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Session 2 - The Swamp and the Mansion

General Summary

The following day, Carl, Aelius and Daphy wake for the first time in a new land. Grey tells them that he would like to visit the Serene Temple of the Ennead, while August does not come down from the dormitory, perhaps having drunk too much the night before.   After Grey departs, the remaining trio decide to investigate the haunted mansion that they heard about from Gifford Brimley the night before. They would like to speak to the local notary about its ownership - a course of action previously recommended by Miles, after he learned of their interest. But perhaps it would be better to travel up the coast and look in on the mansion first, just to get a sense of it, and then return with what they learned, and try to get all their new friends to join them for the second foray.   Before setting out, they decide to stop by the Merry Mermaid, to see what it's like. They had told Benny "the Cricket" that they were staying there, so perhaps it would make sense to change venues just to keep the charade going. The meet a drunk on the way who tries to attach himself to Daphy, but they quickly lose him and make their way to the tavern. There, they meet a woman named Sabrina, who asks them whether they are interested in simply staying at the flophouse, or whether they would like the extra benefits that often accompany such a stay. Offended at being propositioned, the quickly leave. Carl opines that this place is a stain on Saltmarsh, which, in any case has nothing to offer them other than servitude at low wages and salacious entertainment that will drain their resources too quickly. If they do not find anything worthwhile at the Helmont mansion, he recommends that they leave, and seek their fortunes at another town.   The three cross the bridge over the Cygnet River, pass by Salley's estate, and follow the coastal road through the swamp. Before the land starts to rise, they are suddenly accosted by three rather scantily-clad frog people, who jump out of a nearby pool, and brandishing bone-tipped spears and shields, demand tribute for the travelers passing through their territory, the Treaty of the Pale notwithstanding. Carl offers them his hammer as a gesture of goodwill, but as Aelius tries to remind him that he is in violation of the law, because the hammer is an iron tool, and as such, cannot be given to the natives, but the leader of the frog people - Croak - demands a similar gift from all three travelers. This is seen as too much, and the travelers attack the natives. Daphy causes vines to rise up from the swamp and envelop two of the creatures, and though the third comes close to running her through, Carl suddenly unleashes a power he didn't know he possessed, and follows that up by taking a risk firing his crossbow into the fray, while Aelius, protected by his thick armor, presses his enemy. After one frogger is dispatched, another grabs the hammer and jumps back into the pool. The third, still caught by the vines, gives up, and pleads the travelers to spare his life, saying that he will pay. Aelius feels like wanton murder is uncalled for, but Carl says that if released, they will simply bring their friends, and slaughter them, so while Daphy looks away, they finish off the two captives. Then they continue up the coast, toward the mansion.   The mansion is a foreboding two-story structure, but quite dilapidated. It is located about 80 feet from a cliff overlooking the Sea of Ash. As the trio make their way around the premises, they notice an enclosing wall, collapsed in places, a garden overgrown with weeds, shuttered windows, a roof, collapsed in places, and a well in the back. The place looks like it hasn't been use for over a decade. There are also three doors - one by a cracked patio in the back, one on the side, and a pair of double doors in the front. After some deliberation, Aelius and Carl try to remove a plank keeping the windows shut to have a look inside. The planks are stronger than they appear at first sight, leading Carl to suspect that they may in fact be newer than they appear. Eventually, they do succeed in peeling off a piece of board, enabling them to peer inside a room containing little besides cobwebs and broken furniture.   They decide to enter via the side door, behind which is a corridor that bends toward the front of the house. There are several doors in the corridor, including one to a kitchen, containing a tarnished copper cask, which Carl suspects may be worth a bit of money if it's cleaned up and removed. There is also a cracked old sink, and a cupboard. As Carl inspects the sink, two enormous centipedes crawl out of the drain, and attempt to bit him. Aelius and Daphy charge back into the kitchen to provide support. The vermin secrete a venom which they inject into their victims, but Carl and Daphy manage to resist its effects. While the two of them focus magical energies on the centipedes, even at the risk of hurting their companion, Aelius fends one off. Only his armor is able to keep one from fully piercing his flesh with its mandibles, yet the venom it injects is quite painful. Eventually, Aelius manages to crush the remaining centipede with his warhammer.   The ordeal with the centipedes showed that the three companions are unlikely to be able to survive whatever crawls in the shadows of the house for long.The open a door in the kitchen onto a decaying pantry, which contains a staircase descending into a cellar. Deciding that they have seen enough, they make a decision to return to town, sooner rather than later so as not to risk encountering vengeful frog people at night. Toward evening, they arrive back in Saltmarsh.

Rewards Granted

  • Some curious strings with shells taken from the frog people
  • A leathery shield appropriated from the frog people by Aelius 

Missions/Quests Completed

  • First foray into the Helmont mansion survived

Character(s) interacted with

  • A drunk sailor
  • Sabrina, an employee (?) at the Merry Mermaid
  • A frogman, now deceased
Report Date
16 Jun 2021
Primary Location

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