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Session 2: Coming up for Air

General Summary

  Tew's Rest   The bedraggled stalwarts emerged from the depths of the Grotto beneath the warehouse on Peck's Slip, which might have once served as a church or temple of the Esoteric Order of Dagon, to judge from the symbol brazenly hung from the signpost above the main door.   The two spies and one British royal marine were dead as doornails, covered with straw in the main room.   Martin wrapped the artifacts of the Deep One's priest in burlap, to avoid notice in the streets, and the stalwarts made their way back to Montagne's Tavern in the early morning hours of April 19th.   They needed rest, food, drink and most of all to talk with their benefactor and sponsor, John Jay, a member of the secret Committee on Conspiracies formed by the New York Provincial Congress at the request of General Washington, who knows the Loyalists are up to something.   John Jay came to Montagne's some time around the noon meal, after they had opportunity to change their clothes to something a bit less fishy and yet the sharp nosed lawyer did detect a hint of the fish market upon their persons. It was with something like disbelief he heard the fish tales, but Major Winchester, whom he has never met, he claims, was still known to him, a real threat.   To that end, the end of recovering Sarah Roosevelt from Winchester's clutches, Jay has made 12 soldiers available to the stalwarts, to use as needed. Disguised as Bob the Laborer, Austin reconnoitered Captain Tew's Rest, a tavern where they are to meet Major Winchester and hopefully make the exchange, the Staff of Jove for the young and lovely Sarah.   So, Austin returned to Montagne's after meeting Farley who asked him what the plan for the meeting is. That is what the stalwarts must now decide.

Campaign
The Last Gleaming
Protagonists

Josiah Wilkinson

The Mystery

Attributes
C
B
A
P
I
W
F
42
49
44
41
44
40
41
CB
BB
AB
PB
IB
WB
FB
6
6
4
5
4
5
4
Skills
Martial Melee +10,  Martial Ranged +,  Simple Melee +10,  Simple Ranged +10,  Toughness +10,  Stealth +10,  Survival +0,  Navigation +10,  Resolve +10, 
Peril Threshold:  / 6 / 12 / 18
Current Initiative: 8
Current Movement: 7
Damage Threshold: 6 / 12 / 18 / 24
Injuries

Karl Sachtleben

The Brewer

Attributes
C
B
A
P
I
W
F
50
37
39
36
50
44
30
CB
BB
AB
PB
IB
WB
FB
6
5
3
4
5
6
3
Skills
Simple Melee +10,  Simple Ranged +10,  Athletics +10,  Toughness +10,  Awareness +10,  Alchemy +10 [Distilling Skill],  Folklore +10,  Resolve +10,  Tradecraft +10 [Beer Brewing],  Rumor +10, 
Peril Threshold:  / 6 / 12 / 18
Current Initiative: 7
Current Movement: 6
Damage Threshold: 5 / 11 / 17 / 23
Injuries
Report Date
25 May 2021

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