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Story Hour
In Hextor's Name (Completed 22 Oct 2004)
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<blockquote data-quote="arwink" data-source="post: 1019479" data-attributes="member: 2292"><p><em><strong>Zalich's Journal, Entry Ten</strong> </em></p><p></p><p>It turns out that my companions had done a fairly thorough job on the sea caves on their last visit to the area. They claimed that a smuggler had fled down here, and that this is what we were chasing, but the only danger we found was a room full of green slime that was easily avoiding with a little common sense. Of course, common sense is not the greatest asset of this motley band, and the druid was badly wounded by slime-burns by the time the threat had been dealt with.</p><p></p><p>More intriguing was a underground dock that we found at the base of the caves, obviously the place where the smugglers had been loading and unloading their belongings. There was even a small boat left behind - obviously the craft used to transport goods from a larger vessel. </p><p></p><p>The others pronounced the Saltmarsh side of the smugglers operation crushed with this, and we returned to town. I find the choice of language interesting - Kull is obviously having an effect on those around him. In either case, they had done something worthy and worthwhile to aid the town, and they spoke of commandeering the smugglers larger vessel as the second part of their plan, so I figured I would continue to aid them for a short while at least. </p><p></p><p>There were few boats passing through Saltmarsh I could sign on to (something which is of no great surprise now that I have spent some time in the place), and it feels good to try my skills against such sea-scourge as smugglers once more. My years against the Silver-Arrow are some of the best I remember, and the possibility of continuing the crews work is always appealing.</p><p></p><p>We knew that the smuggling operation would have the larger ship arrive at full moon, and that the signal needed to be given from one of the upstairs rooms of the house, so a plan for assault was drawn up. The village offered some aid - a pair of warriors who collected taxes and virtually doubled as the town guard - but they were land-folk and likely to be of little use on the rolling deck of a ship. We decided that they would be used as a distraction, a method of boxing the ship in should we fail and the smugglers try to escape. </p><p></p><p>We had a few days to prepare, and the town priest offered some aid in healing the wounds given to us by stirges and green slime, so we took it. Planning, waiting, and pleading with the warrior Brodnak to leave the comforts of the harlot he was still ensconced with took up the bulk of our time until the night of the full moon came.</p></blockquote><p></p>
[QUOTE="arwink, post: 1019479, member: 2292"] [i][B]Zalich's Journal, Entry Ten[/B] [/i] It turns out that my companions had done a fairly thorough job on the sea caves on their last visit to the area. They claimed that a smuggler had fled down here, and that this is what we were chasing, but the only danger we found was a room full of green slime that was easily avoiding with a little common sense. Of course, common sense is not the greatest asset of this motley band, and the druid was badly wounded by slime-burns by the time the threat had been dealt with. More intriguing was a underground dock that we found at the base of the caves, obviously the place where the smugglers had been loading and unloading their belongings. There was even a small boat left behind - obviously the craft used to transport goods from a larger vessel. The others pronounced the Saltmarsh side of the smugglers operation crushed with this, and we returned to town. I find the choice of language interesting - Kull is obviously having an effect on those around him. In either case, they had done something worthy and worthwhile to aid the town, and they spoke of commandeering the smugglers larger vessel as the second part of their plan, so I figured I would continue to aid them for a short while at least. There were few boats passing through Saltmarsh I could sign on to (something which is of no great surprise now that I have spent some time in the place), and it feels good to try my skills against such sea-scourge as smugglers once more. My years against the Silver-Arrow are some of the best I remember, and the possibility of continuing the crews work is always appealing. We knew that the smuggling operation would have the larger ship arrive at full moon, and that the signal needed to be given from one of the upstairs rooms of the house, so a plan for assault was drawn up. The village offered some aid - a pair of warriors who collected taxes and virtually doubled as the town guard - but they were land-folk and likely to be of little use on the rolling deck of a ship. We decided that they would be used as a distraction, a method of boxing the ship in should we fail and the smugglers try to escape. We had a few days to prepare, and the town priest offered some aid in healing the wounds given to us by stirges and green slime, so we took it. Planning, waiting, and pleading with the warrior Brodnak to leave the comforts of the harlot he was still ensconced with took up the bulk of our time until the night of the full moon came. [/QUOTE]
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Story Hour
In Hextor's Name (Completed 22 Oct 2004)
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