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

Belwick's firebolt hits and the skeleton, dry (as a) bone ignites and the skeleton burns to ash before your eyes.

The battle is over, the party is victorious. Each adventurer earns 80 Experience points.

The Skeletal Alchemist carried two objects. The first is a flat, grey and black river stone engraved with an unknown glyph.

The second is a very heavy messenger bag made of canvas and leather. It must weigh nearly a stone, but the bag is... Empty?

The skeletons each carried a shortbow, arrows and a shortsword.

The door to the next room is open. Through the door:

The secret door opens toward you to reveal a clutter of broken glass and earthenware piled on the floor beyond. Three small copper pots lie amid the debris.

A bench runs down the west wall of what seems to be a laboratory. On the bench are jars of powders and liquids and several pieces of chemical apparatus.

There is a table against the south wall, forming an L-shape with the bench. A book is open on the table.

Also on the table is a candlestick, with a tiny stump of unlit candle still in it, and a variety of other items that, even in the dim light, shine with the warmth of pure gold. One of these objects looks like a human skull.


Character Sheet

Baghotir spends some time in the chamber beyond.

First he casts Detect Poison and Disease, warning the others of any areas or items of concern. Then he casts Detect Magic, to suss out anything in particular that might be finer than the rest.

Did his hammer do anything better than his axe? Baghotir was trying to figure out if either was better in attacking the skeletons but it wasn't clear that either was. :)


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The skeletons were vulnerable to your Hammer damage after the protection ward had been broken by a melee attack of any type. The Axe was resisted before the ward was popped, but normal damage after.

The messenger bag and the stone are magical.

There are no signs of disease or poison in the lab.


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

Like a moth to flame, Baron Belwick Donnamoor walks to the book and begins to read. Perhaps there is mention of secret riches within?


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

As Belwick performs his rituals, Alisanne walks to room, checking for any hidden panels, secret compartments, and the like.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


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Belwick, the book is entitled Ye Secret of Ye Philosopher's Stone. It is in fine condition and likely worth a handsome sum to the right person. No author is credited. It is written in common, but the writing is on such an obscure and ill-understood branch of magic, it will take time to study the book and get a handle on what it's saying, exactly. It's like opening an advanced mathematics book without having taken the intermediate courses.

Alisanne searches the tables and the room and discovers a hidden compartment. It's not locked, but it is lined with lead. Inside is a worn leather-bound book inscribed with glyphs.

There are forty-seven gold coins of various vintages, divided into six stacks on the table. There are also some solid gold objects:

A human skull
An apple
a rose
a set of five small discs. You recognize these are being identical in size and shape to the counterweights you discovered in the mansion. But these are solid gold.

The sight of the gold on the table reminds you that each of the six skeletons in the outer room had a gold rib, inscribed with glyphs.


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 hands the book over to Belwick.


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 stows the book, resolving to spend more time reading through it. And hopefully he'll find tomes that cover the topic at an intermediate level first.

When Alisanne pulls out another book, Belwick's attend shifts. "May I have a look? You'll want someone with a practiced mind to handle any potential magical traps within tomes like that. Because traps are not uncommon."


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

Caelies shifts the small discs around in his hands. "Suppose these go with the skeletons out there somehow? Here we are scrounging about and there is just gold lying around all over in here."


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Baron Belwick Donnamoor wrote:

Belwick stows the book, resolving to spend more time reading through it. And hopefully he'll find tomes that cover the topic at an intermediate level first.

When Alisanne pulls out another book, Belwick's attend shifts. "May I have a look? You'll want someone with a practiced mind to handle any potential magical traps within tomes like that. Because traps are not uncommon."

The book isn't trapped. Belwick quickly determines that this was the Alchemist's grimoire. There are a number of magical spells within.

dancing lights, comprehend languages, Tenser's Floating Disc, and, shatter.


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

"There's a lot here, and most of it is beyond my ken."

While the more erudite and faithful check the room, Venn spends his time investigating for other dangers - secrets and signs of malfeasance and foes not yet met.


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Venn Greenbough wrote:

"There's a lot here, and most of it is beyond my ken."

While the more erudite and faithful check the room, Venn spends his time investigating for other dangers - secrets and signs of malfeasance and foes not yet met.

The party thoroughly searches the room. No more secrets remain.

But for the searching and discovering of the hidden spellbook... Everyone earns +10 XP


Character Sheet

Baghotir spends his downtime working with his guild and the Copperlocks Dwarves. He coordinates with the miners, especially Manistrad, to ensure they have what they need to reinforce the mines.

In addition to his masonry work, he'll check in with the local taverns, and see if any have a 'house' brew. If so, he'll inquire about checking out their facilities - a tour if you will. He's eager to improve his skills in that arena, and so he wants to see what the locals are doing in that regard.

If he manages to find a place to work, he'll 'craft' this week. It's a blend of masonry and brewing. If he has to stick with one, he'll remain loyal to his guild - masonry.

That was a nice interlude. Financially worthwhile too. Now that I have some wealth, I really should look for items that aid me. He ponders.


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 takes the vintage coins and the gold objects, gold ribs included, and takes them to back to town. On the sly, she'll ask around if there are any particular buyers for vintage art or coins to see if she might be able to get more for the gold than their face value in metal.

Will provide whatever roll DM requires

If she can't find anyone interested, she'll bring the lot to Kreb at The Empty Nest and see if he's interested in buying it all.


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 takes the time to actually visit Saltmarsh. The smell of a town is often distasteful to him, but nature's potency hasn't waned here. It's rare to have coin in his pocket, so Venn looks around. He's got a few things on his mind; a better sword, maybe even a bow. He's also looking for an elf, of any kind (he's not expecting grey or grugach.) There's a lot of lore in their history, and much of woodcraft comes from them. He'd like to learn their tongue.

So he checks merchant shops first, willing to trade labor for lessons.


Map

It's NET. The Empty Net. This is a fishing town.

-47 Gold Coins
-Six rib bones dipped in gold (5 GP Each)
-Skull, 20 GP
-Apple, 5 GP
-Rose, 5 GP
-5 Alchemical Balance weights, 5 GP each for a total of 25GP


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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

As the party relaxes over a pint the evening after the skeletons, Alisanne hands each member 26gp, 4 sp.


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 spends the next week Carousing at the Wicker Goat (50gp).

If not explicitly offered time to perform by the establishment, she'll snag any free stage time to perform and entertain the guests. She'll sing songs appropriate to the crowd and embellish the tale of their foray into the haunted mansion and breaking up the nefarious smuggling ring within. She'll be buying rounds during her tales and try to win over a merchant or guard or two.

Perform(Cha): 1d20 + 6 ⇒ (11) + 6 = 17


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Carousing in Saltmarsh is a lil different.

Your carousing costs Gold Pieces: 2d10 ⇒ (10, 9) = 19

Alisanne has made a contact. Tell me about this contact. At The Goat, your contact is either one of the local Dwarves or a Town Guard. You can have a max number of contacts equal to 1+CHA Mod. Your contact is now your trusted friend and they will offer help when needed, but will not risk life or possessions for you.


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Venn...

Mechanically, spend 25GP

Venn wanders the town and listens to the wind. It comes naturally to him. He suffers more than one heartfelt well-wisher. His exploits before against the pirates had made him a well-known local hero. Now the tale of The Haunted House is spreading. The attention is uncomfortable.

But the wind speaks to Venn, and he finds himself before a door. It is a tall, three story walkup. The building is old, but maintained. It needs a little work--the owner clearly puts more focus on the window boxes and the small gardens flanking the steps. There is a Silver Moon embedded in the door. A lithe figure, hooded, wearing a white frock tied with a deep blue sash. The feet are bare, and some living vines are twisted about the persons ankles and wrists.

You are beckoned inside.

Following the person inside and up the stairs, you see that the inside of the house is filled with plants. The sounds of water running from small water features. You are let up the stairs to a rooftop garden, beneath the open sky.

I know you wish to learn the Olven-Vocca. If you would learn, then I will teach you, for reasons that are my own. Will you learn?

You answer in the affirmative and the person pulls back their hood to reveal long black hair woven with flowers and vines. She is Olve, one of The High Elves if you are not mistaken.

You spend the first day with her tending the garden. No bits of language are shared aloud. Towards the end of the first day, You are handed a potted sapling.

See to the care of this new friend. Through your new connection to this, you will grow and understand. Or you will not and our time together will end.

You accept the sapling and it's an effort to keep it alive. You spend 25 gold coins buying tools and rare materials trying to nurse it back to health. Discovering this tree's needs takes time, experimentation, and careful attention.

At the end of the first week, your sapling is alive and you have learned.

1 of 10 towards learning Elven


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Baghotir Nightthane wrote:

Baghotir spends his downtime working with his guild and the Copperlocks Dwarves. He coordinates with the miners, especially Manistrad, to ensure they have what they need to reinforce the mines.

In addition to his masonry work, he'll check in with the local taverns, and see if any have a 'house' brew. If so, he'll inquire about checking out their facilities - a tour if you will. He's eager to improve his skills in that arena, and so he wants to see what the locals are doing in that regard.

If he manages to find a place to work, he'll 'craft' this week. It's a blend of masonry and brewing. If he has to stick with one, he'll remain loyal to his guild - masonry.

That was a nice interlude. Financially worthwhile too. Now that I have some wealth, I really should look for items that aid me. He ponders.

You spend the coin to maintain a modest lifestyle. I need a DC15 CHA Check please.


Character Sheet

Baghotir takes some time during the week to do a little shopping to round out his gear. He picks up (if available):
Alchemist’s Fire (50gp)
Bedroll (1gp)
Clothing, cold weather (10gp)
Healer’s Kit (5gp)
Holy Water (25gp)
Oil flask (1cp ea x 5)
Signet Ring (5gp) (with his guild’s iconography)
Whetstone (1cp)

Lifestyle 7gp

Total cost 103gp, 6cp

He also tries to make friends and influence people while he works...
Charisma: 1d20 + 4 ⇒ (19) + 4 = 23


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Baghotir catches the attention of, and makes a great impression the leader of the Dwarven Mining operation in down. Her name is Manistrad Copperlocks, who also now sits on the town council.

She is favorably inclined to you. As for Alisanne, she may help you if you need it but will not risk life or property for you.

She is a woman of few words, and clearly focused on results. She inspects your work and finds it better than average. She also asks for Clangeddin's blessing and favor on their endeavors here in Saltmarsh.

You learn that she and the rest of the Copperlocks were appointed by the Kind of Keoland to set up the mining operation. The King aims to make a prosperous trading point of Saltmarsh, and have it grow into a major hub of trade and transit, and shake off the old reputation for fishing and smuggling.

Manistrad is Fiercely protective of all Dwarves, her clan, and their mission here. The mine is already paying off well in silver, and Manistrad is convinced there is even more riches in the earth here.


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 is no stranger to training through patience. He gladly accepts this method.


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

Still quite new to town Caelius is offered a small break having taken down a smuggling ring within his first few days on the job. He doesn't quite know what to do with himself as he leaves his weapons and armor back in his room.

He takes to the streets to see what is around, talk to some people and really just get to exploring Saltmarsh, try the food, drinks, and entertainment over the next several days.


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 wakes the first morning after their foray into the manor hungry. But not for food. He seeks knowledge.

His first mission is to find the magical spell and material components needed to better identify the enchanted items that they found.
Looking for a scroll of Identity, or someone that can teach it. Also on the hunt for the necessary components. Is this easy to do? Willing to provide a roll.


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

Per Slack, buying a scroll of Identity seems to be only available via the Quartermasters of Iuz

When it becomes clear that Saltmarsh is not a town with an ounce of magical talent, Belwick returns to his room at the Wicker Goat.

Resolving himself to the task of experimentation, he retrieves magic items they found. Starting with the bag, he opens it and looks inside. Then he takes an unlit candle off the night table and puts one end into the bag. Holding it for a few seconds, he retracts it. Then he tosses the whole candle into the bag, closes it, and picks it up to feel its weight.
Basically testing to see if we have a bag of holding or a handy haversack here

The piece of river stone with the strange glyph is a bigger mystery. The first thing Belwick does is see what happens when it's submerged in liquid, plunking the stone into a mug filled with water. And should that yield no reaction, he tries tossing it up into the air at different heights, making sure to catch it each time. Finally, if it still hides its purpose he takes the stone with him outside, finds an open space free of people, and throws it a good twenty feet away.
Maybe the stone will start floating when he tosses it up?


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Belwick's experimentation reveals that the bag is a Bag of Holding.

The stone is inscribed with the twin 8-sided dice that are the symbol of Norebo, The Suel God of Luck, Gambling and Risks. It is a Luckstone. Once per day, the person attuned with the stone can gain advantage on the ability check of their choice. It can be used in this way once per day.

Attunement is a personal connection with a magic item. The Bag of Holding doesn't require attunement. But the stone does. A person can be attuned to up to 3 items at one time. You need to spend 1 hour of uninterrupted focus and contact with a magical item in order to attune to it.


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Caelius Burningseeker wrote:

Still quite new to town Caelius is offered a small break having taken down a smuggling ring within his first few days on the job. He doesn't quite know what to do with himself as he leaves his weapons and armor back in his room.

He takes to the streets to see what is around, talk to some people and really just get to exploring Saltmarsh, try the food, drinks, and entertainment over the next several days.

This is within your job description as a Saltmarsh town guard. I'm going to call this a week of employment. Captain Fireborn insists all the guard know the town and the folk. CHA Check please.


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

Cha Check: 1d20 - 1 ⇒ (15) - 1 = 14


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Nothing noteworthy occurs. The week passes you earn enough to live modestly.


Map

The pipe...

Pipe of Remembrance This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.


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

With days left to spare, Belwick studies the spells in the dead alchemist's spellbook. Finding one of use, he acquires the necessary materials to copy it down to his spellbook.
Adding Tenser's Floating Disk to his spellbook, which is no donkey but it will do. 50gp spent.

Deciding that he'll hang onto the magical bag, he lets the others decide who keeps the pipe and the luckstone.

He then spends the rest of his quiet time studying Ye Secret of Ye Philosopher's Stone, hoping to get a better understanding of the tome.


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

Per Slack, requested Arcana check
Arcana: 1d20 + 5 ⇒ (18) + 5 = 23


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Belwick has uncovered something MAJOR...

The book describes the process through which a Philosopher's Stone can be constructed! It's a particular kind of Luckstone, that can be used to turn any object into gold! All it requires is attunement by someone who can cast arcane spells.


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

At the end of the seven days, when Belwick makes his discovery, he once more meets with the group. "So, ah, I'm not sure which of you decided to keep the Luckstone. But I may have made a discovery about it. Specifically, that it doesn't quite work the way I thought. More specifically, the magic within it can be used to transmute mundane objects to, ah, well... gold."

"Honestly, this is quite the turn of fortune. But also this knowledge is best served by staying with us and only us. Agreed?"


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

Caelius looks quite surprised. "They were smuggling and didn't even know that they had their hands on a fortune for thieves?" He seems a bit uncomfortable about using it himself. "I ain't one to say don't use this but that can be a dangerous object for anyone Belwick. Its a slippery slope and where do you stop?"


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

And things didn't end that well for the alchemist. That are hundreds of tales about gifts that seem too good to be true. There's always a catch. I'd do a bit more research, Baron, before producing riches for yourself.


Character Sheet

"Aye, this is best kept quiet until we know more. Risky things magics. They have all manner of side effects and the last owner was undead!"

"Let's be sure that's not a side effect."

That said Baghotir is excited by the prospect of turning things into gold. Who wouldn't be?


Map

After a week... The five of you are summoned to an emergency meeting of the Saltmarsh Town Council.

Presiding are the sitting council members:

Eda Oweland
Eda (female human noble) 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.

Gellan Primewater
Gellan (male human noble) 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.

Eliander Fireborn
Eliander (male human gladiator) 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.

Manistrad Copperlocks
The leader of the newly established mining operation in Saltmarsh is an iron-willed dwarven woman named Manistrad (female dwarf veteran). She runs the mining outfit from a small office near the edge of town. Manistrad is a competent leader, as well as a savvy miner with a knack for pulling off impossible jobs.

You have all met Captain Fireborn during the previous operation against the smugglers. And Baghotir has made a fine impression on Manistrad Copperlocks.

If any of you wish to make skill checks to uncover additional information about the four council members. Some of you also have ties to them in your backgrounds. If you need a reminder, hit me up.

The four members of the Saltmarsh Council thank you all for your previous efforts against the smugglers. They ask for your aid once again. While the land-based part of the operation is now in shambles, the sea-going part must also be dealt with. The Saltmarsh Council calls upon you to meet up with the unknown vessel and end the smuggling operation once and for all. You must kill or capture the leaders of the operation and either scuttle or capture the vessel. The new moon will soon be upon us, and it is believed that the smugglers are due for another delivery. The darkness of the new moon is the most logical time for this to happen.

Stakeout the waters off of the old manse and wait for the smuggling vessel to arrive and reveal itself. Capture or scuttle the vessel. Kill or Capture the commanders. Recover any stolen cargo if possible, but ending the smuggling operation takes priority. You are offered each a sum of 400 Gold Pieces for this mission. Additional reward for recovered contraband may be available.

The town council offers you use of a jollyboat large enough for your party, and two sailors to pilot it. They are non-combatants and will not help you take the ship or her crew.

This roleplaying encounter can go as long as you like. Ask questions, make skill checks... the floor is yours. You can even choose to turn down the job if you want. What's next, adventurers?


Character Sheet

Baghotir tries to get a feel for exactly how Lady Copperlocks feels about this. He's curious as to her motivations here, or if this is merely a side issue.
Insight: 1d20 + 6 ⇒ (2) + 6 = 8

He'll listen to the requests and, assuming Manistrad supports this action (as far as Baghotir can tell anyway), he'll support it too. Mostly.

"My lords and ladies, as there are five of us, I think it would be more fitting to round off the reward to 500gp. After all, what you propose is dangerous work, and we're not seagoing folk. That adds an extra dimension to the danger as you know."

Persuasion: 1d20 + 4 ⇒ (12) + 4 = 16


Map

Baghotir is Inspired for playing his flaw.

Manistrad and Captain Fireborn look to each other and nod in agreement. Counselor Primewater speaks up, "Absolutely not! The very idea--You are being called upon to serve the crown and Saltmarsh and you dare to haggle with us as if we were common merchants!? And on top of that I *am* a merchant and asking for a twenty percent increase right out of the gate?! I'm offended as a loyal servant of His Majesty AND a businessman!

Counselor Oweland also responds, "I don't think we've the funds to give these mercenaries that much of an increase. Take the 400 and be happy with it, Sir.

The 400 stands, as there is no majority.


Character Sheet

Baghotir shrugs, "I imagine the towns reputation is worth more, but I shan't press it today. I mean no disrespect, but you are in fact asking us to put our lives on the line and I don't sell mine that cheaply."

He grumphs, "400 gold is a fine sum, I agree. If that's all the town can support, so be it. I'll not bankrupt your coffers today. I, for one, will do as you ask."

He thinks on the philosophers stone they may or may not have, that may or may not make them rich and worries less. He's greedy sure, but only on the margin. He doesn't want the Midas-touch and the stone makes him nervous.

Having said his piece, he sits back down (or stands back, or whatever is most appropriate). He listens to see what his companions do and suggest as he starts thinking on his spell selection for the coming trial.

Rules question - wearing plate armor, do I simply sink like a stone? How does that interact with athletics and swimming should I find myself in the drink?


Map

Swimming In Armor is kind of left open to me. Officially in the rules, it costs double movement and I'm going to call for Athletics checks to keep going. Failure is going to mean you sink and then you're effed, probably. It's holding breath Vs. The time it takes you to remove the armor.


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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

As my friend here has professed, we are neither mariners nor marines. While we are happy to act on behalf of king and country, we do not wish to do so unprepared. Perhaps you would be amenable to opening up your doors to us, Counselor Primewater, so that we may equip ourselves properly with the best that Saltmarsh has to offer at a modest discount so that we too do not bankrupt ourselves in this dangerous undertaking.

Persuasion: 1d20 + 6 ⇒ (6) + 6 = 12


Map

He sneers at you, Alisanne.

Yes, yes... The Town of Saltmarsh has already agreed to fund you. Any reasonable request for supplies will be honored and provided.. His eyes go wide for a moment before he adds, Uh... Nothing magical. But anything else--within reason--will be provided.


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 bristles at the meeting. It's not the topic, or even the people, it's the.... stuffiness of the air.

"You know me to be a man of action, and you know me to be clear in my intent with the smugglers. I'll take on this job. We will need some gear. Rope, grappling hooks. If you've got harpoon guns, that will help. Are you sure you can spare no marines of any type."


Map

They look confused at, "Harpoon gun", and indeed Councilor Oweland mouths Harpoon Gun? to Captain Fireborn.

Captain Fireborn speaks, Of course. Rope and hooks. Anything else we can provide. You can acquire from Winstons or the Smithy--Saltmarsh will pick up the tab. But the five of you are our marines for this operation. I can have guardsmen keep watch and alert you when the ship is spotted, but Saltmarsh needs you five to board her. Subterfuge, assault, skullduggery... Your tactics are up to you.


Character Sheet

"Thank you kindly for your support. We'll get this done." Baghotir says with some confidence. He knows he's working with competent folk. They wouldn't have gotten this far if they weren't After all, fight before last, Baghotir was taken out in the first round, did nothing but absorb damage, and they still prevailed. Good folk indeed.

When the party is alone again, Baghotir suggests, "Look. I sink like a stone, and don't want to die to someone who simply trips me over the side. Let's tip the odds into our favor with magic."

"Maybe Keledek the Unspoken, or the church of Procan, or even someone un-thought of has some magics that might aid us. I say we investigate and see before we head out over the open water - starting with the church."

Investigation: 1d20 - 1 ⇒ (3) - 1 = 2 to know any other resources in town

He thinks hard, but can't now remember anywhere but the nearest pubs and breweries.


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

Caelius offers a salute to Captain Firebrand as he accepts the new assignment. "This shouldn't be a problem after dealing with that house."

"We just need a way to look the part and load the crates over onto the ship. Once on board we can begin a hostile takeover. Once they realize the town guard is on board most should lay down their arms." Caelius seems quite confident at his plan.

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