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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Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Going to use Arcane Recovery during the short rest

"If the pipe is magic, I'd be happy to study it. And if we can sell what there is to be found here, well and good. I'm even willing to give a cut to our friends here, to help them on their way. I am nothing if not a magnanimous man," the baron says, adding, "Though I'd hope that kindness might be a remembered thing. Assuming we can sell it."

Belwick considers his lot. Keep smiling, Belwick. You're alive, and potentially richer than you were the day before. Do not think about the fact that you are consorting with thieves, ruffians, and scalawags. You are playing the hand you've been dealt.

"My friends, I trust you to organize the details. I would like to study Sanbalet's spellbook."


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"Yeah, I don't care what happens to them now. Our work here isn't done. You have to clear an entire den, otherwise it'll just come back next season."

Venn eyes that sweet sweet scale mail.


Map

Sanbalet's Spellbook contains the spells:

Magic Missile
Color Spray
Charm Person
Silent Image

Scorching Ray
Magic Mouth


Character Sheet

"Help yourself Venn, if it's safe. For my part anyway, I have the plate we found earlier. If you can use the scale, you should wear it."

Baghotir is ready to take the prisoners they kept back to town.


Map

As per slack, Venn tries on the armor.

The armor resizes to fit Venn, as if by... Magic?

He feels no ill effects on his body or mind. After some experimentation...

https://www.dndbeyond.com/magic-items/mariners-scale-mail

You learn nothing of the history or make of the armor, but you figure out what it can do.

If you have a swim speed, you don't need to make swim checks with Athletics. You just swim.


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

"Shall we get this lot back to town then. Get them tossed in a cell." Caelius helps load up the prisoners, as well as the dead into a makeshift board to slowly drag them back to town.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"I feel some leniency is fair for Oswald. As well as for David, Much, and Dee. Val and the hobgoblins are trouble though and the they, along with Sanbalet, are proof enough for our needs."

Belwick returns his attention to Oswald. "What's Ned's story?"


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

"Leniency is fine, but let's get them to a cell first where cooler heads might talk things out."


Map

Oz pleads for Val to be released to him.

She's not right. She doesn't understand a lot. She's a devil with a blade or a bow, but I don't think she understands killing. She's always one who needs someone to tell her what's right and what's not. She and I do all right. But Sanbalet was the big boss around here and he needed a killer so he made her one. I'm beggin' ya... Let me take her and the three. If she gets to the law, it'll be the noose or prison. Neither of which will help her. Lemme help her.

As if to reinforce his point, Val clings to Oswald, the now defacto leader of what's left of this gang. She can't meet anyone's direct gaze and doesn't talk. If Oz moves to far away she clearly gets anxious.

Re: Ned

Ned's not one of us. He works for someone in Saltmarsh--a hired spy for one of the merchants in Saltmarsh. After y'all hit us yesterday and went back, word must have gotten around. Ned showed up and somehow got in with Sanbalet. Some kind of code word maybe? They talked in private and when they came out, they had this idea. The plan was to wait for you bunch to get back here. He was supposed to wait in the house above and get in with you. The hope was to get you all killed by the dead things or the critters in the house--Ned was supposed to wait for the right moment and turn on ya. I think dead was the first plan, but Sanbalet and Ned figured it might continue to sell the haunted house idea to folk if you just completely vanished. They wanted to sell you to the pirate lords on the next boat. You'd be taken away and sold as slaves and we'd turn profit. I'm not a slaver, but you five killed Tasker so I had a moral dilemma. What turned things is that I still needed to find Jekka and the kid. And I did--it wasn't hard to figure out what must have gone down. Jekka is pragmatic if nothing else. So I was tracking you just to kinda... Take your measure. You were nice enough, and didn't seem like killers to me. This must have just been the end of the road for the Haunted House bit, and maybe it was time. If you'd been a rougher sort, I might've felt differently. But here we are. Now I just want out with my people. I'll wait about to see what turns for Jekka and the kid, but we're done with this business.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick considers all this. Unafraid to have this conversation in the open, he speaks up to Caelius. "I think a cell is precisely what they want to avoid. And rightfully so, as a cell is often just the precursor to the noose. Jekka and Pete were lucky. And I think that mostly has to do with our involvement."

"We were asked to deal with the smuggling. And as far as this place goes, we have done so. We'll even have some rascals to prove it," he says, waving at Ned and the hobgoblins. "Put prison is no place for rehabilitation. It's containment. And I'd say that we have a group of people who've learned a valuable lesson. Right?"

Not waiting for Oswald to reply, he continues. "Now the real thread that needs tugging on is this slaving business. And that's why our dear friend Ned needs to be clapped in irons and held accountable. That man deserves a thorough interrogation."

So my wish is to set Oswald, Val, David, Much and Dee. With a strong suggestion that perhaps Saltmarsh isn't a place for them right now."


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 has sympathy for Val. She has experience with broken people clinging to whatever lifeline they can find.

I'm ok with you taking Val, Oz. Hopefully, she'll be able to find a little peace with you. We were tasked with stopping the smuggling going on here. There weren't any stipulation placed on how that was done or how to handle those responsible. Of course, I'm just one voice here, but that's my vote.

I do wonder who Ned works for. I assume this merchant was skimming and supplying Sanbalet, or was buying from him on the cheap. We likely have a new enemy in town who won't be happy we disrupted their easy money.

Alisanne makes sure they can bring the silk and brandy with them. She might know where they can offload it for a little extra profit.


Map
Alisanne Skullfist wrote:

Alisanne has sympathy for Val. She has experience with broken people clinging to whatever lifeline they can find.

I'm ok with you taking Val, Oz. Hopefully, she'll be able to find a little peace with you. We were tasked with stopping the smuggling going on here. There weren't any stipulation placed on how that was done or how to handle those responsible. Of course, I'm just one voice here, but that's my vote.

I do wonder who Ned works for. I assume this merchant was skimming and supplying Sanbalet, or was buying from him on the cheap. We likely have a new enemy in town who won't be happy we disrupted their easy money.

Alisanne makes sure they can bring the silk and brandy with them. She might know where they can offload it for a little extra profit.

Any one of you able to sail? Take the whole lot in the Jollyboat. Quick trip back to town.


Map

If you're opposing smuggling in Saltmarsh, then you've made a number of new enemies. It's been like this for years, decades probably. The King wants to change all that and the new Mine is the first step. Trying to make the whole town respectable. There will be a bunch of folks who don't want things to change.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick shrugs. "I don't know that we'll be stopping smuggling in Saltmarsh. But I think it's fair that slavery will be something we oppose when we see it."


Character Sheet

"Yeah, our contract is only to stop shenanigans here. Not in the entire region. I have too much work to do with the guild to make a life of this." Baghotir adds belatedly.

He's not keen on letting a bunch of people go - preferring to let the law sort out such matters. Still, he doesn't see a good way of making that happen. There are still those who could fight, and fight well perhaps. Best to take what they can.

"Aye, I agree with the plan as it seems to have shaped up. Dunno about taking the boat back though." he looks warily at the others to see if there are any seafolk among them. He rather hopes not...


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"I couldn't give a piss about smuggling, it's slaving that boils my blood. I'm okay with your take Belwick."


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

I believe that's quorum. Oz, I wish you luck. Is there anything you might want relayed to Jekka and the boy?

Now, let's see about getting these ne'er-do-wells back to town, along with our booty.

Alisanne starts considering who she might know that could offload the silk and brandy.


Map

Oz and his people will am-scray if you're letting them. They head for parts unknown.

To Alisanne: If they get released, tell them, 'It seems like old times', and that, 'I'll keep the chowder on', if you don't mind.

Ok... Back to town? If you head back, you can present your findings. After that you can level up if you haven't already. Then if you want to clear out the undead in the Alchemist's Lab, we can do that. Once that's complete (or we can skip if you like) There will be a week of downtime in Saltmarsh and then Part II of The Sinister Secret of Saltmarsh.

You should describe your activities back in town, both for the night and when we're ready, tell me how you want to spend downtime.


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

Caelius holds his hands up. "Alright, but they show back up in town on the wrong side of the law again and they will have to go into the cell."

Once back in town Caelius will spend his downtime fully checking in with the Captain of the Guard and get better situated with the seedier sides of the town and where to go and avoid. He is eager to see what 'Ned' has to say when he finally awakens.


Map

The sleep spell only lasts ten minutes. I assumed you'd be restraining him prior to his waking up.

He has said nothing.


Character Sheet

Baghotir helps carry/pull/drag their prisoners and their loot. If it takes two trips - so be it. He's pleased to be handing over prisoners to the town, and asks, politely, when they might get their reward.

With the group he says, "Let's check out the alchemy lab, might be some good loot in there too once we're past the skeletons. We should look them up too. See what weaponry we should use, that sort of thing. Not sure where to do that research, but I'll ask around the guild today when I have some time."

"Shall we meet at breakfast?"

He'll spend his afternoon at the mine, doing his day-job and helping to ensure the place is property shored up. He'll ask some of the old-timers if they ever encountered undead in the deeper place of their work, and if so, how they fought them off.

Once we figure out how much wealth we have, how does purchasing work? I want to get some mundane things (like rope), but he'd be curious as to more interesting/magical things as well (though I assume we cannot afford anything cool as yet). Improving his weaponry is high on his list if such things can be done.


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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

When the group brings the smugglers to the guard, she'll check in on Jekka and the boy.

Thanks for the tips, Jekka. Sanbalet is no more and so is his operation at the house. Got those hobgoblins you warned us about with Sanbalet, too. We had to clear out some vagrants who'd holed up in the place, but they scampered off at the sight of us. Still a little more to do there. We keep going back so much. It seems like old times. We'll let the guard know that your info was helpful. If they let you out, you should come find us for a bite, if nothing else. I'll keep the chowder on. Should you choose to stick around, of course.

Alisanne spends time that evening getting in touch with folks she knows and tries to offload the silk and brandy, maybe minus one bottle.

To the group, I'm interested in checking out the alchemy lab, too. I don't like the idea of leaving the house not 100% cleared out. Even the smugglers didn't know what's in there. I'm eager to find out.


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Venn spends his time apart. He has little desire to deal with the authorities. Once the party handles the split, he takes his share and buys new supplies. Before breaking off he replies to Alisanne's thoughts, "Agreed. the people here are no match for what's in there. We should clear it out before more ill befalls this town."


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick keeps with Alisanne as she checks in on Jekka, though he lets the bard lead the conversation. He adds, "And don't forget my offer, should you be interested in a different line of work."

With the rewards and coin come in, he makes a point to acquire the materials needed to decipher Sanbalet's shorthand. The baron is certain that the investment will be worth the effort.

He happily joins the others for a meal and drinks. "I too would like to complete our search. And with luck there'll be a spell or two that will help deal with any obstacles."
"How much do we each make? This will dictate my future downtime plans


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

Caelius spends the next several days with Ned, trying to make some sense of the situation. "Ned, why did you do it? We saved you. Who hired you to do this?"

Seeing he is being given the silent treatment he shrugs. "That's fine. You can stay in the cell until you want to speak. Tell us who hired you and what is going on and I can see about getting you out of here."


Map

Everyone is awarded the 200GP (that is each) for your findings.

If you want to sell anything, lemme know!


Map
Caelius Burningseeker wrote:

Caelius spends the next several days with Ned, trying to make some sense of the situation. "Ned, why did you do it? We saved you. Who hired you to do this?"

Seeing he is being given the silent treatment he shrugs. "That's fine. You can stay in the cell until you want to speak. Tell us who hired you and what is going on and I can see about getting you out of here."

Ned has taken to pretending to meditate. Or actually meditate. You can't tell.

Excuse me. I don't butt into your business and tell you how to do your job, do I? You may go.


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 continues to try and work her contacts to sell the silk and brandy.


Character Sheet

Baghotier takes his share smiling. The first thing he does is to head down to the haberdashery, and buy some fine clothes for himself (15gp). He carefully packs them in his pack for now. Finery is fine for fine events, like dinner tonight. But he still has work to do.

And shopping! He heads over to the general store next, and picks up some silk rope and a grapple (12gp).

Then, properly burdened, he heads over to the guildhall to see how he can help there for a time. When he's done there, He'll treat himself to the finest dinner he can find in town. Eager to try something new, he'll even eat there if they don't serve meat and potatoes.

He rises early the next day, eager to get back out there and sample the undead alchemy lab. He still doesn't know if he should use his warhammer or battleaxe though. He shrugs and waits for the others to rejoin before heading back out to the house.


Map
Baghotir Nightthane wrote:

Baghotier takes his share smiling. The first thing he does is to head down to the haberdashery, and buy some fine clothes for himself (15gp). He carefully packs them in his pack for now. Finery is fine for fine events, like dinner tonight. But he still has work to do.

And shopping! He heads over to the general store next, and picks up some silk rope and a grapple (12gp).

Then, properly burdened, he heads over to the guildhall to see how he can help there for a time. When he's done there, He'll treat himself to the finest dinner he can find in town. Eager to try something new, he'll even eat there if they don't serve meat and potatoes.

He rises early the next day, eager to get back out there and sample the undead alchemy lab. He still doesn't know if he should use his warhammer or battleaxe though. He shrugs and waits for the others to rejoin before heading back out to the house.

One of your companions can make a check, or you can find someone (an NPC) who knows.


Map
Alisanne Skullfist wrote:

I believe that's quorum. Oz, I wish you luck. Is there anything you might want relayed to Jekka and the boy?

Now, let's see about getting these ne'er-do-wells back to town, along with our booty.

Alisanne starts considering who she might know that could offload the silk and brandy.

For Alisanne's eyes only:
Kreb Shenker at The Empty Net deals in smuggled and stolen goods. You can go to him definitely. How are you getting the goods back to town?

Map
Alisanne Skullfist wrote:
Alisanne continues to try and work her contacts to sell the silk and brandy.

Sorry, I'd missed that. Posted below.


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

For the GM:
If we can't collectively carry the stuff back, Alisanne would requisition a cart and mule (23gp) to go grab everything. Venn is proficient in land vehicles if necessary. If Kreb can fence the goods, Alisanne will take it to him


Map

For Alisanne:
Not sure which of your companions would object, but you are selling stolen and smuggled goods. Well done! The lot of it nets you 530 Gold Coins.


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 makes a point to track everyone down and distribute a small sack containing 106GP to each of her companions.


Character Sheet

Baghotir thanks Alisanne for the pouch, "That's quite a finder's fee. It was a lot of stuff I suppose." It feels a little off to him, but at the same time, they're putting an end to the ring of thieves, some of them slavers. Nasty bunch that.

"Folks tend to open their hearts and pockets to heroes." he reasons aloud.

Happy to have Baghotir a little in the dark on this - but if Alisanne wants to play it straight with Baghotir and tell him the truth, that's cool too (and I already have some thoughts if it goes down that way).

Baghotir learns who will get his coin Iuz! and he can't stomach it. He'd love a potion of healing to extend his reach, but not from them. He'll wait.


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Alisanne finds Venn on the outskirts returning from a hunt. "Thank you. Hey, is there a place in town I can find curatives? I'd rather not ask around if I can avoid it."


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 directs Venn to the Faithful Quartermaster of Iuz as the only place in town that she's aware of.


Map

Correction: Winston will have basic potions of healing. He can supply you with anything from the PHB not a weapon or armor.

Weapons and Armor can be purchased at the smithy.


Character Sheet

Baghotir will totally take advantage of that fact to buy a potion of healing in Winston's store. It's an expensive purchase, but in a jam, could save a life.


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

Caelius collects his gold pouch. "Wow, that is a bit more than expected for the finder's fee. Thanks Alisanne!" He leaves Ned be for some time to think on his actions as he purchases a small bit of healing. They were going to need it as he was injured quite a bit in that Manor.

Purchase Healing potions x4 for 200 GP.


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Venn comes in long enough to buy a couple of potions. After looking about for something to spend the lot of it on, he opts to save his money for the moment.


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

After fencing the goods, Alisanne makes a few mundane purchases, like replacing her rapier, and makes sure to snag a couple of healing potions as well.

She spends the late hours at The Empty Nest, drinking and entertaining.

She meets up with the crew early the next morning, eager to put an end to the manor.


Map

Is everyone levelled up? If we are we can go back and finish off the house and then advance the story.


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

All leveled


Character Sheet

Baghotir meets with Alisanne and the others early. He's eager to see the undead, festering though they must be. He has a plan - and he hopes it'll work!

Ready!


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Do it. Do it.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick requests a later start to their adventures, specifically so that he can copy some of the spells from Sanbalet's spellbook.
Looking to copy Charm during the night, and Magic Missile the next morning. Is there a check? I know it's 2 hours and 50gp each.

Once done he's ready to return to the manse.


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

There is no check


Map

Mood In Saltmarsh: 1d20 ⇒ 18
Random Encounter Check: 1d20 ⇒ 11
Weather: 3d20 ⇒ (19, 16, 13) = 48
1d4 ⇒ 1

The next day is typical for Saltmarsh. The Fishers go about their business. The catch is as expected and all seems well.

It's an unusually warm day and you find yourself travelling through a light and breezy sun-shower. You need to take off a layer or two to stay comfortable even in the rain. By the time you get back to the manse, you're grateful to have some shelter and each of you is soaked, but not cold. Just wet and warm.

I've placed pogs in the barracks. Position yourselves and let's go.

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