U1:The Sinister Secret of Saltmarsh 5E (Inactive)

Game Master nilesr

Map found on Sanbalet
Parchment with Strange Symbols


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male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

What, if anything, is there that could be further proof of weapons smuggling? Does the wizard have anything, a note or some other clue as to the nature of the operation? Also, is there any cultural significance to the gnolls helping them?


Encounter Map

Good call Habbi. I forgot about This map that was found on Sanbalet

Someone who studies it, and has the relevant background or Knowledge Geography as a trained skill can point out the relevant locations and understand the map, otherwise someone in Saltmarsh will understand it.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"There are still a number of tunnels to search...should we leave and come back? Maybe if anyone escaped they might take all the evidence with them before we can solve this puzzle."


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"We should have enough evidence that some sort of illegal smuggling activities were taking place here. We have Sanbalet's map and the other books and charts. I think we should take it back to Sir Valence and come back with more people to sweep the remaining caves."

"If our 'friend' Ned was working with them, he may already have warned whoever else that we were on to their operations. But we just barely survived our battle with them. We need greater numbers and rest before we might attempt to press any further."


AC: 15/17; Passive Perception 14; Init +3; Saves: Str +5, Con +3;

Perhaps we should bring Sanbalet himself? If the authorities wish to pay to commune with his spirit it would at least be possible if they have the body?


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"I agree with Rolen, we should bring his body back at least. Along with this map, and whatever was found up above should be enough to let the Lord Marshal decide what to do next."


Encounter Map

@Rolen That level of magic isn't available in a small town like Saltmarsh.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Habbi is more of a mind to take the body back to see if anyone recognizes him. Wanted posters or whatnot.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"Well I think I might just take a quick look down that big tunnel and see what's there...just so we know what to tell the people back in town!"

Peren quietly ducks into the shadows and heads down past the body of the magician and further down the cavern.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"Be careful, Peren, we will be getting ready to skee-daddle."


Encounter Map

Peren heads to where the Thug ran off and spots a largish cave and a cavern tunnel heading South.

In the cave he sees several bolts of cloth and barrels. (5 Bolts and 8 Barrels actually)

The southern tunnel is torch lined and looks like it ends at another cave.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Sneaking over to the barrels and bolts of cloth, Peren check their value and contents (if possible). He keeps his eye on the southern tunnel so as not to be taken unawares.


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

Look, I am all for clearing this place out, but if I do not get some rest and healing, then I will be of no use to anyone.

Carric continues to put pressure on the multiple wounds he has received as he drips blood all over the cavern floor.


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"Most of us are bruised and beaten right now and some rest would be good."

Kirian starts cutting strips off any thicker cloth bolts he finds to create some makeshift bandages for his companions.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"Agreed, Peren is just going to scout out the area. I certainly would like to know how quickly or leisurely we can make our way back home." Habbi begins checking Carric's wounds, "They'll heal, remind me to invest in a proper healer's kit when we get back to Saltmarsh."


Encounter Map

Peren finds that the Barrels are filled with liquor, probably some sort of brandy. The bolts of cloth are silk, and most assuredly stolen.

The barrels are worth 50GP per barrel, the Silk 100GP per bolt...carrying the barrels might be a bit tedious.

Nothing moves in the Southern tunnel, the sound of the echoing cave makes it hard to make out any sounds past about 40' or so.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Moving slowly and keeping to the shadows, Peren travels down the tunnel to see where it leads to.

Stealth: 1d20 + 5 ⇒ (9) + 5 = 14


Encounter Map

Peren creeps south and finds a Sea Cave. The tide is out at the moment so a large portion of the cave lies above the waterline. There is a spot for a boat to tie up, but the boat is missing. Nearby a stack of goods teeters precariously, as if someone hastily unloaded it and stacked it haphazardly.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Peren takes a quick look through the stacked goods.


Encounter Map

Inside Peren finds some flasks with the same stamp of the Sea Princes, seems these goods came from Monmurg. Peren finds a box of Alchemists Fire (6 total).


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

He tucks the box in his pack, as well as taking some of the marked items to show the town leaders.

He will head back to the others now.

"Well there is some very fine bolts of silk up there, and around the corner the cave gets huge and opens to the sea! There were also items marked like those weapons we took from the lizardmen in town...see"

He shows them what he took with the make on it.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"Very well, boys. Shall we vacate the premises?" Habbi says as he lifts the dead mage upon his shoulders.


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"Yes, for now. I don't think we've quite seen the last of this house yet. I still want to explore behind the door marked 'danger', but not in our current condition. That's best saved for a day when we're healthier and perhaps in greater numbers."

"We still haven't found the secrets of the Alchemist who lived here."

Kirian collects his gear.

"Watch the corpse on the way out. We don't need any more of those vile rot grubs!"


AC: 15/17; Passive Perception 14; Init +3; Saves: Str +5, Con +3;

Rolen moves to pick up Sanbalet and grunts as moves to follow after the others. Let's get out of here.

Yeah Rolen didn;t necesarrily think that anyone in town could speak with dead but knows its possible. Who knows how hard a zealous sheriff will pursue a lead, all that, lol.


Encounter Map

Sorry guys, my wife is out of town for the weekend combined with No Man's Sky meant I was indisposed Friday evening until this morning

The party of heroes gathers up their loot I hope you guys have kept a ledger and venture to the top floor. As they head down the cliff

Notice DC13:
You see a small skiff sailing away South. Is that a Gnoll at the helm?

Eventually they make their way to Sir Valence, Warden of the Patrol, and head magistrate of Saltmarsh.

What's this! Corpses? Explain yourselves!


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Hey..look! Is that a gnoll sailing that skiff?"


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

Kirian pulls out the various papers found in the private quarters and presents them to Sir Valence.

"We investigated the haunted house up on the hill, and narrowly escaped with our lives. What we found though was not ghosts, but evidence of some kind of smuggling operation."

"There's a secret door in the wine cellar, which leads to living quarters that were in active use, and stairs to a set of caves on the waterfront beneath the hill. There's all sorts of contraband in the caves and the quarters."

"This dead man was a wizard called Sanbalet. We have reason to believe he was their leader, as he directed the mercenary smugglers and a group of gnolls to attack us when we discovered their operation."

Pointing to the papers and charts, "These documents have several sea maps, charts of the local tides, various commands in the gnoll language. It looks like they may have been using some kind of signaling system to communicate with arriving ships, and possibly hypnosis to control the gnolls to act as soldiers."

"My halfling friend here also has some items that appear to connect the smugglers to whomever was arming the lizards which attacked your town."

"There's more still back at the house, but we just barely survived their attack. Only a few got away, and their leader is dead. If you can spare some reinforcements we could complete the sweep of the house and the caverns beneath it."

"And no doubt you'll want to confiscate the valuable contraband as well."


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

How far away is the skiff?


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Looking out in the direction that Peren indicated, Habbi shakes his head, "Is that a gnoll? I wonder what happened to the human that ran away?"


Encounter Map

@Carric Out of bowshot range if that is what you were asking.

Sir Valence says Well. You were more successful than I could have imagined. You've definitely earned this he takes a pouch of coins and places it on the table.

It's 200GP in platinum coins.

I'll send a squad led by Sergeant Rayvn herself to clear the house...and burn it to the ground.


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

Well, we seem to have rooted out a post of operation for the pirates. Is there any vessels patrolling the waters to further thwart their actions.


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

To Sir Valence,

"If I may, when will the patrol be going to the house? I would like to come along. I can't speak for the rest of the group, but I was specifically dispatched on a mission to find information on the Alchemist that owned the house, and I fear that was derailed by our attack. I should like to at least conclude my investigation while the house still stands. With your permission, of course."


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"I'd like to come as well," Habbi says sheepishly, "But, I need a night's rest though, first."


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

To Habbi, "That goes without saying. I don't think we're fit to face off against a house spider right now, let alone another giant one."


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Habbi grins, "Just stating the obvious."


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"I'll come along too. Who knows what else you might find out there!"


Encounter Map

Sir Valence nods in agreement with Kirian

You can go in first and let us know when its safe to burn down.

Okay, go ahead and reset yourselves, you can go shopping also if you'd like. Anything in the PHB is available


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Habbi invites the guys to his house where they share dinner with his father. After a warm meal, he heads off to the local inn or hostel to acquire some actual beds for his friends, for a restful night's sleep.

---

"We've seen some stuff, down there in that house. I think we work pretty well together... I have heard stories of people that have formed adventuring parties, you guys think you'd want to do that?"


Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

I agree, and I would be more than happy to continue to work together with all of you.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"Sounds like it could be fun....just no more bugs!" the halfling says with a laugh.


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

"I've definitely found a taste for adventure since getting out of that library, and I agree, we do work pretty well together. I don't think this adventure is quite finished yet. We may have just caught a small break. But definitely count me in!"


AC: 15/17; Passive Perception 14; Init +3; Saves: Str +5, Con +3;

Rolen enjoys the meal in silence, and simply nods in the direction of Carric when the discussion turns to making the arrangement more "permanent".


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

"Excellent, now the only thing left is a good name. Every good adventuring party has a name," Habbi says excitedly. It becomes evident at that time, how young Habbi actually is.

--

Unless anyone else has some RP ideas, I guess we can move on ahead to the next day.


Encounter Map

We can fastforward to wherever in the House you guys want to go, I'll just roll some random death encounters based on where it is you want to go.


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Hahahahah, that's NOT funny. :p

What about the DO NOT OPEN door? You guys want to tackle that? Or simply continue the investigation?


AC: 15/17; Passive Perception 14; Init +3; Saves: Str +5, Con +3;

Well if the sheriff and company want to burn the house down we definitely need to look behind "DO NOT OPEN"...but maybe just double check the rest of the other spaces and leave that for last?


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

Kirian absolutely wants to see what's behind the "Danger" door. Why waste perfectly good hit points on just spiders and rats? =:D


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Yeah, lets examine the rest of the house first, then the "do not open" door!


male variant human (Bakluni) | cleric 3 | hp 26/26 | AC 16 (14 w/o shield; 12 w/o shield of faith) Passive Per 12 | Init +0 | Saves: Wis +4, Cha +4

Was there anything that we did not explore besides the caves?


Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

We went through the entire house, top to bottom. The only things left are the caves and the danger room. We also didn't explore where the staircase in the smugglers' quarters leads to. There's probably some giant bugs somewhere that we missed.

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