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In Hextor's Name (Completed 22 Oct 2004)

I haven't been so focused on one character since Wulf's story hour.

High praise indeed :)

I'd be interesting to hear more OOC perspective on that event. In particular, Kull's outright refusal to continue into the complex. It sounds like one of those things that can kill a game, but from what's been said your group is taking it with a rather more prosaic attitude.

Mantreus' description of events is pretty accurate. Of those of us currently playing in the game, one wasn't at this session (he was at the goblin game, though you wouldn't know it from Kull's description - he plays the elven druid), one was Mantreus (who took it pretty well) and the last was arwink (who is generally surprised when his characters last more than 4 or 5 sessions, and thus figured it was time for Zalich to expire, anyway :) ).

And wasn't he in nominal command of the Saltmarsh contingent? This is the thing that throws it for me, why would a general order his troops into what he perceived as certain death?

He didn't: he told them to leave, but they mutineed, and followed the other adventurers.


Edit: first post of the thread has now been changed, per Lazybones' suggestion, once I figured out what he was talking about. Obviously I'm a bit slow, this morning :)
 
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And while Kull thinks he's in charge, the rest of us more or less just run riot behind his back.

Or did, as the case may be.
 

Lazybones said:
I'd be interesting to hear more OOC perspective on that event. In particular, Kull's outright refusal to continue into the complex. It sounds like one of those things that can kill a game, but from what's been said your group is taking it with a rather more prosaic attitude.
The way I saw it, I kinda understood that it was something that Kull wouldn't do, so I respected Capellan for that. In the same vein, Brodnak was very angry with Kull, but I was fine with Capellan.

As a player I thought that continuing may very well get Brodnak killed, but considering that Brodnak was a simple fellow that liked to hit things, I didn't think it would be something that he would do.
 

Kull's 6th Report - Part 2

The journey back to Saltmarsh took nearly two weeks, as I had no option but to travel overland, through difficult and swampy terrain. Thus, by the time I arrived back in the village, the final confrontation with the Sahuagin had already occurred. The alliance of four races; human, sea elf, locathah and lizardfolk; had defeated the enemy, but casualties had been very heavy. Numerous buildings in Saltmarsh were deserted, their former occupants either slain or fled.

Although I was too late to lend my flail to the battle, the bloody flood of injured was still in full flow, overwhelming the handful of clerics and healers the town had marshalled. I set myself to assist in this task, and saved many warriors who would otherwise have died.

Once the wards had been cleared of wounded, I took up the role of sheriff, which had gone unoccupied since the battle with the sahuagin. Checking the previous incumbent's files, I found a great deal of material on the actions of Vincent Reims, the oily proprietor of the local luxuries shop. Reims, a slug-like and sycophantic individual, had always struck me as suspiciously prosperous. Certainly he had never been troubled by the expense of purchasing valuable items I had recovered in my adventures.

Reading through the files, it became clear that the previous sheriff had amassed a huge wealth of circumstantial evidence against Reims, linking him to the smuggling ring that I had destroyed, but had lacked the courage or conviction to put him to the question on his activities. I, on the other hand, suffered no such lack.

At the very next council meeting - a small and sorry affair, with only three of the members surviving, including Reims himself - I confronted the oily merchant, compelling him to speak only the truth, for Hextor's gaze was upon him.

The merchant did his best to dissemble, but his will was no match for his fear of our Lord, and he crumbled into confession, admitting his sins against the town. For myself, I would have put him to death on the spot, but the other councillors merely banished him, confiscating all his goods in the process. Once sold, these items will contribute much to restoring the town's lost wealth.

With Reims dealt with, and the council reduced to two, I demanded the right to take his place. In light of the services I had given the town, and the need it would have of me in the future, I claimed this as no more than my right. Though initially taken aback, the remaining councillors - the innkeep and the Pelorite priest - accepted the validity of my claim with comparative grace.

In the month since those events I have won the right of free worship for Hextor within the town, and begun the construction of the Chapel where services will be held. This should be complete within the month, and will include quarters and storerooms to support a detachment of up to twenty men, should the need arise.

I have also recommenced my program of training for the local militia. The number of able-bodied men and women is much lower than it was before the battle with the sahuagin, but those that remain have a much greater appreciation for the need of the skills I am teaching. Most have shown a marked improvement in their weapon craft, though none display any real ability for command. This is not a significant concern while I remain in the town, but if Hextor's Will leads elsewhere, they will have need of a properly trained officer to take command. As soon as I am able, I plan to travel to the city of Mellin, and consult at the warrior's guild about hiring a man with the necessary skills.

In the mean time, I have been reviewing the populace of the town to see who may possess useful skills, should further troubles arise in this area. These prospective resources have been assisted by the return of several young men from the south, where they had been serving in the army. Those hostilities have now ended, and they have returned to their homes to resume their prior occupations. I have selected the most promising of these men as my deputy, and appointed him Corporal of the militia.

The elven druid I rescued from the goblins has also spent some time in the village recently. While I find his superstitious faith as ridiculous as that of the late, unlamented fool who died on the smuggler's ship, his knowledge of the swamp has been quite useful in establishing patrol routes for the region, and identifying potentially dangerous areas of ground. It appears to be his intent to remain in or near the town for the foreseeable future.

Finally, I have been advised by my fellow councillors that a wizard has recently petitioned for permission to open a store for the sale of 'unusual items' within Saltmarsh. The Pelorite appears most uncomfortable about the fellow who has made the application, suggesting that he has an 'unsavoury look'. For myself, I am far less interested in his looks than I am in his capabilities. A properly trained wizard would be a useful addition to the forces at my command. A council meeting has been called for tomorrow evening, to interview this wizard. Provided he has a proper regard for the laws of the town, I intend to ensure that his application is accepted.

I shall report again once the Chapel is complete.


In Hextor's Name,

Kull Redfist
 
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From the Journal of Gnorric

I have come to Saltmarsh in the hope that they will receive my ideas more readily than Mellin. The need for more manual labour can only be a good thing. In Mellin, there were only labourers and teamsters. There was resentment from the existing workforce. This is where I went wrong, I see that now.

From what I understand of Saltmarsh, they’re a fairly backward community that has had quite a bit of upheaval of late. They’ve lost a lot of their young population to the Fishmen invasion, so why not re-animate their bodies as zombies and skeletons and still have them toiling the fields and bringing in the nets?

Why can’t people see past the rotting bodies and realise that the dead are being wasted!?

My research must continue, so I will present my ideas to the town council of Saltmarsh and see if I can convince them to let me open a shop for unusual items. This will permit me to continue my research and fund it at the same time. Of course, I’ll be able to sell my ideas to the populace over time as well…
____

That would have to be the most bizarre town council this side of the ocean. I walked into the council meeting and I saw the innkeeper from the inn I’m staying at, a Priest of Pelor and a half-orc Priest of Hextor who was the size of a small house! I must make a note in my research to see if musculature can be translated into zombie form. I’m sure that someone of this clerics strength would prove as useful in death as he would in life.

The town council was reluctant to allow me to set up business at first. I thought they were kidding when they asked for five thousand gold pieces to purchase the old abandoned shop, but it appears that they are not.

I also informed them about my interests towards the necromantic, and the innkeeper and Pelorite where very reluctant. It was the half-orc Hextorite, Kull that vouched for me. He gave them the assurance that he would keep an eye on me. As my intentions are innocent, I have no problem with this.

As I would need to raise just under five thousand gold, I offered my magical services to the town to help me raise sufficient funds to help me buy my shop. Kull informed me that we would talk about this and they sent me on my way with the caveat that I perform no necromantic experimentation in the town precincts.
____

Well, my arrival in this little town just gets more interesting! I was sitting in my room at the inn reading “Putrefaction – How The Body Rots”. An excellent read, I’m glad I picked it up before leaving. Some of the information in this book is proving invaluable. Most people have a problem with the way the dead smell, which is perfectly understandable, as they can get quite rancid. This book has given me ideas on how to reduce these effects and hopefully make the undead smell a bit nicer. Now to find a body…

However, I digress. I was reading my book when a cry went up about the town and bells were ringing and shouts issued forth. Then the bell stopped ringing rather suddenly. I grabbed my gear and ran out of my room to be almost knocked over by a rather frightening looking fellow with a longspear and leather armour. After some very short introductions as we ran down the stairs (his name was Aramil I think and he is a Druid) we appeared outside where there was a great commotion.

Townsfolk were running out to towards the bridge before the south road and setting up some hasty defences. Aramil asked the innkeeper (I must remember to ask his name) what the commotion was about and told us that the south guard post had probably been overrun. Aramil offered to investigate, and I joined him in the hope of proving useful in some way.

As we moved away from the main crowd, a large crocodile appeared out of the underbrush. I leapt back and began to cast a simple bolt of energy at it before making room for the Druid to dispatch it, but Aramil stopped me with a simple “He’s with me.” With a snort of greeting, it came in step with us.

We came to the guard shack and everything was quiet, however we could see some feet sticking out of the door in an obviously prone position. Aramil and I cautiously moved into the shack and were immediately pounced on by what can only be described as a huge bipedal newt!

The druid obviously knew how to handle himself in a fight, but the newt creature seemed to be a match for him until the crocodile got involved. It lashed out with its tail and slapped the newt knocking him against the door so violently it cracked, as did the back of the newts skull, rendering it lifeless. Aramil smiled and scratched his crocodile behind his eyes, to which it growled appreciably. These druid types are definitely a strange bunch.

Suddenly, shouting and screams arose in the centre of town. Instructing his crocodile to guard the body, Aramil took off to investigate. I was tempted to stay and inspect the body of the newt-man, but I did not like the way the crocodile was eyeing me - most unnerving! - so I hurried after him to see what the commotion was about.
 


It was one of the aftereffects of the near TPK. REalistically speaking, if you have a hextorite preist turning a wilderness town into a militant bastion of his faith, it's hard to rationalise a group of cheerful Good types showing up to do anything other than being a pain in the neck and opposing him. So the decision was made that everyone would create neutral characters in some way shape or form, and they'd show up to help forge a new, more striking destiny for Saltmarsh that didn't involve being fleeced for all we were worth when bringing home treasure.

That being said, my new character wasn't creepy. Wil was just your typical, everyday farmboy who goes away to war, spends three years learning to sneak up behind people and cut them apart, then comes home to find his father dead.

He actually liked saltmarsh and wanted to see it safe, which is about as far from Zalich as you can get :)
 

Elder-Basilisk said:
It seems everyone's getting into the act with the creepy characters. I don't know if that's a good thing. . . .
I wouldn't really describe Gnorric as "creepy", more "misguided". He has a one track mind and actually means well.

Why waste perfectly good dead people when you can have them acting as labourers and hat stands :D
 

Mantreus said:
I wouldn't really describe Gnorric as "creepy", more "misguided". He has a one track mind and actually means well.

Why waste perfectly good dead people when you can have them acting as labourers and hat stands :D

Sounds perfectly fine by me. :)
 


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