to the East and they want to build more docks. Extended Coat (Bureaucracy). She asked us to investigate the area to see if good for a dock. Cliffside, 4 miles up the coast   Reward: 100gp   Dodd took us to the house, after we paid him 2 gp.  
possibly outdated due to DM shift: Note: Two moons, Kaffa is the larger moon and is tied to the Moonweaver, and the smaller moon is Roodisuc is smaller and hard to spot.   It is a full moon of Kaffa.
  I went to the Empty Net, a rickety tavern dive bar on the South part of town. Failed to learn anything.  
 

Thunsheer (4) 24, y.0001

  The Snapping Line, Saltmarsh
  We followed Dodd. The road to the house winds through the rocky coastal terrain, often offering a view of the sea below. Low clouds press upon you; occasional patches of sunlight appear out over the water. A stiff wind blows in off the waves, carrying the briny stink of churning salt water. The house is located four miles up the coast from Saltmarsh and is accessible by an old road.  

We ended up getting into a fight with 5 giant toads where I killed the last one.   5 Giant Toads
  Haunted House Four miles east of Saltmarsh, just inland of the old coast road, stands a haunted house. Until twenty years ago, it had been the residence of an aged alchemist of sinister reputation. Even then, locals avoided the house because of its owner's mysterious activities. Now, two decades after the unexplained disappearance of its occupant, the house has taken on an even greater air of evil and mystery.   Dilapidated and long abandoned, the house presents an unwholesome appearance. Those hardy souls who have infrequently sought entry (pursuing rumors of a secret hoard of alchemical gold) all returned with naught save grim tales of decaying chambers presided over by monstrous perils. Indeed, such is the reputation of the house that the fields around it, though prime agricultural land, remain untended and rank with weeds.   The decrepit house sits on the highest ground in the area. Around it, a stone wall has crumbled in many places, exposing the interior grounds. An ornate metal gate lies open at the end of the road, swaying slightly in the wind. Wild flora grows throughout the inner yard, but all the years cannot hide the evidence of a well-tended garden that once sat here. Near the house, the rotted wooden roof of a water well rises out of the tall grass.   The house is 35 feet tall from ground level to roof peak; the roof is gabled and has several holes where the slate shingles are missing.   Fen got Dodd to come back and tell us where to go. He never went into the house, just to the door.   The Wall The stone wall is 6 feet tall and more or less encloses the garden. It has partially collapsed in several places, so access to any part of the garden looks simple to pass.   The Garden There was a vegetable garden around the house. A few broken gardening tools and a tangle of weeds are all that remain. A single rosebush near the gate has overgrown the wall and choked out most of the other plants.   The Well The well shaft, which descends 20 feet, still contains clean water.   Sace began to investigate the well and found some snakes. Sace went unconscious in the fight, but they were victorious.  

We ended up getting into a fight with some snakes.   Snakes 2  
7sp
  1. Entrance Hall The front door opens onto a musty, dirty entrance hall. To your left, a corridor leads into the west wing of the house. The walls are bare and bits of smashed furniture lie upon the floor. Ahead of you, another corridor leads toward the rear of the house.   A staircase on the eastern wall climbs to the next story, reaching it at a balcony that overlooks the entrance hall along its north and west sides; the stairs appear safe to climb, though the balcony rail is broken in several places. Under the stairs at the north end of the hall, a third corridor leads east.   8. Withdrawing Room Two stuffed armchairs stand near the fireplace of this room. The covers of both have been torn and the stuffing has been pulled out, but the wooden frames are intact. A broken table lies on the floor near the north wall.   I found a stone out of place on the chimney above the fireplace. Removing the stone reveals a hidden compartment. Additionally, characters who approach the fireplace notice a collection of mouse bones spilling out from the hearth.   A swarm of insects (spiders) lurks in the crevices of the fireplace and chimney. The spiders flood forth with obvious irritation if any creatures move to within 5 feet of the fireplace.  
Treasure The hidden compartment contains a wooden box. Inside the box are 30 cp and two small pouches of alchemical powders (5 gp each).   Most of the other rooms had nothing much of interest that we came across…    

Rewards Granted


  • Some coins
  • two small pouches of alchemical powders (5 gp each).
 
Experience
 

  ...
 
 

Missions/Quests Completed


  • A few days ago Ziva and I found a ship. Rumored to have missing fishermen. We snuck aboard, rescued fishermen. It was a Revelry ship --- middle night. Lightly guarded. We freed the slaves. 6-7 freed. Name of the ship: The Seas Embrace
  • Got to haunted house
   

Character(s) interacted with


CHARACTERS

campaign npcs    

CREATURES

   

Created Content


0000

MONTH 01

 

1/1/0001

  The Party comes together. Learns of local adventures.  

1/2/0001

  The Party goes to a haunted house.  
   

IMPORTANT LOCATIONS

  • The Snapping Line
  • Empty Net
  • Saltmarsh
  • Menagerie Coast
  • Darktow Island
  • Swavain Islands
 

ITEMS OF NOTE

  • Claw wine
  • The Seas Embrace
 

FACTIONS

 

MISC

  • Plank King
  • Age of arcanum
 

 
Saltmarsh
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger.   (not all is canon at this point, ofc)

Session 01: The Party Starts Report

Table of Contents

 
 
Campaign
The Campaign of the BASTARDS
Protagonists

Sace

Chaotic Good Pallid Elf (Criminal (Pickpocket))
Rogue 10
97 / 97 HP
STR
12
DEX
20
CON
18
INT
14
WIS
14
CHA
14
Report Date
06 Sep 2020
Primary Location
Saltmarsh
Secondary Location
The Snapping Line
 
Timeline of the BASTARDS
Generic article | May 8, 2024
     

Remove these ads. Join the Worldbuilders Guild