After finding myself in the White Anchor in Saltmarsh for the third Monday in a row drinking two-for-one pints of fermented urine, I‘d had enough and the talk of a haunted manor house down on the coast seemed a good idea. So I tagged along with some wideboy from the back streets, an itinerant herbalist (who’d been bothering everyone about some plant he was looking for) and “Sir Green Gills” as we set out for the coast. We were stopped at the gate and then “Sir Green Gills” had to go and seeGuildmaster Regan before we could continue.
The journey passed easily enough and we reached Burleigh just as the weather started to break. Conversation at the inn wasn’t particularly helpful; they just set us to see some local nutcase down by the river. But the beer was good so we’ll go back there.
The manor house was up on the cliffs over looking Burleigh. The garden was overgrown, but we made it to the front door ok. No signs of life. We explored the ground floor. The rooms were mostly empty; decaying and dusty. One room had a whirlwind that threw crockery at us. We then heard a scream from upstairs but stuck to exploring the ground floor – it was all a bit nerve jangling and put us on edge. Herbman identified some poisonous mushrooms in one room so we gave them a wide berth. The kitchen had some purple centipedes that gave “Sir Green Gills” a bite on the leg and made him throw up for the rest of the day. I finished one off with an arrow and Wideboy skewered the other. We found a box above a fireplace that had a gold ring, and in the scullery off the kitchen there were some stairs down to the cellars, but we didn’t fancy going down there just yet.
Upstairs Wideboy suddenly decided he didn’t like cobwebs – the place is full of them so why this room gave him the spooks I don’t know. Anyway he got Herbman to light his torch so he could burn them down. Bad plan – he set fire to the room!! Quick as a flash he grabbed the crystal sitting in the fireplace, retreated and we shut the door. In another bedroom we found some bloke from the village tied up. We freed him and persuaded him to stay with us while we searched the rest of the house. Back on the landing I fell through some rotten floorboards and twisted my ankles; damn I hope there’s no running involved later. That meant we couldn’t explore the rest of the landing, so had to risk the back stairs from the kitchen. The rotten stairs held our weight and we found village boy’s clothes in one room and Wideboy thought he’d found some natty new shoes and cloak in a wardrobe, but the cloak fell apart and gave him a lungful of stardust, ‘cos in the next room he started seeing things. Anyway it was getting dark so we retreated back to the hall, to see if the ghosts would come out at night…
Session 2: 26 May 09
The night passed uneventfully, but at least the rain put the fire out in the upstairs room.
At daybreak we ventured down into the cellars. Wideboy still wasn’t happy about things and started seeing ghosts again, but herbman calmed him down by pointing out it was a just an ordinary room. There was a body on the floor and when Sir Green Gills went to look at it, some worms attacked his hand and crawled inside. In the end he had to hack his hand off to stop the worms reaching the rest of his body – gross man –but respect!
We found a secret door in the back of the fireplace, which led to what looked like a dining room. Anyway it certainly didn’t look like ghosts, more like 6 or 7 men. We found what looked like the leader’s bedroom and Herbman wrote down some code. There was a door marked “Danger” so we went back to look at the other door out of the mess hall. We could hear a scratching sound and as SGG was opening the door and we were about to skewer the dude inside, I got stabbed in the back by the cheating lowlife scumbag from the village – guess he was part of this gang of smugglers. But stabbing someone in the back – that’s not in the rules of the game. Ambush and arrows are different. Anyway SGG sorted the guy in the bedroom out while the rest of us turned on our little turncoat. On top of my sore ankles, the scumbag had poisoned the dagger so I was struggling to get a good shot off, but the other two soon sorted him out – Herbman was looking pretty handy for a medicine man.
SGG captured the guy in the room and tied his hands up. Interrogation didn’t produce much and succeeded in knocking him out. We searched the bedroom and deduced there were 5 others and found the outline of a secret door. More searching found the torch holder was the way to open it. Down the stairs behind and we found some caves and passages leading to the sea. We found the smugglers sorting their booty, but while we were sorting ourselves out for a coordinate attack they must of heard us, and attacked up the passage. The leader guy cast some spell that casued some distracting pretty lights. We finished the rest off and chased after him. We found a cave that opened out to the sea and the marks where a boat had moored, but no sign of the chief bad guy. We continued to search the caves…