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

Game Master nilesr

Map found on Sanbalet
Parchment with Strange Symbols


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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

Insight: 1d20 + 1 ⇒ (20) + 1 = 21

Kirian tries to ascertain the sincerity of the request.

"They're asking us to unbar the door."

He asks the men,

"What's the deal with the lizardmen? Are they your prisoners?"


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 wager that they were partners. Remember? Someone was arming them around Saltmarsh!"

You should tell them the door is stuck! :p


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 casts another illusory voice in Draconic at the door,

"SEMUANYA WILL OPEN THE DOOR WHEN HE IS READY AND NO SOONER!"

Deception: 1d20 + 1 ⇒ (4) + 1 = 5
Inspiration: 1d20 + 1 ⇒ (20) + 1 = 21

"Hopefully that buys us a few more minutes." Kirian says to the rest.


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

Woo natural 20!


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

Awesome roll!! Lets hope the others get here sooner than later!!

Peren has moved to a spot where he can get a good shot at anything coming out of that door.


Encounter Map

The Lizardfolk are sufficiently cowed by Kirian's display, they cease shoving against the door again.

Soon, the sounds of another Ship echo across the ocean. It seems that Cymrid Frostshade and his cog are getting close.

The smugglers don't answer Kirian, since Habbi had the right of it.

Any actions before Cymrid shows up? Post em now


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 climbs down the mast to greet Cymrid and the Cog.

Here comes our friends.


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 will just be checking on the others and maybe begin our short rest, binding injuries and giving a burst of healing if anyone needs it up to 1/2 their hp (from a pool of 10 hp).


Encounter Map

You guys absolutely can take a short rest if you'd like.

Eventually after some time, the heroes hear ex-adventurer Cymrid Frostshade calling out

Well! Got em whipped do ya lads? and then you hear Cymrid ordering his men to hurl grappling hooks

Soon the two ships are lashed together, Cymrid's smaller cog and the larger SeaGhost tied together, Cymrid comes aboard

Well! Good job lads. What's the situation?


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 guess we can finally level-up.

"We've got smugglers and Lizardmen on board. And who knows what else? I'd be careful opening that door over there. I managed to convince the Lizardmen that their god was angry with them and to stay below, but I suspect they'll be irate when they discover the truth."

"And we have the Captain tied up over here."

Hit Dice: 1d6 + 2 ⇒ (5) + 2 = 7

Arcane Recovery - 2 level 1 slots regained


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

HD: 1d8 + 2 ⇒ (4) + 2 = 6

Back up at full.

EDIT: "Not sure what we should do. I kinda want to check out the Captain's quarters, but we need to deal with the Lizardman situation first, I believe."


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 maybe with these reinforcements they will be more willing to talk than attack...especially if they were just here to purchase weapons.", Peren suggests as he comes out of hiding and joins the rest of the party.


Encounter Map

Cymrid nods in understanding and gestures to his men who grab crossbows and aim them at the door.

Alright fellows! he calls and the door is flung open. Out come four Lizardmen and a small dragonlike creature flying behind them. The lizardmen spot the humans and snarl!

We can roll initiative or you can let me narrate the rest of this out...


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 am fine with you narrating it out. Habbi would help out with the occasional sacred flame, but for the most part has lost the taste for blood this day...


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 am ok with this as well...if we can talk to them, great, but if they want to fight, we will most likely destroy them. Once they have been taken care of, Peren will begin to examine the below decks.


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'm good with you narrating as well. Kirian is eager to search the rest of the ship and if things can be resolved peacefully all the better.


Encounter Map

The Lizardmen snarl and throw themselves at the adventurers, two of them go down almost immediately with crossbow bolts in them. The next instant the two survivors hurl themselves into the sea and disappear into the waves.

Cymrid Frostshade says Well then. That's that. Time to see what we've won here! the man positively oozes greed.

Okay, you can search the ship now. I've updated the map to show the entire ship and labeled each room. Just let me know where you 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

9 looks like the captain's quarters. Was there anything of note on the captain, the first mate, or the wizard?


Encounter Map

The Captain has a nice sword (It's a +1 longsword but you need to identify it first) other than that....

Wizard:
Spell component pouches, and a magic wand! (Wand of Magic Detection)

Captain:
Magic Longsword (+1 Longsword(its really a Cutlass but it uses LS stats) Chainmail armor

First Mate:
Longsword and Chainmail


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 will check Captain's quarters.


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

Does the Cutlass type make it a finesse weapon that you can use Dex with instead of Str?


Encounter Map

No, it has the stats of a longsword.


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 start at the bottom and work his way up..room by room. (Starting in the main hold then searching the rooms off there then moving to the second deck)


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 nabs the wizard gear and wand, and moves on to the next quarters to search (8).

Investigation: 1d20 + 6 ⇒ (1) + 6 = 7

... And probably doesn't find anything of interest.


Encounter Map

Room 8:
This seems to be one of the 'master' cabins. The furnishings and fittings are of good quality and the place is clean and tidy. A single bunk, made-up with bed linen, has its head against the bulkhead running along the center-line of the ship next to what
appears to be a wooden partition squaring off the corner near the main deck. In the center of the room is a polished wood table, apparently bolted to the deck. On the table is a silver bowl containing an
assortment of fruit, a silver carafe half full of a light red liquid and a silver goblet. Against the table are set two upright, wooden chairs and a padded, leather chair. On the deck under the porthole in the stern is a wooden, brassbound chest. Beside it is a pair of highly polished black leather boots. From the center of the deck above, over the table, hangs a hooded lantern (unlit).

Kirian spots the obvious things listed in this description.

Room 9:
This seems to be one of the 'master' cabins. The furnishing and fittings are of good quality and the place is clean, though somewhat untidy. A single bunk, made-up with bed linen, has its head against the bulkhead running along the center-line of the ship next to what appears to be a wooden partition squaring off the corner near the main deck. A writing desk is set against the hull below the stern porthole; it has a drawer on each side and three trays on the top. Also on the desktop, just in front of the trays, there is an inkpot, two quill pens, a small knife and a pewter, pepper-pot-like container. Against the desk is set a wooden, upright chair, while beside the desk is set a wooden, brassbound chest.
Against the hull, on the starboard side, is a padded leather couch. In front of it a bearskin rug lies on the deck while beneath
the couch can be seen a fairly large metal box. An unlit hooded lantern hangs from the center of the deck above.


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

In room 9

Habbi calls back to Peren, "Little buddy, there are some things here that could use your attention!"

Habbi takes a few minutes to prepare his ritual of detect magic.


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

Hearing Habbi call him, Peren heads to the room.

"Whats up? Oooo...a chest and a metal box. I better check them for any traps before we go looking in them, right??"

Investigate-Chest: 1d20 + 3 ⇒ (15) + 3 = 18
Investigate - Metal Box: 1d20 + 3 ⇒ (3) + 3 = 6

When activally searching do I gain advantage to check for traps? As I understand it, if I just look at an item that might have a trap the DM rolls a passive perception check, but if I am actively examining an object I use Investigate...is that right?? I have heard this explained a number of different ways, but this one makes the most sense to me


Encounter Map

@Peren Yes, Passive Perception if its just looking into a room. Active searching is investigate. Checking for traps is a separate roll that you would gain advantage on (if you have that ability)

Habbi doesn't detect any magic in the Captain's Quarters.

The wooden chest beside the desk is unlocked and untrapped. It contains items of clothing including a well-worn but comfortable pair of carpet slippers.

1d20 + 3 ⇒ (19) + 3 = 22

Peren detects a nasty little trap on the metal box, that is locked.


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

While the spell is still active, Habbi makes a fairly quick tour of the area, checking for magic spots. As it is only 10 minutes, I doubt he can cover very much, but maybe he'll get lucky and find any stuff squirreled away.

EDIT: Will check 8 first then go into the forecastle areas to check 6, 4, 5, then 7.

"Maybe we should check the hold?"


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

"Agreed. Who knows what we'll find down there?" Kirian responds to Habbi.

Kirian heads forward to inspect the hold (Area 11). He pulls out his quarterstaff to poke and prod at things.

Investigation: 1d20 + 6 ⇒ (6) + 6 = 12


Encounter Map

Habbi and Peren are still in Room 8. Peren found a trapped box.

Kirian goes down to the Hold. /There is some source of light in here, which shows that this is a cargo hold. Through the center runs a section of the main mast; beside it, narrow wooden stairs lead up to the hatch above. Against the aft bulkhead are stacked bolts of cloth, lashed by ropes to brackets bolted to the deck so they are secure. On each side there are stacked a large number of small casks, again secured by ropes to the deck. In places the walking-space between stacks of merchandise is restricted, but the place is obviously well
organized.

Cymrid and his men are here, counting and logging the items.

A fine haul mates. A fine haul! Cymrid says to the men.


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 look here. This metal box must have something of value in it to be locked and trapped. Lets see if I can disable the trap and get that lock open!"

Disable Trap: 1d20 + 3 + 4 ⇒ (14) + 3 + 4 = 21
Open Lock: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20


Encounter Map

Peren easily opens the box and finds it filled with glittering coins!

The coins are all gleaming and look to be freshly minted electrum pieces. They are easily identified as being from Monmurg in the Hold of the Sea Princes. A count, which would take a while, reveals there are 1000 electrum pieces in the metal box.


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 flashes a broad grin at Peren, then wraps up his ritual (since it takes 10 minutes, which is probably less time than it took Peren to arrive and pop open the chest.)

"Nice find, buddy! I'm going to examine next door and the forecastle before my ritual fades..."


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

"Ok, I will just put this in my pack...no sense letting our "benefactor" in on our lucky find, now is there?"

Peren scoops up the money and re-locks the box and returns it to where they found it. He then catches up with Habbi to search the next area.


Encounter Map

Peren scoops the coins into his pack and the weight of it all slows him down. Peren is encumbered and his speed drops by 10

He and Habbi head to the poop deck. They don't find anything of value, except they notice that Cymrid's men have chained the tiller so no one is gonna be taking the Sea Ghost anywhere anytime without 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

Kirian walks toward the back of the ship to inspect the next section (area 13). He continues to poke and prod with his staff looking for anything of interest.

Investigation: 1d20 + 6 ⇒ (1) + 6 = 7

(And the dice conspire against him)


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

"Well, is that everything? There weren't any sailing charts in the Captain's quarters, they mustn't have come from very far away. Shall we head back to Saltmarsh?" Habbi looks out coastward, in case the actual smugglers have the cache of weapons that might've been to be picked up are signalling...


Encounter Map

Kirian doesn't discover anything of merit in the room.

Is that it then? FFW to the docks?


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

Who gets the boat? Did we have an agreement, or is it ours...I forget?

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