The Famous Adventurer's Correspondence School For Heroes

Game Master Antoine Gagnon

Dungeons & Dragons. Play-By-Post. Ghosts of Saltmarsh until we get bored.


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Map

Unlike the barracks, this small room holds comfortable furnishings and appears to be well cared for.

A comfortable-looking bed in the northwest corner has a wooden locker at its foot. The locker is open and empty.

A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three burning candles provides the room with bright light. The candles, though not fresh, are far from spent.

Under the table is a secret compartment--a drawer, that looks like if it were closed it would be tough to spot. The drawer hangs open and is empty. It looks as though it is sized to hold several smaller books or perhaps one or two larger ones.

Under the table is a small wooden box and an unlit bullseye lantern with a movable shutter over the lens.

On a shelf above the table sit three books. In the northeast corner is a closed wooden wardrobe.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Well, s%!#. I think we missed our chance at some spoils.

Alisanne moves in to check out the books on the shelf. She'll inspect the box and lantern before moving on to the wardrobe.


Map

The three books are:

1. A... Fully... Illustrated volume of Erotic Poetry.

2. A naval almanac listing tide times for the area of coast around Saltmarsh (a total of one hundred miles of coastline is covered)

3. The Demigod Iuz & His Minions: A Treatise, by Natasha The Dark. A sheet of parchment falls out of the third book. On the parchment are written some words in common in one column, and a second column with words written in the common alphabet but they look like gibberish. The Common words read things like, "Fight", "Lift", "Come", "Stop" and other similar command words.

The bullseye lantern is is excellent condition and nearly full of oil. The Box contains twelve candles, flint and steel, and a curious piece of parchment. On the parchment is written the following:

I - ...
II .-.-
III ---

In the wardrobe hangs a fancy oilskin duster coat. Floor length. MANY pockets in the sleeves. Exquisite condition. It is trimmed in iridescent green silk.

The books are very nice and may be valuable.


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

"Didn't those two we have in the cell say they moved operations to some caves below." Caelius mentions what he heard as he picks up the parchment. "What do you suppose this means?"


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alisanne tucks all three books into her backpack. She'll grab the lantern and the box. She'll don the duster.

I thought they'd said they used the caves to move the goods. Considering the lack of stuff, I think they got wind of what happened. Maybe they learned about the plea deal and our charter. Decided to skeedaddle rather than face us or the constabulary.


Character Sheet

Baghotir is disappointed they're missing out on pirate loot, but it would have been tough to beat them all anyway in the shape the group was in, so it's just as well.

He'll move along to the next door as he says, "We should ask our prisoners what it means. They should be able to shed some light on the code."


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"It's likely a cypher of some sort. Or it's a pattern for flashing light for the smugglers to see. Either way, the more we look about the more we have a chance to learn," Belwick says, not seeming worried. "Oh, and I don't think the treasure is lost. It's just been moved. We'll find it."

The baron then draws his dagger. Whispering a series of arcane words, he gestures over the blade of the weapon. Moments later it glows with a bright light.
Cast Light


Map

As Alisanne picks up the lantern, Belwick notices that it has a moveable shutter over the lens.

The next room is a door barred from this side. The bar and door look as though something tried to break through from the other side and failed. There is a sign on the door that reads Danger!.

The southwest corner of the barracks room is where Jekka told you to find the secret door. It is marked on your map.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alisanne heads over to the secret door and makes sure it's safe.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"Maybe we missed out.... but I wouldn't be surprised if we meet again. For now, we should be thorough, look for false bottoms, hidden caches and the lot." Once satisfied, Venn will open the secret door.


Map

Position the party, please. I'll provide some narration in just a moment...


Map

Alisanne... The oilskin duster fits perfectly. It's very nice. You're surprised it was left behind as it must have been expensive. Someone either was in a hurry or didn't think of it.

You all make your way over to the corner where Jekka identified and told you about the secret door. Ned protests, We're just going to leave that Danger room unexplored? There could be some good loot over that way! I thought we were adventurers. The shelves lining this corner swing out and then up--some items on the shelf are attached and meant to act as camoflauge. With the shelf that is not a shelf out of the way, the wall behind it can be pushed open. It reveals a set of carved stone stairs that descend into a natural cavern.

Torches line the walls and illuminate the passage that leads east. You can hear a loud voice barking orders in an unfamiliar accent, and you hear the sounds of human labor. The sea waves can also be heard here.

The natural cave slopes down towards the south. These passages must descend to the sea through the cliff.

Passages to the south west and south are dark. Only the passage leading east is illuminated.

Ned clears his throat, Ah... Maybe we should get out of here. Come back with a larger force. It sounds like, I dunno, a dozen men?


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alisanne whispers, The "Danger" door with undead of some sort behind it you're ok with, but a dozen smugglers has you quaking? You're a strange man, Ned.

Staying close to the wall, Alisanne sneaks forward to see if anything immediately threatens.

Stealth: 1d20 + 5 ⇒ (2) + 5 = 7


Map

Ned whispers, maybe a little too loudly Eh... If I wanted to hide my good stuff and come back for it, I'd do just what they did. Put it behind a door and leave some dumb myth behind...

You creep forward. Nothing jumps out at you.

Giving you Advantage--they sound occupied: 1d20 + 5 ⇒ (19) + 5 = 24


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Room's not going anywhere, Ned.

Alisanne creeps forward, motioning for the others to follow.


Map

You see movement in the cave ahead a the end. It's brighter in there as well.

Ned ask you, What do you see?


Character Sheet

Baghotir, battleaxe at the ready, closes with Alisanne, though he stays back as he knows how noisy he is. He gets close enough to rush forward though when they get to the pirates.

He's eager for battle with the scallywags!

Stealth: 1d20 + 0 ⇒ (6) + 0 = 6 disadvantage Stealth: 1d20 + 0 ⇒ (11) + 0 = 11


Map

Group stealth check... Party succeeds if at least half the party does. I can roll for anyone unable to.


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Stealth: 1d20 + 3 ⇒ (7) + 3 = 10


Map

Botting...

Belwick Stealth: 1d20 + 2 ⇒ (2) + 2 = 4
Caelius Stealth: 1d20 + 2 ⇒ (7) + 2 = 9 or 1d20 + 2 ⇒ (10) + 2 = 12

The talking stops. All goes still.

You all hear a voice speaking in what can only be called an outrageous accent, and it says 'Allo! Welcome! I think we have some guests, mais non? I am speaking to you, interlopers! Sneak-Thieves! Blades in The Dark! Who is it that disrupts the plans of the Great Sanbalet? Will they deal or will they cross swords? LALAINEPLUDYO!


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Venn curls hips lips in and clenches his jaw as he looks up at the ceiling, "A+&*~$$ of Vecna." He relaxes his face and raises his eyebrows as if to say to his teammates "Someone want to try talking, or do we commence with the violence?"


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Caelius makes sure to keep his blade sheathed momentarily. "I just arrived in town so I am not familiar with the Great Sanbalet. What do you deal in?"


Map

A villainous chuckle echos off of the cavern walls.

Ooooooh, Sanbalet is a dealer of death. A Master of Ze Mysterious! A... Mehjishien! But parehaps you are wise enough. Leave now. And Sanbalet will spare your meager lives. Forget this place. Go and fish ze seas. Mmmm... It is a good life, non? Come closer and you will learn just how deep is za trouble you are in, mon ami.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick considers the sounds of men, remembering that Jekka warned them of Illusory magic. A spell that suggests inflated numbers is just the sort of thing a clever magician might do.
Check to determine if it was an illusion?
Investigate (Int): 1d20 + 3 ⇒ (14) + 3 = 17


Map

The voice is NOT an illusion, Belwick. Sanbalet's voice is real and coming from the east.

The sounds of hustling and movement that you heard until just a few moments ago was also real as far as you can tell.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Considering, he decides that leveling the playing feel (artificially) is in order. Quietly he works through the gestures of an illusion, adding the sound of shuffling feet and the odd cough to make the party seem bigger than it is.
Cast Minor Illusion. DC is 13 if needed.


Character Sheet

"I'm afraid we won't be backing down." Baghotir urges the others forward. If they're too afraid, he'll push through them and lead. "We've been hired by the town see, and you and your kind ain't welcome here any more."

"There doesn't need to be any killing. Just come along peacefully like and let's sort it all out in town, shall we?"

He wants to get to where he can just see the other(s) for he fears some sort of subterfuge. But he tries not to completely expose himself either in case there are a dozen archers around the corner.


Map

Sanbalet's Investigation:
1d20 + 3 ⇒ (20) + 3 = 23

Clever--But you cannot fool Sanbalet! Be aware, mes amis. They have magic of their own!

Taking the liberty of an intimidate check for Baghotir... 1d20 + 2 ⇒ (9) + 2 = 11

he hears uncertain feet shuffling east, and more uncertain feet shuffling to the south.

Baghotir creeps to the front so he can get a look... And sees nothing ahead. The passageway turns south, out of view. This doesn't match Jekka's map. There should be a chamber directly to the east.

Stay there, Dwarf! No further or you will not leave this cavern alive. Nor will any who turn against Sanbalet, mes ami. Stand your ground or face me.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Placing her trust in Jekka, Alisanne picks up a couple of stones from the cave floor. She moves up past Baghotir and tosses the stones at the "eastern cave wall". She then continues into the small alcove there.


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Hearing of the unlawful behavior Caelius draws his blade. "I am Caelius with the Saltmarsh Guards and you have just threatened our lives. Lay down your arms and noone has to get hurt." He looks to the others. "Find a way through."


Map

Alisanne's stone flies through the eastern wall, and makes no noise as it passes through it. A moment later you hear the stone hit the floor.

Initiative:

1. Ned (22)
2. Hobgoblin (20)
3. Alisanne (17)
4. Sanbalet (17)
5. Bandit (14)
6. Venn (11)
7. Scout (10)
8. Belwick (8)
9. Baghotir (7)
10. Caelius (6)

Baghotir and Alisanne:
The Eastern Wall is an illusion. The wall is there, but no longer obscuring your vision. Beyond the wall you see a dirty young woman with a crossbow wearing leathers standing next to a Hobgoblin warrior wearing heavy chainmail, armed with a wicked looking serrated longsword and a tower shield. A longbow is slung on it's back. Beyond them, an archer in all black aims a longbow at you. Next to the archer in black is a man with a shaved head and eyes so green you can see them from here and they almost glow. He has a hoop earring and the fingers of his left hand are extended and twitching in a sort of game of cat's cradle. in his right he holds a dagger. He wears a long black oilcloak.

Ned advances around the corner and takes the dodge action. His eyes dart around looking for danger. In a loud whisper, Where are they?

DM:
1d20 + 4 ⇒ (15) + 4 = 19
Perception DC19:
Ned takes a vial out of his underpants and slyly coats his borrowed rapier in the substance.

Baghotir and Alisanne:
The Hobgoblin snarls silently and readies an action. He motions for you to come forward.

Alisanne is up.

This is going to be tough. Stay sharp.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

The wall ahead is an illusion. Archers on the other side with Sanbelat, Alisanne calls out to the others.

Oswald, Jekka sends her regards. She's hoping you make it out ok.

Alisanne then begins singing a lullaby to help their odds.

Sleep: 5d8 ⇒ (7, 7, 6, 7, 2) = 29

She then ducks into the alcove.


Map

Alisanne and Baghotir:
The crossbow-woman and the hobgoblin fall asleep and slump to the ground!

OSWALD!? JEKK--THAT IS SANBALET'S COAT! I WILL STRIP IT FROM YOUR DEAD CORPSE!

The party sees Baghotir blasted with magical bolts of force!

3d4 + 3 ⇒ (2, 4, 1) + 3 = 10 of force damage.

TRAITORS AND BASTARDS ALL! ALL WILL FEEL SANBALET'S WRATH!


Map

Baghotir is down, FYI.


Map

Bot, as per slack...

Venn believes in Alisanne and runs full speed through the rockface... And finds himself in a well-lit chamber beyond, facing down Sanbalet and his archer assistant. A Hobgoblin and a dirty person in leathers sleep next to each other in the entryway, the magical slumber stronger than the ambient noise of the battle.

The party, having seen Venn run through the wall, know it to be an illusion. It sort of fades, and is both there and not there. It no longer obscures vision.


Map

For the party:

This cavern, like the passage leading to it, is well lit by torches held in simple iron brackets around the walls. You can see five small bolts of cloth stacked against the wall to your left, and to your right are eight small casks in a neat row.

Spoiler Revealed for all: "The Eastern Wall is an illusion. The wall is there, but no longer obscuring your vision. Beyond the wall you see a dirty young woman with a crossbow wearing leathers standing next to a Hobgoblin warrior wearing heavy chainmail, armed with a wicked looking serrated longsword and a tower shield. A longbow is slung on it's back. Beyond them, an archer in all black aims a longbow at you. Next to the archer in black is a man with a shaved head and eyes so green you can see them from here and they almost glow. He has a hoop earring and the fingers of his left hand are extended and twitching in a sort of game of cat's cradle. in his right he holds a dagger. He wears a long black oilcloak."

The Hob and the woman with a crossbow are asleep.

DM: 1d20 + 5 ⇒ (7) + 5 = 12

Belwick, Perception DC12:
The Ranger you met on the Road tries to sneak in behind you. If you see him, he makes eye contact with you and he holds his finger to his mouth, motioning you to be quiet.

The archer in black withdraws from Venn's reach to get a bow shot at her next opportunity.

Belwick is up.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Perception: 1d20 ⇒ 17

Belwick nods in the direction of the ranger he spots, then moves forward to keep up with Venn. He stops just shy of the illusion.


Character Sheet

Before he can even react, Baghotir is cut down. He drops to the floor flopping like a fish, his eagerness for battle replaced by the pain of war.

Death Save: 1d20 ⇒ 1

Status:
Failures (2/3) Successes (0/3)
HP 0/10, AC: 20
- - -

Well that was a quick campaign. If I understand it right, I'm dead.

Aha! I was wrong! I'm only mostly dead! One more roll baby!


Map

Not dead. But you are Mostly dead.


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Seeing one of the men advance on Baghotir, Caelius slings his handaxe across the open area at the thug. "Stay away from him!" He glances down at the dwarf's prone and bleeding form. I hope he is still alive...

Handaxe (Thrown): 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Crit die: 1d6 ⇒ 5

Status:

HP 12/12
AC 17 (+2 (19) w/ Shield)
Short Rest Die 1/1


Map

We lost a little in translation there. Trying to sort it out via Slack.


Map

While Caelius picks a target for me...

Ned sees to Baghotir's wounds. He takes out a strange packet and holds it to the dwarf's head. medicine: 1d20 + 1 ⇒ (15) + 1 = 16 and stabilizes the unconscious dwarf. He speaks, and makes some kind of gesture over him:

Dwarven:
Sleep, Fool. You're worth too much money to die.

Ned moves closer to the action and takes the dodge cunning action.

While one Hobgoblin sleeps and dreams of disciplined ranks of conquering Hobs, another comes barrelling up the side passage. Double Move

Alisanne?


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Seeing that Baghotir has been seen to, Alisanne steps out of the alcove. She moves up behind her friends and bestows the grace of the fey on them.

Cast Bless on Venn, Caelius, and Belwick. +1d4 to all attacks and saving throws.


Map

Venn will have a chance for it, as Sanbalet reaches into a pocket and brings out a pinch of powder. He tosses it towards Venn and swings his arm about in a wide arc.

Oh, mais oui. J'adore les classiques! HOCUS POCUS!

The entire chamber is filled with rainbows 6d10 ⇒ (9, 9, 2, 5, 9, 2) = 36, and Venn is blinded for a turn. Attacks against you have advantage and you have disadvantage on your attacks, Venn.

Two more bandits follow up behind the hob in the south. They take the dodge action.

Venn is up.


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Grunting in frustration at the spell, Venn takes a step towards Sanbalet and swings his mighty blade in a wide arc, hoping to catch the man:

Disadvantage: 1d20 + 5 ⇒ (11) + 5 = 16 for DMG if hit: 2d6 + 3 ⇒ (4, 6) + 3 = 13
Disadvantage: 1d20 + 5 ⇒ (14) + 5 = 19


Map

Sanbalet screams and nearly falls. It is a miracle he is still alive.

I spit at you, Venn! Famous Pirate Killer! Kill him!

The Archer takes aim... Moving away and risking the attack because Venn is blind. 2d20 ⇒ (8, 17) = 25... 17 hits. Venn takes Piercing: 1d8 + 2 ⇒ (5) + 2 = 7 and again... 2d20 ⇒ (13, 11) = 24 13 Hits. piercing: 1d8 + 2 ⇒ (4) + 2 = 6


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Have at you, trickster! You're days are done!" Belwick says before working through the arcane gestures to fling a bolt of fire at Sanbalet.
Fire Bolt (plus Bless): 1d20 + 5 + 1d4 ⇒ (8) + 5 + (3) = 16
Damage (Fire): 1d10 ⇒ 2


Map

Sanbalet takes the bolt, his face now scarred by burns. But he stands.


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Caelius draws his longsword as he advances to the south. "More of them this way, I'll hold them off from this side!"

Stride, Draw weapon.

Status:

HP 12/12
AC 17 (+2 (19) w/ Shield)
Short Rest Die 1/1


Map

Heh. You're in PF2 Mode. You can attack.

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