[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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Earlier...

Anders Solmor:
"...not yet, no. Your house was closest to the grove, and besides you had invited me." A white lie if we're being honest...really the kid was just scared to let Rummy see him like this. "I know you're new to the council but you must know something about this Captain Xendros...where can I find her? Can you tell me please..." the words forcefully shoved out his clenched teeth.

Recently...

Payback:
Blacklock had never been so slow and clumsy. At least not sober. The oaken y-branch under his armpit clopped down the docks, he was numb now to the pain of his missing limb...but psychologically speaking, a fire had started inside. The odd sensation of the phantom leg still scraping the planks distracted him, as his crutch was caught in some sea wrack and he hit the ground hard.

A group of workers witnessed the stumble and laughed it up "Ahoy, cripple. Bank is just yonder if ye want to check yer balance..." Another snickered bitterly "Damn disgusting that is...I'm lack toes intolerant." When a third dockworker started to make a complicated joke about attaching a helm there to drive his nuts, the kid lost it...Blacklock cried real tears of frustration trying to pick himself up. "Aw, he's crying. No sense of humor that one."

A towering elephant of a man then stood from behind a bundle of casks he had just lashed together...it was Carter, the loser of the kid's last unsanctioned fight. "Well, well, well. The fates be good to me today...that be Blacklock, salts...Krebs' little punk. Not so fast now are you? Want to try that move on me again? C'mon lads...lets get an easy piece. Deadbeat owes me."

The men circled him and took turns kicking the kid in the face and stomach. Bimz squawked in protest, but was swatted away. To be fair, Blacklock had picked a fight with most of them at least once in the past...but this was far from a normal fight, more a hyper-violent beating. The streetfighter didn't have any fight left in him, even to defend himself...in truth, a small part of him just wanted to die. Hit after hit followed, as the kid tried to focus on a small group of tadpoles circling nearby in the water. As his consciousness was about to slip away, Carter gripped him by the vest picking up his limp head "Pathetic. Night night, daisy."

Rummy's Pirate Wisdom:
Blacklock awoke in a sweat, Rummy's high pitched screeching burning his ears as much as the thick aroma flared his nostrils. The half-naked islander was dancing around the kid, throwing smoke from a little bundle of exotic herbs. Blacklock glanced down to see himself covered in strange symbols, drawn in a variety of natural pigments and muds...but he was really looking for his leg, some desperate hope that it was all just a dream or hallucination.

No, the leg was really not there.

"Damnit...I'm finished Rum, what the hell am I going to do?" already near tears again and pulling at her grass skirt trying to sit up.

"Not finished." was her simple reply, pulling out a wooden pegleg from a drawer. It resembled a coffee table support, but with a knitted leather slip for the small bit of flesh and bone still below the knee. Blacklock's first thought was to inquire of its origin, but as Rummy picked off bits of dead flesh from the prosthetic joint he reconsidered.

It was then he noticed the strange needled-hose piercing his jugular vein, the other end of which pierced a sleeping Bimz nearby. "Oh god...Rummy?!" hesitating to pick out the IV.

"Dragon blood. Very nice." was her erudite explanation.

---

The next few days were spent re-learning how to walk. As Rummy tried to explain, her formulae were mixed only for a very specific body weight. Now that the kid weighed less, the concentration of chemicals coursing inside and feeding his ki was much higher. If that wasn't enough, it was draconic hemoglobin now carrying the drugs about the kid's body. It was unstable. It was unsafe. It was unethical. It was the only reason Blacklock healed so rapidly. Whatever other side effects might result from the increased dosage and alien fluids remained to be seen...but the kid could walk again.

Now...

Blacklock stood in the back of group, a long yellow cloak concealing his hunched form as he leaned between a tall curve-headed quarterstaff and his pegleg. In some ways he resembled a sleeping cat with odd, but obviously comfortable posture...and he was just as likely ready to pounce, his black hair seeming to stand on end from some unseen electric currents. There was a cold anger in his eyes that was certainly a new look for the half-witted fighter, his happy-go-lucky innocence definitely taken down a notch.

He was the first to snatch at the pen, no questions asked. Xendros was out there on the seas, and the Sea Ghost the kid's best bet to find her. The pen slashed an 'X' nearly tearing the paper.


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

"You are missing a leg? How does one lose a leg in 72 hours?" Drusilla asks Blackrock as she comes up behind him her clothes nicely pressed and cleaned. Her gear was the same, The hair on her head though was cut short save for a long single braid of platinum blonde hair that went down to her waist.

Unlike the monk, Dru had spent her time working on spells and her book. She was always more of a bookworm than a warrior, but even then her master had taught Drusilla all the necessary chants and songs of Elven battle. These hymns and dances were the bread and butter of her training.

Even though a lot of her memory was still fractured Drusilla remembered these lessons, which were bore deep down within. The elven maiden was strangely seeing flashes of her past, vague though they were, they were more than she had seen in the past 50 or so years she had been here.


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

"Its a step up, elf, he didn't stick his face in this time?"


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Normally the kid would've laughed or even come up with a suitable self-dig and joined the fun. But now there was a dark squall line across his eyes where fluffy white clouds lingered before. His facial muscles barely registered the unsympathetic comments, instead scowling deep in distant thoughts of revenge.

In truth it was the sea that called to him...it always found a way. For some it was commerce, others adventure...but for Blacklock, the hunt for Xendros was his siren's call. There was no question now the fighter's destiny rushed along a rogue wave...he would meet it there, or be consumed within.

Bimz the Pseudo-dragon was much more in tune with Blacklock's feelings, given the magical empathic connection between them. It too felt the sting of his companions words, and nuzzled the kid's neck caringly. It belted a hissy squawk, the dragon's way of saying 'change the subject'...


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)

Earlier at Manistrad's:

Tarn listened with professional interest to the talk about there being veins of silver in the cliffs of Saltmarsh. Such a town wasn't what people usually thought of when it came to dwarven enclaves, but such valuable ore was not to be overlooked. He had the feeling that he was being told this because he might have to be the 'political voice' that was required. Manistrad was not the kind of dwarf who had the patience for other people in general, let alone clean-shaven milk-drinkers. In a past life he would have jumped at such an opportunity. But ever since he found his ring, he had this strange urge to travel. To see the world. To meet interesting, new people, and (potentially) to kill them. Being tied down in politics was not something was not to his liking. So he nodded along, but remained uncommittable. Still, he was polite enough. If nothing else, the knowledge that he was being seen in such a way enlarged his already burgeoning ego.

Present

"Leave the lad be. So, he lost a leg. I'm sure it'll turn up somewhere." Tarn said. Unlike the monk, he was not so forgetful. He reached down to pat his trusty hammer, but to his surprise didn't feel it at his belt. Truth be told, he had spent his time drinking, laughing, telling stories and otherwise spending his time without a care. And, in what would have been to his great shame, he had left his hammer behind. As he felt around, his hammer (much larger than as it was before, though it didn't really dawn on him that it was so) formed in his hand. Pleased to know that he didn't forget it (for he mistook his new powers as being proof that he simply hung it behind his belt, of all places), he adjusted it so that he could grab it with greater ease. It was only then that he realized that it was too large to hang it from his belt. He stared at the hammer with utter confusion, not knowing how he had managed to walk all the way there with a hammer hanging from his belt that would have been dragging on the ground. Without figuring out any reason that made sense, he decided to just not worry about it. Such details were for the likes of elves, and wizards, and other such folk. So he rested it on his shoulder and said "Aye. And once he finds it it can be slapped back on. Until then, he looks like a right proper sailor he does." He finished, hoping that it made the monk feel better.


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

Badger murmurs in a low town cursing under his breath perhaps catching how big a jerk he was being, "Ras-a-frackin."

Badger looks behind the dwarf curious seeing no where for the hammer to hang. He mumbles under his breath, quietly, "Mustin be one of dem magic bags."


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* Saltmarsh *

Blacklock:
The young noble listens carefully to Blacklock. After a comfortable pause, he replies, "leave it with me."

He picks up and rings a small bell on the table next to him. He continues smiling at Blacklock like it's the most normal thing to be waited on by servants. After less than a minute, the silvered hair butler arrives, "yes, m'lord."

"Skerrin, would you please find this Captain Xendros for our friend here. Blacklock, are you staying for supper?"

Skerrin will find this Captain Xendros for you by the time you return from the next adventure.

So, did everyone sign the commission? Does anyone want something or to ask something of council? Ready to go?


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

Badger signs the commission. Badger looks to the ships supply of crossbows, boarding pikes, daggers, simple weapons and studded leather that the sailors would need making sure they aren't lacking. If Fireborn will let him he will take supply from the armory. Otherwise he will look to provision it.

Badger when a moment when the group is together. "I think we should set aside a hunerd gold for the new crew of the Ghost, fer sailing and keeping the ship waiting for us."


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)

”Aye!” Tarn said, signing enthusiastically. ”Set it aside and we’ll make back ten times that amount before we even know it


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 |

Kwin bends to the document and signs with a delicate script.

"A hundred at least. We'll see how it goes, and how much danger they are exposed to."


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

When first on shore

Argyri enjoys the bit of fame, and does her best to keep up with Tarn at the tavern...before realizing she's made a terrible error and barely making it out to the street before losing her dinner.

When first back together

Agryri sees Blacklock enter and goes over to muss his hair. "Whatcha been up to kid? Stayin' out of troub--" Her face drops, and then (after too long a pause) she says, "Uh, hey...you know some of the best pirates have peg legs, right? That or hooks for hands.

"But, um...Oh crap, Blacklock, I'm so sorry. How ARE you?"

Yes to the commission. Argyri would've accepted the dinner with Gellan too, and tried to figure out either what he wants from her or what she can get from him. Happy to play it out if it's not too late, but don't want to slow the story down at this point...


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

When Argyri mentiones the peg leg Badger chimes in hoping to be a bit kinder this time. "Some great pirate hunters too. We got papers I think we can right call us privateers at this point."


* Saltmarsh *

Alright, let's go! @Argyri, feel free to include spoiler retcons for your supper with Gallen.

In a couple of days, you gather at the docks and board the Sea Ghost together. The decks have been scrubbed of blood. The bodies removed. The hold empty of valuables, except a weeks worth of water and provisions. You meet Eliander supervising his guards with the most sailing experience preparing the ship. Your jolly boat from the House is tied to the aft. When you are ready, Fireborn wishes you good hunting and disembarks.

The distance from Saltmarsh to your destination is about ten miles as the crow flies. After three hours in the clear, easy weather, you approach a promontory. You see a well-traveled and relatively dry track leading from the coast. It disappears into the marshland interior.

When you weigh anchor within 40 feet of the promontory's northern coastline, you spot another track running up to the middle elevations of the promontory, where it disappears behind a clump of tall grasses and brightly flowering shrubs.

You also see, a 15-foot wide, 6-foot high sea cave entrance on the northeastern tip of the promontory.

Where do you want to go? You've your jolly boat to take to shore with two guards.


Even the beautiful Argyri's sweet words couldn't shake the storm cloud clinging to Blacklock's tense shoulders. He looked like butchered meat, his face again swollen red and lumpy around the eyes...angry eyes sprouting a few frustrated tears. "Xendros...she had some kind of bounty for my hands. But when they jumped me up in the Sea Grove I turned their poison against them. It made them go completely mad...I watched them hack each other apart before..." he struggles to find the words "...I just want payback." Bimz softly cooing under his cloak, nodding its head in agreement.

---

Blacklock was eager to keep watch during the 3 hour tour, tricking himself with illusions of Xendros' ship on the horizon. When they reached the promontory without incident, the kid grumbled and limped *clop clop* his walking staff and leg beating a rythm as he went. "There, that cave...wide enough for a jolly, easy."


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

"Might even be the lizards back door."


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Drusilla had been studying and writing down new spells. In doing that she has amassed a nice library of her book. On deck, she watches the water and wonders what sort of fish dwell here near this cave.

"I wonder if we can fish here, with the lIzardfolks' permission. Maybe share in the haul? I suspect the water may have some decent potential."Drusilla says as she stands in her pilfered coat and holding onto her hilt and breathing in the air.

"As for the back door, does anyone have any scouting suggestions? Also who knows Draconic, and who is skilled at Diplomacy, the Lizardfolk are suspecting weapons delivery, we could work with that." Drusilla asks with a quizzical look.


"No, Drusilla." Blacklock said with malice "...these lizardfolk work with the smugglers and pirates off our coast. It is because of thier trade Xendros enjoys such wealth and freedom on the high sea!"

Turning to face everyone "We kill them all." clenching with the hand opposite the one holding the staff. "Women and children, too."


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)

”Calm down, boyo. I get that ye be, err, peeved. But talk of murdering wee ones? That’s beyond dishonorable.” He said, looking at the one legged monk aghast.


Blacklock looked as if he embarrassed himself, but clung stubbornly to the idea still confused bouncing around in a rage upstairs "*tch* whatever......they're our enemies..." seemingly letting the matter go, and not looking Tarn in the eye.


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High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Drusilla looked at the monk studying him and then back to the cave. "We have to talk to these Lizard Folk long enough to figure our why they need weapons. If it was to attack the town then we should definitely look into stopping them. If it is something that threatens them and they didn't trust the town enough for aid then supporting a more nefarious individual is an understandable conclusion. Should the latter prove to be true we must then assess this threat as one that could pose a threat to Saltmarsh. Then we assess our next course of action. After we have assessed the potential recourse this information poses to Saltmarsh and dealt with it, then you are free to 'Take care of' the Lizardfolk." Drusilla laid out in a simple matter-of-fact tone. It was the basic parameter of the mission. She just needed to remind the youth of the mission first, vengeance second.


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

"Well our mandate was watch, take note of the tribe's strength, and determine what their intensions are. Did they sign up to work with Xendros or is Xendros the one that was willin' to give them tools they can't get themselves. Don't worry though. They will likely assume we need killing for getting this close."


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 looks at Blacklock with utter horror. "Oh kiddo! You're in a bad way right now, aren't you?"

She puts her arm around him and gives him a hug, if he'll allow it.

"You know what sets me right, when I'm feeling foul? The adventures of Dyzziq the Dashing. Come on. You want to sit over here? I can read to you. It...I know it won't make everything alright again, but sometimes it brings me to another world...a better world, that makes me want to be more like her."

She reaches into the top of her rucksack, and pulls out a couple creased, worn copies of her penny dreadfuls.


Argyri felt Blacklock melt under her arm, he couldn't remember the last time anyone gave him a caring embrace. The kid half returned it, keeping one hand on his crutch but just kept his gaze down at the deck. Blacklock wasn't smart enough to listen to reason, but he understood escape. If the swashbuckler had a way out from this constant mental pain, he was ready to try it...

Bimz popped its head from behind the kid's shoulder, following the words on the page with its gaze as Argyri spoke them.


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 |

"Drusilla is right. If we barge in and slaughter this tribe, we may set into motion larger threats. Other tribes in the swamp may become hostile to the town, and come in larger force. If we can ally with them in some way, they become a defense and early warning for the town on its southern border."

"If they are arming out of ambition, best we warn the town rather than 'disappear' in a misadventure here. If they are arming out of fear, perhaps there is reason Saltmarsh should be fearful too that we just are not yet aware of."


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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

Earlier

As the kid leans into her, Argyri breathes a sigh of relief. She happily slides her back down the wall until she's sitting on the ground with him beside her.

She pulls out the latest installment, and then says, "No wait, you probably don't know about her encounter with Dastardly Doryn and the Swamp Cultists, right? Without that this won't make sense. Here, let me at least start with last month's story. See, she'd just swung down from a crystal chandelier to balance on an ice bridge the width of your hand, surrounded on all sides by a blazing fire, when she finally spotted just what she needed..."

It's clear that Argyri can't get enough of these tales of daring adventure...and as the story unwinds and the kid untenses a little, Argyri smiles.

At the end of the story, she says, "OK, more later. For now, the important thing. You just lost a lot. You should probably wait back here and take care of yourself while we..." The look in Blacklock's eyes cut her short.

"OK, I get it, you need to come. I believe in you, with or without two legs, but listen, we're doing this GENTLE, got it? For all we know, they're trying to defend themselves from evil Swamp Cultists, just like in the story. How bad would we feel about hurting them then, huh?

"So, count on me to look out for you on this one...and can I count on you to help us learn, but do our best to stay out of trouble?"

On the ship

"I'm fine with checking out the cave first. Why don't we put down a bit back, over there. I think I'm the quietest of our bunch. Why don't I take point...with yall not too far behind?"a


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Drusilla looked at the water and then spoke."I once caught a blue marline around here. It was a strange occurrence, and the other men on the boat were astonished. It was a clear day and the waters were a bit choppy. A lot of the fish here were biting, small, but biting. Then on my individual line came a huge tug, I rushed from the nets and grabbed the rod. Bracing myself I tugged and tugged, Bors' one of the other fishermen came over bracing behind me and helping, Together we pulled up a huge Marlin. Bright blue and shiny!"

She blinked and blushed a bit. "Sorry, I...nevermind. I like the stealth in part. I will be ready with spells should we need it"


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

"So what's the plan 'ere. If we go into the cave we are gonna be pickin I fight I reckon. Might do us some good to scout the landscape some, or give them some hours to see if they will make their way to us. As has been said we are in the ship of their trading allies."


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 |

"If we wait here for them to contact us, we have no way of knowing how long that will take. And for all we know, they may attack in force if we fail to use some sort of signal, like they had set up at the mansion. I think Blacklock is right; we could probably get our away boat into that sea cave. If that leads into their home, it may be the best way to make contact."


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

"Not proposing waiting days, but enough to see if we catch sight of them. I'd also want to get to shore run a circuit try to figure how big a camp it is, other entries, understand the numbers of our foes. Is it a war camp with young and eggs elsewhere. Our mandate was information and determine purpose. Walking in the back door and killing hostiles only proves they don't like strangers in their home. If that cave is their home."


* Saltmarsh *

Moving on. Into the cave.

It takes you a few hours to reposition the Sea Ghost where Argyri suggests taking advantage of the current of the Dunwater River and backsailing. During that time, you don't see any language-speaking beings, just birds and animals living on the coast.

You pull your Haunted House jolly boat from the trail of the Sea Ghost to its side. Its mast had already been secured down, so you clamber down the rope ladders into the boat and start rowing toward the sea cave.
Do you want to bring 2 guards with you like last time to stay with the jolly boat? You would still have 5 guards on the Sea Ghost

After rowing for a bit, you enter the sea cave (E on the map in the profile) which is fifteen feet across at its widest point with a roof at most five feet above sea level. You glide into the cave softly bouncing against the sea cave walls as they bottleneck down to about eight feet wide. The short cave allows your eyes to adjust to the darkness.

Inside, the cave opens up to a high roof, extending twenty-five feet above the water. Most of the cave appears natural, except for a rough ledge that has been cut into the rock running along the southern edge, connecting with the adjacent cave. a flight of rough stone steps leads down into the water. A torch just out of line of sight illuminates these features for those without darkvision. The water is dark due to the lack of bright light.

Those with Darkvision:
At the western edge of the ledge, an opening has been cut into the rock wall to permit access to a passage beyond.

Perception DC 21:
1d20 + 4 ⇒ (17) + 4 = 21
You see a lizardfolk exit the pool climbing the rough stone steps and dash into corridor passed the torch beyond your line of sight.


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Drusilla looks at the others and speaks softly."I can create some light? Also, who speaks Draconic and is Charismatic? I can speak Draconic, but I am not very Charismatic." Drusilla sits in the back of the boat making sure to go over her spells.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Drusilla will also point out the opening.


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

perception: 1d20 + 3 ⇒ (4) + 3 = 7

"There is a ledge there to the west and a passage to somewhere further in. We know it was used by somebody."


At first Blacklock stumbled along the craggy incave, his long crutch and short pole beating a weird rhythm with his last flesh foot. But the pattern became a single heavy *thump* and glancing back, the kid was propelling himself forward at an amazing speed.

It was not the blend of man and machine, but instead the blend of man and spirit.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


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 |

Perception 1d20 + 5 ⇒ (13) + 5 = 18

"We should pull up there, and go in. Strange that it is not guarded, but perhaps they just expect the hazards of the swamp itself to serve as their sentries."


* Saltmarsh *

Moving on

Argyri easily manuevers the jolly boat with her paddle in the back in the realtively still water through the fronds, such that the middle of the boat grounds on to the stairs. Somebody hops out on to the stairs to hold the boat.

At this point four lizardfolk emerge from the corridor where the torch is. Three are armed with a club and spiked shield. The fourth wears scale mail armor and carries a morningstar and spike shield. This one calls out to you in Draconic. "Қаруларыңызды тастаңыз! Сен кімсің?"

Draconic:
"Drop your weapons! Who are you?"

Team, I need to know 2 things:
1. Did you bring 2 guards to stay with the boat, like you did when you boarded the Sea Ghost?
2. Who is hopping out onto the stairs square to secure the boat AND be adjacent to two regular lizardfolk and the scale mail one?


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

After one of us dies lets remember none of us is a tank. LOL.

Yes to the boat handlers. Would be my vote.

Badger would be willing to hop out and secure the boat so it makes sense that he is the one in a lurch. Is the boat already secured?

Badger puts his hand up and out in a ready posture but clearly showing no weapons in his hands he was after all just tying a knot.

Badger answers back in draconic in a reassuring voice but with a good deal of strength behind his words showing no weakness hoping to forestall hostilities.

Draconic:
"Whoa now. Just pulling in didn't know this was a home. We hope this can stay all peaceful."

Persuasion: 1d20 + 4 ⇒ (12) + 4 = 16


* Saltmarsh *

@Badger. This is a Deception check, because you said 'didn't know this was a home.' Don't know why you have Persuasion +4 vs. +3
Insight DC 13: 1d20 + 1 ⇒ (9) + 1 = 10

The lizardfolk in scale mail barks a reply, "Қаруды суға тастаңыз. Немесе кетіңіз." He points to your weapons, then to the water.

Draconic:
"Drop weapons in water. Or leave."


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)

”Whats he saying?” Tarn asked, his hammer resting on his shoulder. Once translated he shook his head. [b]”They want to nick me hammer! Or steal it. Right unfriendly that is. Tell them that they should be more polite, the wee bastards.”[/b


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

@Badger. This is a Deception check, because you said 'didn't know this was a home.' Don't know why you have Persuasion +4 vs. +3

[dice=Insight DC 13]1d20+1

The lizardfolk in scale mail barks a reply, "Қаруды суға тастаңыз. Немесе кетіңіз." He points to your weapons, then to the water.

** spoiler omitted **

The roll would be 3 lower if its a deception. Though I would suggest that we were assuming this might be their cave and part of this trip is confirming that this cave is part of their home. That was one of the reasons that Badger was suggesting we go ashore and look around for awhile first. I am game either way just saying its a technically true as it wasn't confirmed until they came out of the cave.


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

Badger nods, In draconic he says, "My friends don't speak your tongue."

He answers Tarn, "They want us gone, or to disarm and throw our weapons in the water."

Badger motions to the knot he just tied and spends some time fussing with it like he is going to untie it waiting for word from the others.

Deception: 1d20 + 1 ⇒ (10) + 1 = 11


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

He speaks draconic, "I guess you want us gone. Just gonna untie this. Oh wait no its pull this one."


Blacklock held his hands open for all the brutemen to see.

If they give him crap about the crutch he'll toss it.


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 |

[

Draconic:
"Please, we mean no harm. We will not advance. We seek only to learn why your people are arming yourselves so close to the human town. Is there a leader we can speak to?"

Persuasion 1d20 - 1 ⇒ (7) - 1 = 6


* Saltmarsh *

The scale mail wearing lizardfolk replies to Kwin, "қаруларыңызды суға тастаңыз, біз сізді патшайымға дейін шығарып сала аламыз."

Draconic:
"drop your weapons into the water, and we can escort you to our queen."

You notice more lizardfolk arrive beyond the first four down the tunnel passed the torch.


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Draconic:
"I do not go Unarmed as a prisoner,, I doubt my friends will as well. I do know your Queen will want to speak with us for we have knowledge of you seeking weapons. It is why we are here to ask and come to a solution. If you do not wish to talk on equal footing, then we can leave and come back after you have given her the message."
the Wizard says to the Lizard folk laying out the truth,yet not all of it. It was simple at least I'm her mind. Be willing to talk now or they leave and come back after the message is given to the Queen.


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)

"Kinda daft, aren't they?" Tarn mused. "Dropping weapons wouldn't do much against us, would it? What're they gonna do, cut off Blacklock's arms? It's about the only way to disarm him." He did not even register how his joke was in poor taste.


Blacklock was tense, and though he spoke not a word of Draconic, he nevertheless scanned the body language of the growing threat...ready to throw fists at the drop of a dime.

Insight: 1d20 + 5 ⇒ (8) + 5 = 13

Wondering if Bimz can help? It understands draconic and common but cant speak, however it has:

Quote:
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Could it project some peaceful intentions? Not sure what else to try myself.


* Saltmarsh *

"Қарулар? Біз сізді патшайымымызға дейін шығарып саламыз." The scale mail wearing Lizard folk replies to you. He gives Badger the side-eye, obviously as a result of saying that he didn't know about their home.

The scaleshield steps back and calls down the tunnel, "патшайымға айт, біз бөгде адамдарды әкелеміз. Жолды күзет." The dozen or so lizardfolk behind him slowly retreat down the tunnel. He backs up waiting for you to follow him.

Draconic:
"Weapons? We will escort you to our queen."

"tell the queen that we bring outsiders. Guard the way."


You need to decide whether or not to leave the two guards in the boat.

He leads you deep into the lair along curving five foot wide corridors with floors, walls, and ceilings of rammed earth, more than 200 feet if try to keep track. You pass eight doors and several corridors, lizardfolk warriors standing guard in front of them.

You finally enter one of a double door into stone room. Two sets of three pillars flank a central area where two lizardfolk hatchlings are playing. At the far end of the room, a wooden throne stands on a low, stone dais. Carvings of reptiles decorate the throne, and glints of reflected light hint at the presence of inset gemstones.

The heads of several creatures hang on the walls, mounted on plaques of wood for display as trophies. Along the west wall, you see a giant insect, a different giant insect, a hippopotamus, a hobgoblin, and an aquatic humanoid. Along the east wall, you recognize a brown bear, lion, shark, giant frog, and another shark.

Upon the throne, you find a decorated lizardfolk surrounded by several decorated older lizardfolk. The queen quiets the throne room holding up her claw after everyone files in, you and your escort of over a dozen warriors. She speaks in Common, "Welcome. You may call me Othokent. I've heard you know where our weapons are, but I don't remember you. Why are you here?"

I'll update the map later, but I need to help my daughter with math.


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 nods respectfully to the queen. "Greetings, Queen Othokent. I am Argyri and we are the Fantasmanauts. We do know where the weapons are, but we don't yet know why you need them. I trust you'll understand that to see if we can work together, we would need to understand what you need them for."

Persuasion: 1d20 + 5 ⇒ (4) + 5 = 9 Hmmm, anyone want to Aid so I get advantage?


Blacklock the Cripple was no threat to the powerful lizardmen, but his adolescent rage was hard to conceal. Here was the regime that funded Xendros and her fiery swath of tyranny across the coast, the wealth of the kid's true enemy. His teeth grit nearly audibly, with Bimz' wing stretching across his chin as an imperfect muffle.

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