Date: 27th Midspring, 4E 1396
Current Location: Fort Foothold (returned from a small pirate/bandit outpost on the southern coast of Rivalon).
Current Goals: Turn in Devlin (pirate prisoner) and proof of kills (captain’s head, signet rings), settle loot and magic items, debrief and resupply at Fort Foothold, and plan the next push inland toward Gwyndinas/the Palisade.
The party opens on a wind-scoured beach at the southernmost coast of Rivalon, still riding the adrenaline from clearing the pirate/bandit camp. They’ve rescued Tegrac, secured Devlin as a living prisoner, and gathered a mess of gear, coins, and curios—plus a grisly trophy for the bounty board. The plan is straightforward: get back to Fort Foothold by water and hand everything in.
Before shoving off, everyone does a post-raid accounting. Silithane reads from the treasure list, confirming who claimed what: Lash (not Fenric Vale) took the good rope; the “pirate boots” (swim-boosters) prompt a quick rules check—they bump a normal swimmer from ~15 ft to ~20 ft swim speed**; the cutlass is earmarked for Draak; and Silithane pockets the Enduring Spellbook. The rest is communal coin.
With the canoes gathered (two confirmed from the pirates) and their own beached boat checked for seaworthiness, the group hashes out the return route: tow the canoes, row to the main hull, and make for Foothold. There’s some jokey confusion about having “one extra boat/boot,” but logistics win out—they can, in fact, get everyone and the prisoner back afloat.
Next up is the coin split. Consensus lands on an even division among seven (counting all current party members), with any odd bits handled by change or awarded to Tegrac as a make-good for the ordeal. The table locks in a practical policy: items don’t get “priced out” of the split—coins divide evenly and magic/gear lands where it fits best.
(For reference, the pirate haul included gold, silver, and copper in biggish quantities; the chatter about “change it to silver” confirms they broke change to keep shares tidy.)
With Devlin secured and the head tucked away (grim work), the party rafts back to Fort Foothold and heads straight to the intake desk. A halfling clerk—paperwork-forward, slightly brisk—asks for the standard: a report, rings/signets, and any bodies or living prisoners. The crew turns in multiple confiscated signet rings (evidence) and the captain’s head (bounty proof), making sure the ledger reflects who did what for faction credit. Devlin is handed over for processing.
Loot resolution and kit updates shake out as follows:
- Cutlass → Draak (pirate captain’s blade, a thematic fit for the zealot-turned-reclaimer).
- Enduring Spellbook → Silithane, who’ll get the most from a book that doesn’t crumble under field use.
- Rope → Lash (confirmed after a brief “was it Fenric Vale?” mix-up).
- Pirate boots clarified: small but real swim-speed buff—useful for coastal ops and river crossings to come.
Finally, the team checks their near-term course. With evidence logged and bounties credited, the party’s next beats are resupply, debrief, then planning a push toward Gwyndinas and the Palisade once they’ve recovered—exactly the sort of “do the work, bank the win, move the line forward” cadence the Reclamation expects. (Travel options and city access were discussed in earlier sessions; Gwyndinas remains the operational hub and likely staging ground.)