[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


901 to 950 of 1,867 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

4 people marked this as a favorite.
* Saltmarsh *

DM rolls:
Blacklock: 1d20 + 3 ⇒ (8) + 3 = 11 Badger: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (2) + 3 = 5 Tarn: 1d20 + 1 ⇒ (9) + 1 = 10 Drusilla: 1d20 + 3 ⇒ (9) + 3 = 12 Argyri: 1d20 + 3 ⇒ (10) + 3 = 13 Kwin: 1d20 + 3 ⇒ (17) + 3 = 20 Bad guys: 1d20 ⇒ 8

Blacklock's hand passes right though the smuggler's illusion of hair! The disguised wizard and Blacklock stare into each other's eyes for a heartbeat.

Blacklock, Badger, Drusilla, Argyri and Kwin are up!

This is happening on the Main Deck of the map.


Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
MA: 1d20 + 5 ⇒ (9) + 5 = 14
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6

"Damnit! It is him! The wizard in some kind of second skin!" a punch sailing right through the illusory pot-belly. Blacklock adjusted his counterpoise with a quick flip, attempting a back-handed strike to the face.


* Saltmarsh *

I'm sorry! Tarn you're up, too! So, everyone is up! Well, expect for Blacklock who just posted.


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Woah! The kid did it again!!

Argyri gasps in surprise, and then joins the fray.

Rapier: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Dagger: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d4 ⇒ 3
Sneak: 1d6 ⇒ 2


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Badger laughs at the kids antics and then his face blanches mouth agape at the revelation. He shakes off the shock draws his blades, "Surrender so we can quit killin, ya." Badger moves to where he can garuntee Argyri flanking if she doesn't have it.

Shortsword 1: 1d20 + 5 ⇒ (19) + 5 = 24
shortsword 2: 1d20 + 5 ⇒ (13) + 5 = 18
Damage 1: 1d6 + 3 ⇒ (5) + 3 = 8
Damage 2: 1d6 + 3 ⇒ (5) + 3 = 8


1 person marked this as a favorite.
Lvl 6 Warlock Tarn Copperlocks HP (49/49) AoA (15/15) AC (19) Saves (5/2/4/0/2/5) Spells (1/2) Current Buffs ( AoA ) HD (5/5) Flight (3/3)

Hit: 1d20 + 5 ⇒ (5) + 5 = 10
Blunt Damage: 1d10 + 5 ⇒ (2) + 5 = 7
Booming Blade: 1d8 ⇒ 6

Tarn swung for the wizard's head, but pulled back at the last moment when Badger called out for the mage to surrender. Were they taking him alive or killing him? The momentary confusion caused the dwarf to stare in befuddlement.


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Dru will move as fast as she can to where Blackrock is.

If I get in range Mind Sliver

Psyhic Damage: 1d6 ⇒ 4
Save Penalty: 1d4 ⇒ 2
INT DC 13


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

When Blacklock reveals the ruse, Kwin steps back. He sheathes his sword and says "You will tell us what we want to know, or this will be the end for you." His hands start to dance with radiant fire as he waits for an answer.

Ready action to hit the wizard with sacred flame if he starts to cast a spell.


* Saltmarsh *

That's more than enough to kill the wizard

The smuggler-looking deck wizard raises his hands and surrenders, "this is not worth dying for." You remove his component pouch and secure his hands behind his back. By this time, the unconscious prisoners start wake up.

With whole of the Sea Ghost secure, Argyri the sailor takes command. She asks your two guards who rowed you to the ship aboard and secures your jolly boat to follow at the stern. With the extra hands, she starts showing everyone what to do to get the ship under way. By dawn you arrive at Saltmarsh as the fishers are putting to sea for the day.

During the return trip, you learn the following things from the prisoners:
1. In addition to contraband, the smugglers are providing weapons to a colony of lizardfolk.
2. The lizardfolk colony is located within ten miles of Saltmarsh.
3. This weapon smuggling appears to have been going on for some months.
4. The smugglers have been very successful. Their main source of income is the sale of stolen goods, especially those marked with a royal seal or similar identifier that would make dealing with legitimate merchants impossible. They also take in goods from ships they have waylaid, usually spices, weapons, poisons, and other contraband that is either illegal or heavily taxed in this region. Currently, the ship's hold is crowded with mining equipment and kegs of brandy stolen from a royal shipment meant for a crown-sponsored mining operation in this region, along with silks that were originally destined for a royal trade mission.

By the time you dock, you see the Town Council where the dock meets the land waiting for you. Eda Oweland is the current senior member of the town council, as well as the owner of three large fishing boats. Gellan Primewater is a well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. Eliander Fireborn fought in the royal army of Keoland, where he earned a name driving the wild things of the Dreadwood away from the settled lands and suffered a tremendous injury to his leg in a battle against an owlbear and now walking upon a finely carved wooden peg. And last but not least, Manistrad Copperlocks, the leader of the newly established mining operation in Saltmarsh, is an iron-willed dwarven woman.

Feel free to ask the smugglers other questions if you want during the return trip. And/or please feel free to walk down the gangplank and speak to the Town Councilors.


Blacklock was, as usual, uncertain. But this time, it was an embarrassed kind of uncertainty...a kind of self-awareness of ignorance that almost prevented him from asking. Yet, the question came as the sun was rising "Wait...'crown-sponsored'...'royal trade'...who is king of these lands? And how does the council feel about them?"

I (player) probably know less about Greyhawk than Blacklock.


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Badger looks at Blacklock but after a moment shakes his head, "You know Kimbertos Skotti king of Keoland . . . the country . . . where you live." He chuckles a bit. "As ya get older you might want to know where yer taxes go and whether they spend it well."


1 person marked this as a favorite.

"Uhhh...congrats...you passed my test..." mumbling a lie.


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

"Where is your spell book? Can I see it?"Dru asks the wizards she looks at him as the voyage goes.

With the King and kingdom part Dru shrugs." Don't feel bad I forget all the time Lock. Though I don't remember much of my past?" She comments as she looks at the sea and wonders what fish she could get from this ship.


* Saltmarsh *

"In my quarters." The wizard replies with as much dignity as he can muster.

You found his spellbook when you searched his quarters here.


The kid eagerly followed every one of Argyri's commands, indeed much too eagerly seeking her favor. By the time they docked, Blacklock just wanted to find a little fried fish and some flatbread, but actually stopped with Gellan at the edge of the dock. Jabbing a thumb back at the smuggler's vessel "Looks like they're carrying property of the King...mining equipment, silks and brandy. You think he wants it back?"

Insight: 1d20 + 5 ⇒ (16) + 5 = 21 Trying to gauge the council people's reactions to the King, how much they actually care or if they really feel bitter towards him etc.

"Closer to home though, they've been giving weapons to a lizardfolk colony nearby for months. 10 miles by the maps...can't be good for Saltmarsh, eh?" rubbing the back of his neck, not really sure what else to say.

I assume sailing the vessel is a bit too much work to allow short rest?


1 person marked this as a favorite.
Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Whoops! Ninja'd by the Ninja Kid!! Edited slightly to mesh up.

Argyri puffs with pride as she captains the Sea Ghost back to town, teaching her friends how to sail.

"Not bad, Kid. You've got a knack for sailing...though if you learn not to overcorrect for the wind you won't have the from heeling so much to the side. Look like this..."

When they get back to shore, she can't help be think of the Sea Ghost as her boat.

Well...OURS, at least. I wonder if they'll care to keep sailing her? I wouldn't mind a bit more adventure on the seas. Then I really WILL be something like Dyzziq the Dashing!

"Yo, councillors! And all our gathered fans! I'm pleased to announce that Argyri's Argonauts have defeated the foul smugglers, who have not only been stealing our town's hard-made wares but also have been arming a lizardman colony for war, not ten miles from here. Thanks to our heroic heroicism though, their threat has ENDED.

"You may be particularly happy to know we've recovered mining equipment and kegs of brandy stolen from a royal shipment meant for a crown-sponsored mining operation in this region, along with silks that were originally destined for a royal trade mission. Copperlocks, you been missing any mining equipment shipments?"


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

During the trip back to town Badger hones in the news about the lizardfolk. "Wise man tellin' what ya know. Yer gonna need to talk about the details of these lizard folk." He listens getting as much detail about where they are, how big a tribe, and what purpose arming the lizardfolk served. "I mean what reason are sea princes and men of fortune sharing fortune with the lizardfolk. Ya don't seem like the charity types."

Once back near port Badger smiles with Argyri's announcements that they are the Argonauts. He reaches over and taps Tarn, "I suppose it has a ring more pleasing that the Tarnations."

He hops to the dock to secure one of the lines. "Captain Fireborn, room in the cells and perhaps on the block will need to be cleared. We've prisoners. Some who surrendered some who survived their stupidity."


* Saltmarsh *
Badger the Rover wrote:
During the trip back to town Badger hones in the news about the lizardfolk. "Wise man tellin' what ya know. Yer gonna need to talk about the details of these lizard folk." He listens getting as much detail about where they are, how big a tribe, and what purpose arming the lizardfolk served. "I mean what reason are sea princes and men of fortune sharing fortune with the lizardfolk. Ya don't seem like the charity types."

In this interrogation, Badger discovers that the smugglers are certainly not a charity. The chest of 10 electrum ingots worth 100 gp each in the captain's quarters was half of the payment for the weapons in the secret cache. And, the other chest of 10 electrum ingots worth 100 gp each in the three lizardfolk's quarters was the other half of the payment for the weapons in the secret cache upon delivery.

They saw at least a dozen warriors and three joined them, due to the lack of trust.


Lvl 6 Warlock Tarn Copperlocks HP (49/49) AoA (15/15) AC (19) Saves (5/2/4/0/2/5) Spells (1/2) Current Buffs ( AoA ) HD (5/5) Flight (3/3)

Captain Tarn came down after Argyri. Granted he didn’t do any of the sailing, but he had a Captain’s Hat which he had taken from a dead smuggler, so it was as official as could be. As they docked he pulled the hat off to waive it to the people. He opened his mouth, a big grin on his face…and then stopped dead in his tracks. Argyri's Argonauts?! Why not Tarn’s Tarnations? He hadn’t thought about it but it had a perfect ring to his ears. He wanted to protest, but the half elf was in full swing, regaling the townsfolk with their exploits. Unsure of what to do he turned towards his clan leader, confident that he could at least report to her. But the swashbuckler had easily and smoothly transitioned into reporting the mining equipment. Feeling slighted he stood stock still for a moment before he took the hat and tossed it into the water. Sailing was for elves and smugglers, he decided at that exact moment. It was not a profession for someone as honorable as himself. Why, it was downright above him! He was a miner by trade, not some…some…floating…something disreputable! Whatever that might be. He hadn’t thought it quite through yet. But the core of it was there. He told himself that he wasn’t being petty because there was nothing to be petty about. No, he just had his head on straight.

Grunting a noncommittal reply to Badger he stomped his way down to his clan leader and said Dwarven”Getting a drink. Can answer any questions they haven’t said afterwards.” Then, looking back he called out in common ”Oi! Blacklock! I’m gonna go get so hammered that I can’t walk straight. Come on, and let’s see if some strong drink doesn’t unlock more magic in ye! And bring the wee dragonling too. Let’s see if ye getting drunk effects it. Ye know…for science!”


"Yeah! What dragon?" the kid shouted back excitedly yet dumbly, having completely forgotten about the slumbering wyrm in his pocket.

DM did that insight check get any info?


* Saltmarsh *

Kwin is the last in the ship.

Blacklock:
* Eda Oweland shrugs at the mention of the king. Obligated but unimpressed.
* Gellan Primewater scoffs at the mention of the king. .
* Eliander Fireborn nods at the mention of the king owing him true loyalty.
* Manistrad Copperlocks nods at the mention of the king owing him (or at least some courtiers) her position

The councilors smile in various forms listening to the report. Eliander speaks first, "Well done! Lizardfolk? You will be well rewarded and celebrated."

Then, Gellan shouts, "Down with smugglers!" Which is echoed by the surrounding townsfolk of Saltmarsh with, "hurrah!"

After the shouting celebrations die down, Eda steps forward as speaks as the senior councilor and says, "it's dawn. You look like you haven't slept. Let Fireborn take custody of the ship and prisoners, and go get some sleep."

"Or, I'll buy you drinks and breakfast at the (Wicker) Goat!" offers Manistrad with a wink at Tarn.

DM rolls:
1d20 ⇒ 16
1d20 ⇒ 7
1d20 ⇒ 17
1d20 ⇒ 5

OK We're shifting into downtime. Please feel free to post celebrations, looking at you Blacklock. It'll be three days before the Council calls for you again.

You're characters are relatively wealthy at this point, so if you want to retire your character, that's an option. If you do, one of you could play Oceanus, the sea elf.

If your character doesn't want to retire, you need an official official organization in which to share the wealth. Eliander will suggest creating a mercenary company with a royal commission. He can sign in proxy and send the documents to the capital for official approval.


* Saltmarsh *

Manistrad cheers to the owner of the Wicker Goat, "Lankus! Start the grills and taps." The iron-willed dwarven woman leads you up to the two-story building.

Along the way, she puts her arm around Tarn on the way up and whispers, "Tell me about everything when we're alone."


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

On board

"Arming a lizardfolk force so close to Saltmarsh... that sounds like a recipe for disaster." He looks to the others. "I am new to Saltmarsh, and do not know the town and its people. But we need to do what we can to get them to prepare in case it means the worst."

In town

Kwin watches with interest as the members of the group go about taking care of the contents of the ship and informing their particular mentors of what is going on. He shakes his head a little and the seeming divisions.

He quietly tells Badger "If there is something an outsider can say or do to help, let me know. I do not know the personalities here."


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Drusilla will shrug."That is good to know, but for notoriety's sake. However, we will still have Tarn as our leader, right? Or now that this ordeal is over we could elect another?"

Drusilla cups the Wizard's spellbook looks about the goods, pools all the stolen goods together, and then pools the gear they can possess to sort through. After that, she will nod to the council.

"I believe we have separated the goods that were pirated from the non-pirated or at least ones that can't be viably claimed. I say we transfer what we can into smaller increments distributed it between ourselves and mayhaps establish a base of operations. Maybe the Ship? Maybe The old Alchemist's house maybe both? It could benefit the town greatly to make sure we keep both" She logically said hoping The others will see some of the logic of it. To think of a possible private dock, under their control and a rest stop for the Miners and supplies between the town and the Mines. They could profit greatly and keep themselves far enough away from town but still available should they be needed.


* Saltmarsh *

Eda Oweland steps forward another step. "Drusilla, right? Fireborn and his guards will inventory the smuggler's ship. He'll probably find a manifest. He's resourceful."

She smiles, "while the royal laws of the sea are clear with the salvage of proven smugglers, your claims to the old alchemist's house are tenuous. However, we'll consider your ideas."


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Argyri glows with the attention from the council and surrounding crowd...and then looks over at Tarn.

Running to catch up, she says more quietly "Hey wait! Sorry, I just got carried away by the moment, but you're still our leader. And anyway, if the ship is the Sea Ghost, maybe we should be the Fantasmanauts. What do you all think?"


Lvl 6 Warlock Tarn Copperlocks HP (49/49) AoA (15/15) AC (19) Saves (5/2/4/0/2/5) Spells (1/2) Current Buffs ( AoA ) HD (5/5) Flight (3/3)

Dwarves were known for many things, stubbornness being key among them. But Tarn was not that kind of dwarf. With a big bushy smile born out of an assuaged pride he said ”I think that the sea be no place for me. When on water, ye make a find captain. Now come, join us for a few dozen drinks and mayhaps we can come up with some good names. Though ‘fanstastic-hots’ or whatever, eh, sounds fine to me.”


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

"Fantastic-hots, sounds like a bad pleasure house. I garuntee." He shrugs, "Walking, rowing, killing, sailing, I recon whatever else its time for drinking. Let's get drinks while the discount price is on."


Con: 1d20 + 1 ⇒ (11) + 1 = 12

The inexperienced drinker at some point turned slightly green just before vanishing. Efforts to find the kid failed. 'Took them too fast' they'd say. 'Blacked out in a gutter I'd wager' and such was the quip of others. Yes, sick in a dark corner to hide his shame...that seemed about right.

In truth the pseudo-dragon's pleading need to see the moonlight brought him far away from the tavern...and indeed all civilization. It was there, in the pinewood forests, Xendros' men found him.

Will write up an encounter along those lines this weekend.


The hook sunk into the pinewood needle carpet with a heavy, damp thud. A few chain links followed, clinking and clattering and throwing needles. The massive forearm on the other end of the chain was clearly half-ogre, for even the mightiest men of Keoland with endless stores of red meats could campaign for a decade and still be miniature in comparison.

At his side was a halfling, at first seeming to wear some kind of formfitting burglar's suit...but on closer inspection it was an odd aquatic hide. She carried a whip tipped with an exotic yellow and black striped feather.

Even in the distance there was a third man, somewhat less engaged than the others. Cloaked in black linen from head to toe, the figure leaned casually against a tree cramming little brown flakes into a pipe. "Ahoy there, landlubber. Pause a spell. I...er...you realize we're here, right?"

The honest answer was actually 'no', for Blacklock was inches from the tiny familiar's face...rather oblivious of his surroundings. While the mental, empathic connection they shared provided great insights, when the effect actually combined with a close look at the creature's facial expressions? Well then it turned into something much more like a real language.

Of course the dragon was not learning Blacklock's way of speaking, it was teaching him its own. Or at least a simple version. A raw, instinctual draconic that was the symbol basis for some of the most chaotic of spellcraft.

*tsh*

The halfling's yellow feather was a thunderbolt across the kid's cheek, drawing a thin red line of fresh blood.

The dragon slid into a pocket in the fighter's vest, draping its wings on his shoulder blades. Blacklock saw them all now, yes.

"I'm sorry. You were saying something important? Or you were about to get a faceful of sh*t? Which one was it?" looking at the three of them questioningly, finally imploring "Can you tell me, please?"

To be continued...


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Drusilla hugs the spellbook and looks at the others."I'm not much a drinker, but I will come and study" She says timidly as she seems a person out of place here. Though her outfit would seem to show otherwise.


* Saltmarsh *

And they would talk of the breakfast celebration for years to come.

That night, you all receive invitations for supper to hear about your adventure. Eliander Fireborn invites Badger to his house.

Badger:
Eliander Fireborn fought in the royal army of Keoland, where he earned a name driving the wild things of the Dreadwood away from the settled lands. Eliander suffered a tremendous injury to his leg in a battle against an owlbear and now walks upon a finely carved wooden peg. Despite his injury and advancing age, the burly captain of the Saltmarsh town guard remains an imposing figure. Eliander is a local celebrity thanks to his facility with languages, and he is often called upon by the town's various organizations to assist with translations. He is fully literate in Common, Dwarvish, Gnomish, Elvish, and Halfling; he can also speak and understand Orc and Draconic. Caution guides Eliander's thoughts and his every action. He recognizes that Saltmarsh is on the verge of tremendous growth, but he sees the influence of the Sea Princes behind every stroke of misfortune. Slow and steady wins the day, as he likes to say.

Manistrad Copperlocks has a private supper with the Tarn at the Goat.

Tarn:
Manistrad's convinced that the veins of silver found in the cliffs near Saltmarsh are indicative of more valuable stones deeper in the rock. She occupies an awkward place on the council. She was placed in her position by royal decree; the crown decided that if Saltmarsh is to support a mining operation, the miners would need a political voice. A more diplomatic figure might have smoothed over the tension, but Manistrad has little patience and sees the rest of the council, save for Eliander, as rustic dullards. Manistrad is a woman of few words. She is curt and quick, yet she gives every person who comes before the council a fair accounting. She's nobody's fool.

Eda Oweland asks Drusilla to her mansion for supper.

Drusilla:
Eda is the current senior member of the town council, as well as the owner of three large fishing boats. She has lived in Saltmarsh all her life and has been elected to the council three times. She is a gruff, pragmatic woman whose graying hair is cut short and whose face bears the marks of a life lived outdoors. Eda is keenly interested in expanding Saltmarsh's fishing industry, her sights set on a wild section of the coast where she hopes to build a new dock. She is suspicious of the dwarves' mining enterprise and doubts it will amount to much. Eda swears like a sailor when she is frustrated or angry, and the folk in town who support her appreciate her willingness to stick up for them. Despite her temper, she respects those who keep their cool. Anyone who stands up to her wins her respect. Those who try to flatter her earn her contempt.

Gellan Primewater invites Argyri.

Argyri:
Gellan is a well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. With his cunning instincts, he has positioned his family to become the most prominent merchants in town. Gellan loves to play the role of the foppish dandy. He enjoys fine wine, good food, and the latest fashions. He is a patron of the arts and spends lavishly to support festivals, plays, and concerts.

Anders Solmor invites Blacklock.

Blacklock:
Young Anders recently inherited his family's fleet of fishing boats after the untimely death of his mother, Petra. He's the youngest person ever to be elected to the council. Brash and inexperienced, Anders is a slight man with sharp features and a toothy smile. His recent forays into trade have made him a local celebrity. Since Anders owns both a fishing fleet and several trading vessels, he can sell his catch at a highly competitive price. And he can offer better prices for the other fishers in town to sell to him, since his catch brings in so much more profit. Everyone involved in the town's fishing industry supports Anders, and his energy and ambition have made him something of a folk hero on the docks. On the other hand, his open opposition to smuggling and his hatred of the Sea Princes' practice of slavery makes him a thorn in the smugglers' side. Anders is sunny and optimistic. He sees the potential for profit and opportunity in every challenge. Unfortunately, he is too young to temper his views with a realistic assessment of the risks.

Wellgar Brinehanded invites Kwin to the Temple of Procan.

Kwin:
The congregation of Procan is led by a one-legged former whaler: Wellgar Brinehanded, an older human man with a sharp memory for every storm, lost ship, and enormous catch ever brought into Saltmarsh harbor. He knows many fanciful stories of shipwrecks, lucky escapes, and famous captains. Matters ashore rarely interest him, but the temple and its bell tower are also served by a half-dozen novitiates and laypeople who keep things running smoothly. Wellgar uses the blessings of Procan to seek out shipwrecks in order to recover the remains of sailors for a proper burial. He is willing to trade cleric blessings, including raise dead, in return for recovery of the remains he seeks.


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Fireborn:
Badger enjoys having the time with his captain who brought the wilderness wanderer into the city and helped him find a place. As the conversation of the region comes up Badger points, "Well its obvious that the sea princes have designs on seeing us weakened, or under control. I suggested something before that either Saltmarsh or da dwarves need to consider. The house and its caves are a good hideout. Leaving it derelict only invite problem. It should be garrisoned either by us or by the miners or both if an agreement can be reached."

The Sea Ghost how big an asset is that for Saltmarsh and in the region. Is it a ship that could be turned into a pirate hunter? Does the town have other ships like it?


* Saltmarsh *

Badger:
"Aye. I've a squad of guards protecting a crew of craftsmen renovating the house at this moment." He nods and smiles.

"This ship is a great asset. What you do with it, if I could persuade the Council to give it to you?"


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Fireborn:
"Good. That just makes sense. Keep the road and the coast tween us and the dwarves open." He thinks a moment. "Me own skills are fit for scrapping and the swamp. But I'd invest in getting that boat in the hands of a captain and a crew of privateers, pirate hunters, fer a piece of the take. I plan to suggest as much to the rest of my companions assuming they follow your advice of starting a mercenary company. Might even see our way to a letter of marque if someone where to send the right request to the king." He looks at Fireborn wondering if the captain would back such an endeavor.


* Saltmarsh *

Badger:
"Letter of Marque? Perhaps."

"Are you starting a mercenary company? I can have the documents prepared. Need all of your names and a name for the company. I'll affix my seal as a witness after you sign it."


Xandros' crew encounter continued...

What happened earlier...:
Quote:

But such things couldn't last, and by most accounts it was ultimately Blacklock's fault...

"...whysh yer voice li'da anywaysh..." he inquired of Captain Xendros. The tiefling rarely spoke during all the craziness, putting down coin when it was her round and simply enjoying the chaos as a fly on the wall for the most part. When she did speak, it was as if the coffin lid was pried loose...a low bellowing more akin to wind than a human being, with the stench of death to match. "...an deesh skulls...perdy grim, eh?" he reached out to fondle one of the emerald spackled gold pieces.

He fondled something rather different.

Blacklock had seen the top of the mountain, and it was good.

"Yeah, important...if having your hands attached to your arms at the wrist matters to you at all." the pipe smoker casually mentioned, pulling out a chef's meat cleaver. "Captain Xandros doesn't like to be touched without permission, drunk or no. But hey, she's graciously willing to let you live for the right payment."

"Oh, that's nice...for you. So, what are we talking here, 10s of gold? Er, I mean 'doubloons'." Blacklock answered, trying to get into the pirate vernacular.

"Sink me...nay ye dumb salt. He means the payment is your hands! Both of them." the halfling woman announced, pointing to the fighter's prized weapons. "Be glad you ain't being keelhauled."

The three were slowly surrounding the kid, smirking as if the results of the battle were a forgone conclusion. The fatass with the chain and hook started winding it up above his head, as the whipmaster halfling flanked. The pipesmoker, for his part, remained idle only adding "Best to just give up quickly...a clean cut'll heal faster."

The psuedo-dragon on Blacklock's back coo'ed sadly, seemingly having little faith in his master. The creature simply wasn't in touch with the strange force of nature that Rummy had unlocked within the kid...the alchemical poison which (delivered in small doses over a long period of time) granted amazing reflexes, almost bestowing a physical form of social wit.

It made creative counterattacks something of a specialty.

So, when the chain twirler finally made his attack, the streetfighter somersaulted backwards as if it were the most natural movement in the world...barely disturbing the needles of the pine forest floor. He stopped just behind the halfling, cutting her stance at the back of the knee with a quick jab before delivering an uppercut that launched her into the air. "CooOooOoo..." Bimz coo'ed now for a different reason.

The halfling impacted the chain twirler with enough of a fleshy slap to take them both down. The pipesmoker blinked a few times in astonishment, tossing his lit pipe to the side "Well, I'll be damned. Guess you're more than just a idiot gambler. My point still stands though, give up and this'll go better for you." Then suddenly, without allowing Blacklock to answer, the man's prosthetic false arm dropped as his real arm emerged from the cloak...leveling a crossbow right at the kid!

Dmg+Sneak: 3d6 + 2 ⇒ (4, 3, 3) + 2 = 12

Deflect Missiles: 1d10 + 6 ⇒ (8) + 6 = 14

Blacklock snatched the poisoned bolt by the shaft right out of the air! It surprised himself at least as much as the failed sniper. "Na, I think here is where you eat sh*t." glancing at the 'meal' in his hands before the teenage delivery boy made a very special run.

More coming...


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Fireborn:
"Well, I am going to suggest my companions that direction. From there it seems that hiring blades on with purpose getting them active will do more good than waiting for someone to pay us to ply our skills and it could actually help people. Perhaps its time to take a step offensive for Saltmarh rather than waiting for the Sea Princes to do something we have to respond to. Might make us to much trouble to harass."


* Saltmarsh *

Badger:
"Aye. The Sea Princes is a big kettle of fish. Prince Jeon II of Monmurg sounds like a moderate, but he faces fierce headwinds from the prince of Toli, the plar of Hool, the grandee of Westkeep, and the commodores of the Isles."

"If the princes do something, it probably will not be official or a consensus."


Anders Solmor:

Blacklock stumbled through Anders' door, a makeshift sort of wooden crutch under one arm...balancing a bloody stump on the same side. Bimz the psuedodragon had done their best to cauterize and tourniquet the life threatening wound, but the fact was clear...the kid had lost his leg just below the knee.

Perhaps Anders would forgive him for being an hour late to supper.

What the hell had happened? Blacklock struggled to put the pieces together, flitting in and out of consciousness from the pain. He remembered catching the poisoned bolt, running up and shanking the wet tip in the pipesmoker's neck...but then it got fuzzy. The poison had a hallucinogenic effect (meant to assist the removal of the kid's hands), and the meat cleaver wielding pirate essentially lost his mind in a chaotic rampage.

Flashes of time came back from the fight...the halfling whipmaster getting hacked down as the chain-twirler failed to pull the drugged, psycho killer free. The terrible rusty hook sinking into Blacklock's calf as he ran. Bimz' tail stinger plunging into the chain-wielder's thick roll of backfat over and over. The crazy look of glee on the man's face as he brought the cleaver down on shin bone. The terrible snapping sound like a tree being felled.

Xendros didn't get what she wanted there on the outskirts of the Sea Grove, despite Blacklock paying a hefty price. "...brandy...p-please, sir..." he stammered, as Bimz called a bird-like screech in alarm.


* Saltmarsh *

Blacklock:
"Master Blacklock, you appear to be wounded." A tall, lean, tan butler with short silver hair says dispassionately. "Please have a seat here. Let me bring bandages to go with that brandy." He helps you to a wooden chair such that you do not bleed on a carpet.

After a few minutes, the butler returns with a tumbler of brandy that he hands to Blacklock before kneeling down in front of him to rebandage the wound, such that he wouldn't have blood cleaned from the floor or furniture later.

Once bandaged, the butler escorts you to a sitting room in front of a fireplace and announces you to the master of the house, Anders Solmar. "Master Blacklock, sir." He helps you to a comfortable leather chair next to the lord of the house.


Elf lvl:1 HP 7/7 AC 5 Melee 19 Ranged 19 Spell 1:1

Drusilla:
Drusilla comes to the house of Eda Oweland. A place she had been to before many times over the years she had been in the town. The long-employed fisherman of the Oweland fishing company Drusilla knew Eda's father and mother as well as Eda herself.

Drusilla wondered what to wear, but instead of going out and getting some finery, she used prestidigitation to clean up her regular clothes. So in her oil-slicked coat with green lace and old but well-kept robes from when she woke the fisher wizard arrived with a warm smile.

"A Pleasure as always Eda, did you want to speak about the mission or did you want to talk about the upcoming silverfin season? I know the area of the Alchemists' place has potential. I would recommend you secure fishing rights." Drusilla says as she made sure she wasn't brandishing her sword. It was something new, but something Eda probably wouldn't like.

'As for the group, I think we could use our gains and the ship to maybe protect Saltmarsh better. Though honestly am wondering what the Lizardfolk wanted with the weapons that the summoners were providing." Dru admitted as she looked away from the human woman, trying not to show she was slightly embarrassed.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Wellgar:
Kwin listens as Wellgar welcomes him, and tells him of his goals.

"Returning those who the seas have claimed is a noble calling. My god too would see the righteousness of helping those souls finish their journeys. My friends and I are not yet decided what we shall do with the Sea Ghost. If we do set out, perhaps we can seek out some of the wrecks you've found clues towards."


* Saltmarsh *

Drusilla:
"We can talk about whatever you want, Drusilla. I've always enjoyed your company."

"Yes, I'm wondering why the lizardfolk are preparing for war, too."

Kwin:
"Thank you. Procan would reward you for returning the bones of sailors for their eternal rest. And, I would provide you with whatever knowledge that I may have to help you."


Anders Solmor:
Blacklock slammed the tiny tumbler in a single gulp, handing it back to the butler immediately...asking with his eyes and facial expression to keep them coming, though not explicitly making the request. The system shock to his body had his body shaking uncontrollably all over, the fireplace welcome warmth to his cold sweat. "...you should've seen the other guy..." the kid quipped, as the pseudodragon helpfully supported the drowsy head as it wavered on his neck.

All Blacklock could think was how to not let Rummy find about it. Should the old island mystic come to learn of the forced amputation, so the fighter reasoned, he would suffer a fate worse than death as all manner of viscous, sloppy alchemical fiber draughts were administered (double fisted) one after the other. Of course he couldn't avoid town forever...but Anders' house was closer.

"Xendros' men jumped me out on the outskirts of the Sea Grove. Please, I know you're no friend to the smugglers and pirates beyond the bay...help me...help me get vengeance." clenching his fist.


* Saltmarsh *

Blacklock:
The young councilor looks at Blacklock as if he had just entered his mansion with his leg amputated, drinking his brandy, and asking for revenge. "Um. Blacklock? Vengeance? What would you have me do? Did you report the assault to Fireborn?" The blonde noble sees quite shocked and flustered by the events.


* Saltmarsh *

Moving on

On the third evening after returning to Saltmarsh, you are invited to a meeting with the town council. Besides Kwin, you all see an ally among the town councilors.

After introductions, Eliander Fireborn describes that the maps found on the Sea Ghost tentatively identified that the site of the lizardfolk colony as a coastal promontory adjacent to a small river, the Dunwater, some ten miles southwest of Saltmarsh. They consider it essential that a scouting party be sent to reconnoiter the area and ascertain the strength and size of this colony, as well as the intentions of the lizardfolk.

Eda Oweland, the senior leader of the council, impresses upon you that you are not required to act with hostile intent—in fact, quite the opposite. Their assignment is one of information gathering, with the additional hope that they can return with knowledge of what the lizardfolk are up to. A reward of 700 gp is offered for the successful completion of the mission.

They offer you the use of the Sea Ghost until your royal commission as an official mercenary company is approved. Salvage rights will award the ship to your company allowing you to share as you wish. Foreborn assigns the same two guards who rowed you out to the Sea Ghost to accompany you and stay with the ship. In addition, Oceanus, the sea elf who you rescued, volunteers to accompany you, too.

The secretary of the council shows you several copies of the application for the royal commission missing your names and the name of the company. He offers you pen and ink to sign the documents.


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Looking at my backstory. This is likely a region I know pretty well as a ranger. Looking at the map is the river that runs through the drown forest into the Hool or the one further west (first from the top). From the description of South West I would imagine its in the 1st or 2nd hex from the coast along that west most river?


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Badger looks at the others and pours over a map of the region. "From the description that's a lot closer to the coast than it is hard ground. We've use of the boat. That would save us time and effort. Trekking west through the swamp is a rougher trail." He looks a moment. "We might want to pay a slightly larger crew. If the lizard folk village is near the coast. The boat isn't invisible. Once we are off the boat . . . not much stopping the lizard folk from visiting the ship especially if they see it as the ship of their allies."


* Saltmarsh *

Eliander nods at Badger's comments, "I can assign another five guards to ship if you think that would be best."

901 to 950 of 1,867 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [5e] Ghosts of Saltmarsh All Messageboards

Want to post a reply? Sign in.