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

Round 5

Habbi runs up to the Lizardman Shaman with his mace up high, but instead of bringing it down on the thing's head, he brings it right down on its foot!

Mace: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Encounter Map

Round 5
Habbi smacks the Shaman for 5!
Rolen
Peren
Kirian
Carric *actions posted.
Lizardfolk


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

Rolen will move up with Habbi and work on the shaman as well...

Attack!: 1d20 + 5 ⇒ (8) + 5 = 13
Damage?: 1d8 + 3 ⇒ (3) + 3 = 6


Encounter Map

Round 5
Habbi smacks the Shaman for 5!
Rolen double moves to get to the shaman
Peren fires an arrow 1d20 + 5 + 1d4 ⇒ (2) + 5 + (1) = 8 missing
Kirian fires a firebolt 1d20 + 5 + 1d4 ⇒ (13) + 5 + (2) = 20 burning the shaman for 1d10 ⇒ 2
Carric hits the Shaman for 8
Lizardfolk goes berzerk clawing at Habbi's eyes 2d20 ⇒ (4, 8) = 12 +4 but he is easily fended off.

Round 6
Habbi
Rolen
Peren
Kirian
Carric
Lizardfolk

Good guys are up, map is updated.


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 looks like he is smiling as he comes up in a mighty swing to catch the shaman on the chin!

Mace: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Godbodkins! If only I could roll two decent rolls in a row. >.<


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 aim at the shaman and releases his arrow.

Attack-ranged: 1d20 + 5 + 1d4 ⇒ (6) + 5 + (2) = 13
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


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

Round 6, Blessed

Carric fires again at the shaman lizardman.

LB Att: 1d20 + 5 + 1d4 ⇒ (18) + 5 + (2) = 25
LB Dam: 1d8 + 3 ⇒ (4) + 3 = 7


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

Round 6

Kirian throws another Fire Bolt at the Lizardfolk Shaman.

FB Att: 1d20 + 5 + 1d4 ⇒ (18) + 5 + (1) = 24

FB Dam: 1d10 ⇒ 5


Encounter Map

Round 6
Habbi strikes at the Shaman but misses.
Rolen slashes a big gash in the shaman
Peren pincushions the shaman
Kirian burns the shaman
Carric fires an arrow through the lizardfolk's eye killing it
Lizardfolk

Combat is over, however two of the Lizardfolk are sleeping...you can narrate how they end without worrying about rolls

The screams of the townsfolks die down. It seems the attack is over.


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

Carric shouts to Rolen.

Come friend, let us tie these two up so that we can question them.

Carric takes out his rope and sets to work on one of the sleeping lizardfolk. Once he is trussed up appropriately, he looks to the others who aided in their defense of Saltmarsh.

Great job everyone.

He pops his head back into the establishment.

Is there a magistrate or someone in town that handles the administration of justice where we can take the prisoners for holding? Habbi, do you know of anyone?


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 Carric, and the others, "I can be of assistance in questioning these foul creatures. I speak their Draconic tongue quite fluently."

He pauses for a second, smiles, then adds, "Excellent work, all of you."

Kirian turns to Habbi and extends his hand in gratitude.

"And you, my friend, to you I owe my very life. Thank you!"


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

Sounds good...ah...what was it - Kirian, right? Don't be easy on them. I am sure that Rolen can back the play of your words from a physical aspect.


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

Rolen looks over the body of the shaman for a moment and then nods at Carric moving to his companion to aid in the effort to secure the lizardmen.

At Carric's comment to Kirian the wood elf merely nods as he stashes his shield and re-pulls his sword.

Status
4/11 HP


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 nods to Kirian and tends to each of his new friends' wounds in turn as he responds to Carric, "The sheriff's garrison would be the most secure area, but we don't usually take these guys prisoner. I will admit though, we never even thought of questioning them."

As he finishes his handiwork he apologizes, "Sorry, I am not as an accomplished servant of Al'Asran as I would like. My faith is not as strong as he requires, I guess."

I am guessing that the town has a sheriff, watch commander, or something. Feel free to correct me if I am wrong. :)


Encounter Map

Habbi would know that the Warden of the Patrol is a man named Sir Valence of St. Iylyria. He commands the 24 Patrol guardsmen. He has a day-sergeant and a night-sergeant under him, named Stephen and Ravyn respectively. Ravyn is one of the few women in Saltmarsh with a position of authority.

There is a building in town known as the "Old Keep", in reality its an old stone building that was once the town center and now serves as the Jail and garrison for the patrol guardsmen.

The person responsible for administering justice is the Mayor. The mayor of the town is Bertrand Armbustle. He is an older widower, who made his fortune as a merchant and is ready to retire.


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 will search the dead and sleeping creatures for anything that might tell the group why they attacked (and any loose change as well. Lol)


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

How old is Ravyn? I'm thinking that Habbi might have a childhood crush on her, especially if she is older, say 30s or 40s. ^_^

Habbi looks a little sheepish, "We could take them to the 'Old Keep'. The guardsmen have some jails set up there. Miss Ravyn should just be starting her shift. She could tells us what to do with them."


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

"My spell will wear off soon, so we should make haste. While those knots look quite strong, I don't think we want them to wake out here."

"And then I suggest perhaps we procure lodging for the night? Kirian grins, "I should hope our efforts here afford us at least a small discount on rooms."


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

"Worry not, friend Kirian. You all are welcome to stay at my place." Habbi says with a smile.

EDIT: Invoking Rustic Hospitality ability from Folk Hero.


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

Rolen thought the cleric a capable fighter and, as such, liked him. He wasn't sure about the other two. At the mention of the cells Rolen moves to work at getting the lizards in a cage...

-Posted with Wayfinder


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

Carric assists Rolen in getting the prisoners to the keep.

I am assuming you will be joining us at the keep, Kirian? And you too, Peren?


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

Looking up from whatever he found on the lizardmen, Peren nods.

"Hmmm..Oh, yes. I will join you."

[ooc]If he found anything, Peren will show the others at this point.


Encounter Map

The Lizardfolk weren't carrying much in the way of coin. They had wooden clubs, shields made of a strange hide(you think its crocodile), and some javelins. The shaman had a headdress you think might sell as an oddity and a bundle of herbs you recognize as a spell component pouch.

Forgot the most important part of that combat...XP. The party earns 400XP, each person gets 80XP for their contributions. Please keep up with XP because I won't be.

@Habbi When invoking something, please do me a favor and either post what it is, or have it on your sheet. I don't always have easy access to a PHB.

re:Ravyn she can be whatever age you want....I'm making this stuff up as I go, you can too.

The party drags the lizardfolk through the streets towards the Old Keep. The townsfolk all stop and stare at these brave adventurers who fought against the Lizardfolk attack. Along the waterfront you see some evidence that the attack featured more than two dozen Lizardfolk who rampaged before either being slain or swimming away. There are several lizardfolk bodies but none were captured alive.

As the party arrives at the Old Keep, an older man greets them. Habbi recognizes him as Sir Valence of St. Iylyria.

What have we here? Alive? Why'd you bother? the man says gruffly


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 thought it may be helpful to interrogate them about plans for future raids and their base of operations so that we may take the fight to them. Apparently, Kirian here can speak their language.


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

Sorry. Here it is, though, I figure that if there is enough room at my father's house, we would put them up there, if not maybe the inn might put them up for me. Y'know, hometown and all. ;)

Rustic Hospitality:

Since you come from the ranks of the common folk, you
fit in among them with ease. You can find a place to hide,
rest, or recuperate among other commoners, unless you
have shown yourself to be a danger to them. They will
shield you from the law or anyone else searching for you,
though they will not risk their lives for you.

I'll figure that Ravyn is in her early 30s, a good 10-13 years older than Habbi.

Habbi nods to Sir Valence, "Like my friend Carric says, it may be wise to strike at the source of these attacks rather than simply fending off the symptoms. Wouldn't you say, sir?"


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, sir, I am fluent in their Draconic language, among others. It looks like this isn't the first time these creatures have disrupted your peaceful town. This could be a wonderful opportunity for you to do much good here. And certainly be recognized for your efforts."


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 brings the weapons and shields to the Old Keep to turn over to the constable.

"Here are their weapons and shields. Did not think you would want them just lying around", he say helpfully.


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

Rolen spits in the dirt as a matter of habit. He idles with lizards waiting for the talking to stop...


Encounter Map

Sir Valence bites his lip and thinks Well. Talk to them. Hmm. It could work. he says mostly to himself.

Okay then. Bring them inside. he says after a full minute of thought.

The lizardfolk have awoken by this point and they thrash wildly against their bonds. It takes several guardsmen's help to get them into the room.

Kirian can ask them questions (and roll either Persuasion or Intimidate)


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 Rolen, "Er... Rolen, is it? I believe your help would be most valuable in this interrogation, if they get out of line or won't answer our questions."

Kirian walks into the room where the lizardfolk are tied up, and stands over them, hands calmly folded in front of him.

In Draconic,

"<Hello. I want you to know that you are still alive right now only at my request. These humans would be happy to cut your throats and leave you by the sea to rot like washed up fish. But tell me what I want to know, and I'll see to it that your lives are spared.>"

He pauses for a moment.

"<If you don't tell me what I want to know, then I'll let the humans do with you as they please, and I'll make sure they do it to you slowly.>"

Deep breath.

"<First, why do you invade this town? What is your purpose here?>"

Intimidate: 1d20 + 1 ⇒ (20) + 1 = 21

Anyone else have questions they want asked, throw them out here.


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

Good Start!

Carric whispers in Kirian's ear.

Ask them where their base of operation is located, and do they work for anyone.


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

Wow!! Great roll Kirian!!

Peren brings the items he took from the lizardmen into the building, setting them down in a corner out of the way, then joins the others watching the interrogation.


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 nods gently to acknowledge Carric's question. He whispers under his breath in Elvish to Carric,

"<Do not be alarmed by the sounds you're about to hear. Tell the others as well.>"

He continues to the lizardfolk, in Draconic,

"<Your are working out of a location near here. Where is it?>"

Kirian quietly pulls a small piece of fleece from one of his pockets. He moves his hands behind his back, so the lizardfolk can't see their gestures.

He pauses for a moment and stares intensely at the prisoners, waiting for his spell to take effect.

Kirian casts a minor illusion, just beyond the door to the room. There is suddenly the sound of beating drums echoing in the Keep.

Minor Illusion:

Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece) Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5 foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

"<Do you hear that? The humans prepare for a celebration. Perhaps they will feast on freshly-roasted lizardfolk tonight! Perhaps you are to be the main course!>"

Raising his voice slightly,

"<Your Shaman is dead. Your gods cannot save you here. Our magic is stronger. There is no one to help you here but me. Tell me what I want to know.>"

Louder now, over the drum beats...

"<You did not come here of your own choice. Lizardfolk keep to themselves. Who sent you? Who do you work for?>"

Kirian is playing on the notion that these guys are pretty primitive and superstitious and he's trying to scare the bejeezus out of them to make them talk.


Encounter Map

Great roll and roleplaying posts Kirian. You get INSPIRATION!

The lizardman thrashes and seethes and barks in Draconic

Great Chief will drink the blood of humans. Give Human town to Sea Dwellers! The God Semuanya demands blood! Death to human scum!


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 whatever you said seems to have hit a nerve! What was all that noise??" the halfling asks.


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 leans up against the wall as he listens. When the drums start he looks up, but at I assume Carric's look, Habbi shrugs and looks back at the lizardman. He seems hard-pressed to hide his amazement at what is happening before him.


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

Rolen offers a curt nod to Kirian's request and looms on the sides as the High Elf works through his questions. At the agitation of the lizard's response Rolen clears his throat and steps forward with his hand on his hilt, looking to the wizard for instruction.


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 contemplates the lizard's responses for a moment.

He leans in to Rolen, and in Elvish whispers, "<When I signal with my hand, take the quiet one out of the room. Muzzle him if you must, but keep him quiet. I will knock on the door. When I do, just start shouting and making as much noise as you can. Bang on their shields and tables if you must.>"

"<It's going to be unsettling, but you will hear loud screams in the room you're in. That's just my illusion spell. I have to make this convincing.>"

Another deep breath as Kirian steps in closer to the other lizardfolk and motions with his hand to Rolen.

Again, in Draconic,

And now things get a bit dark...

"<I have instructed my friend to take your companion outside, cut off his hands and put out his eyes. Unless you answer my next questions, the same will happen to you.>"

He waits for Rolen to drag the lizard out of the room, not breaking his gaze with the other lizard.

And then he waits for a few minutes.

Kirian steps back and knocks on the door. He waits for the banging and shouting to begin outside the room, and with his back to the lizard pulls out another piece of fleece and casts another minor illusion spell.

Suddenly there is a loud, blood-curdling scream outside the room, that sounds like a lizardfolk in mortal pain. Kirian, back still to the lizard in the room, steels himself against the horrible sound, grits his teeth and tries to get back into character. He turns and looks wild-eyed at the lizard.

In Draconic, now screaming in the lizard's face,

<"SEMUANYA DEMANDS BLOOD?!? THEN SEMUANYA WILL HAVE BLOOD NOW!!!!">

<"WHO IS GREAT CHIEF!?">

<"WHO ARE THE SEA DWELLERS!?">

<"WHERE ARE THEY???!!!">

Kirian really hopes the lizard can't see his knees shaking right now.

And hopefully we get some more useful info. :-)


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

Roen cocks an eyebrow at the High Elf, this was sterner stuff than most scholars he had ever known would tend to do. All the same the soldier shrugs and nods and when the signal comes, does his best to comply.

I'm not sure if you want anyrolls from me on thie GM.


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

Insight: 1d20 + 4 ⇒ (10) + 4 = 14

Hoping that is enough to have an inkling of what is going on.

Habbi, still leaning against the wall and trying to look nonchalant about the whole affair, but is unable to suppress the jump when the screaming starts...


Encounter Map

Bite: 1d20 + 4 ⇒ (8) + 4 = 12 Disadvantage: 1d20 + 4 ⇒ (18) + 4 = 22

The captive snaps at the face of Kirian who pulls his precious moneymaker out of the way just in time. The lizardfolk begins chanting

Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.


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 quickly backs away from the lizardfolk and abruptly leaves the room. Outside, he leans against a wall and slumps down.

To Rolen and Carric, sounding defeated,

"You.. You can return our other prisoner to the room... They aren't going to tell us anything else..."

Clearly shaken, he continues,

"He just kept chanting, 'Blood for the Blood God. Death to the Humans. The Sea Dwellers will take your flesh.' ... over and over..."

Making a knowledge check here.

Knowledge (Investigation): 1d20 + 6 ⇒ (10) + 6 = 16

"... He sounded ... so ... fanatical ... so ... certain ..."

To Habbi and Sir Valence, "Whatever these Sea Dwellers are... I think they're led by someone the lizardfolk call 'Great Chief...' They know of Saltmarsh, and they... they're going to come here... Probably soon... That's all I could get from them."

He goes quiet for a moment.

"I... apologize for the disturbing sounds. I had to try to get them to talk. We aren't dealing with rational creatures."

He stares off for a minute before continuing,

"I think... I think I could use a quiet place to meditate. And some very strong drink."


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 done, Kirian. Let us see if anyone in town knows anything of the Sea Dwellers.


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 nods, and says to Sir Valence, "I think we will have to remove their 'Great Chief' and demoralize them. What should we do with these two?"


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

Looking rather shocked at the goings on, Peren says nothing, but stays close to Habbi for the time being.


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 it woukd be nice to rid ourselves of the great chief, but the real problem seems to be the Sea Dwellers, for whom the lizardfolk are attempting to take Saltmarsh! Valence, or Habbi, who could they mean by the Sea Dwellers? Is there an island off the coast, or any regular sea-faring people who might benefit from taking 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

DM, is there a roll I can make to see if I can put anything together about these Sea Dwellers?


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

Habbi, you might want to try a knowledge check on religion.

Kirian is lost in thought for several minutes trying to recall anything in his research that might give him insight.

Knowledge (History): 1d20 + 6 ⇒ (14) + 6 = 20

Knowledge (Religion): 1d20 + 4 ⇒ (3) + 4 = 7


Encounter Map

Sea Dwellers might refer to any number of sea dwelling individuals. Mer people, Aboleths, Skum, Sahaguin, Sea Elves, Sea Trolls.

Sir Valence comes into the room with a pensive look on his face. What was all that about!? he demands, and before anyone explains he says Nevermind. We have more pressing issues. These primitives had this! he tosses a metal blade on the table Steel! And good steel!

Someone sold these creatures this steel. I'd like to hire you to investigate and find who these villans are that armed our enemies!


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

With a merchant's eye, Peren examines the weapon for any tell-tale signs, such as a maker's mark.

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