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

The last unexplored room...

This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an enclosed companionway. At its foot, a door in the central bulkhead leads to the other part of the stern. On this door hangs a dark blue cloak.

A single bunk, the bed linen heaped in a pile, is set against the hull. At its foot is a brass-bound wooden sea chest, its lid closed. Under the bunk is a brass box, also closed.

In the center of the cabin, a plain wooden table is bolted to the deck. On it are two books, one open and propped up against the other. Beside the table is a wooden chair. Hanging from the ceiling over the table is an unlit hooded lantern.

Just aft of the hook that holds the lantern is a hatch measuring three feet on a side.


Map

The sea chest is neither locked nor trapped. It contains garments and personal effects. Judging by their sizes, this must be Bjorn's room.


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 will inspect the brass box for traps.

Investigate: 1d20 + 2 ⇒ (3) + 2 = 5


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

Caelius grabs the lantern and holds it over the books to see what they say. "He didn't seem like much of a reader at first glance."


Map
Caelius Burningseeker wrote:
Caelius grabs the lantern and holds it over the books to see what they say. "He didn't seem like much of a reader at first glance."

Principles of Navigation by Da Korma is the open book. The closed is Legal Distinctions in Letters of Marque by Tazaar


Map
Alisanne Skullfist wrote:

Alisanne will inspect the brass box for traps.

[dice=Investigate]1d20+2

Untrapped but locked.


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 then proceeds to try opening the brass box.

Thief's Tools: 1d20 + 5 ⇒ (17) + 5 = 22


Map

Alisanne pops the lock. Inside are 500 Silver Pieces.

+40 XP


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

"Nice find, Alisanne," Belwick says, clapping his hands in applause. "This will go a long way, I think, to whatever future work we need to see to. Because I am certain we are not done."

"Let's get the coins shared to the others, and then see to this lizardman."


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 returns to the main deck with the others and begins working through a spell. The process itself takes several minutes, but gives him the ability to understand spoken languages.
Looking to cast Comprehend Languages as a ritual

He moves to speak with the lizardfolk. "You can speak to me. I understand Draconic language. You want weapons? Give chest?"


Map

Reptilian eyes go wide as you cast your spell. The Lizardperson watches you intently and opens the cabin door fully. Two more lizardfolk can be seen behind them. They peer around them straining for a view.

The spell completes and you approach speaking g in broken common.

You can understand me??? Did you just use... Magic?!?! Are you Magi?!?

They have emitted some pheromones and some clicks that your spell interprets as gasps of excitement and awe.

This facet of the conversation may have to be dealt with before you get to deal with the weapons issue.


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's chest swells with obvious pride. "Yes, I am a wizard. A magi. I have studied many spells, and can control them."

"I lead these people. You are leader of your people?"


Map

...Speak slower Great Magi. We are not of The Wise.

A shrill voiced smaller Lizard person in the back speaks up.

PROOF! We need more proof than a spirit circle. Can this teat sucking primate call the wind or the flame?!

There is quiet for a moment and then the Lizard Folk narrow their eyes and go very still.

If you can understand me Human, then Prove your wisdom. Conjure for us or you are an oathbreaker.


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 shakes his head, his motives inscrutable.


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 speaks slower and uses fewer words. "I ignore insult. You see fire."

He points at a barrel on the deck. "Venn, if you would be so kind as to help with this demonstration. It shouldn't take long. I just need you to move that barrel so that it's not near anything else. An open spot on the deck will do. This is a safety precaution, but one I want our guests to see."

When Venn (or anyone really) complies, he begins weaving a spell. Within seconds a mote of fire appears on the palm of his hand. He makes an effort of letting the lizardfolk see this ball, and with a final gesture the fire bolts from his hand towards the barrel.
Fire Bolt: 1d20 + 5 ⇒ (17) + 5 = 22
Damage (Fire): 1d10 ⇒ 3


Map

The two Lizard folk in the back shriek and push forward, they begin bowing and scraping, begging forgiveness. The leader visibly relaxes and nods. They begin to speak.

Great Magi. You have claimed this ship as your own. But what of our bargain with the Pirates? Our tribe needs weapons to battle our enemies. We have paid them half of the agreed lot. The weapons are somewhere on board. We were to leave the second chest and take the weapons when we reach the agreed upon destination point up the coast. Will you honor the bargain?

Through display of power, Belwick has changed the Lizardfolk posture towards the party.


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

"Who are your enemies? Tell me. Maybe help?" Belwick says, stalling on the question about the weapons until he knows what they are for.


Map

Persuasion check please


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

Persuasion: 1d20 + 4 ⇒ (7) + 4 = 11


Map

Their voice lowers as if they are afraid to speak it aloud.

We prepare for war. We defend ourselves from invaders. Devils of The Deep.

You can smell that they are afraid.


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 rocks back on his heels, attempting to recall anything he knows about 'Devils of The Deep'...
Arcana: 1d20 + 5 ⇒ (4) + 5 = 9


Map

Just a smattering of half-remember3d rumors. They are nightmares.


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

"Not good. Need weapons. We help," Belwick says, certain that the war they speak of is against a real threat. A threat that Saltmarsh will not want to contend with.

"But no weapons. Old crew hide. Or old crew lie. We look more," Belwick decides that honesty is the best policy, and that the old crew was probably going to rob the poor, unfortunate lizardfolk.

To the others, he says, "Can one of you perhaps 'coerce' some answers from the old crew as to the whereabouts of their weapons? Because they are expecting weapons, and I think they need them."


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

Caelius listens to the pair go back and forth for awhile. He kind of drones it out as he doesn't understand what they are saying. That all changes as Belwick ignites a barrel and the lizard folk begin bowing to him. "Oh hells. Now you have a cult of lizardfolk." He sighs inwardly.


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 walks over to the pirates, her rapier out. She starts pointing at each in turn as she talks.

These lizardfolk have been goin' on about their weapons. We searched this ship bow to stern and didn't find anything like they're asking after. Where's the kit you promised them?

Intimidation: 1d20 + 5 ⇒ (20) + 5 = 25


Map

The man known as Bloody Bjorn, his mind and will previously broken from Belwick's spell can take no more. He looks to the Witch Alisanne, the Heksa that holds a blade to him and him unable to defend himself, and his resolve crumbles.

My cabin! The rear bulkhead is false! Mercy Heksa! Mercy!

And sure enough, Bjorn tells the truth. The rear of his compartment slides away now that you know what you are looking for. You find a cache of smuggled weaponry.

This cramped area, only four feet wide at the widest, is sandwiched between the adjacent cabin and the ship’s stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck, as though thrown in casually from the doorway.

10 Morningstar
10 longswords
10 shields
20 javelin

The shields are emblazoned with the same pictographs from the map: a stylized Lizard extending its tongue.

The lizardfolk here are literally armed with rocks and clubs and tortoise shell shields. If that is typical, the weapons here would be a significant upgrade. One that might turn the tide of battle. This is dangerous if the lizardfolk would turn on local settlements.


Map

Each adventurer earns +30 XP


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 grabs Venn and Caelius to accompany her to the hidden room. Finding the gear they were expecting and trusting in Belwick's instincts, the three haul everything on deck and present it to the Lizardfolk.

Here you go, Belwick. You can inform our guests that we have what they want and they are welcome to it.

Out of earshot of the prisoners, Alisanne confers with the team.

We should hand this lot over to the town guard as quickly as possible. They'll likely want the contraband we found as well. I'm eager to get our payment and complete this endeavor. If we can convince the town to let us keep the boat, we can deliver the Lizardfolk where they want to go. Then, we have a lot of options. I don't know if we want to embroil ourselves in their war. I'm not sure what profit there is in it. What do you all think?


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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

Belwick confers first before delivering the goods.

"Agreed about the prisoners. And I am certainly not looking for a war," Belwick says. He smiles, enjoying the idea of having a ship. "But consider this: the 'Devils of the Deep' are likely creatures called sahuagin. They are a menace to all those who dwell on land. If they defeat the lizardfolk, they will come for Saltmarsh. And so, it may be possible to convince the leadership of Saltmarsh that they should help the lizardfolk tribe... and we should be their liaisons with the tribe. Which, of course, we should be compensated for."


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

"I think we have a war of our own in Saltmarsh with these smugglers." Caelius grunts as he hefts the heavy crates out onto the main deck. "We can let the city officials know and if the Sanguine come then they can be 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

"I suspect that Belwick's plan still ends in blood."


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

"Maybe it does. But it might not either," Belwick says to Venn. "Regardless, the sea devils will be a real threat if we hope to start a merchantile outfit with this ship. We at least need to help the lizardfolk to defend themselves."


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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

Well, we presumably have their coin and have no need of those weapons. I'm happy to hand them over, as they do seem to have a need. I don't know about anything mercantile, though. I was thinking more along the lines of dashing privateers! Regardless, I haven't the faintest clue how to sail a ship. So, while the idea of keeping the ship is grand, we'd need a crew.

I'm guessing we can scrape enough talent up in town to get the ship underway, if that's what we want and the town doesn't take it from us. I'm open to taking the lizardfolk to wherever they need to go, at the very least.


Character Sheet

Baghotir totally supports this plan of action, "Yes, we should deliver the weapons to the lizard folk, and maybe help them against the evil water folk."


Map

This is all great. Can someone outline some specific steps and tell the Lizardfolk. I can handle the rest. If that happens and everyone is done with the ship [nothing left to try or explore] I will take us back to Saltmarsh


Character Sheet

Baghotir asks, "How were you to get home once you received your weapons?"


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Map

Simpler. Tarzan Jane grammar. They don't understand you


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

From what Belwick translated, it sounded like they weren’t going to receive the weapons until they all reached their destination down the coast.

Since Belwick has a rapport with them, I suggest he and Caelius stay here with the lizard folk. Hands over the weapons and let them know we’re honoring the agreement. The rest of us can head back to town with the prisoners and square things with the counsel.

Belwick, you might want to let the lizard folk know that it’ll be a few more days before we can set sail. We’ll need to get provisions and a crew in town before we can get underway.


Map

Consider the lizardfolk dealt with. Everyone earns +60 XP

Ding?


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 clenches his jaw, but stays silent as the deal and plan unfolds.


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 conveys the information, promising that the deal will be upheld. He adds, "Need time. Must study. Have more magic to help. Sea devils will die!"


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 the plan being for Belwick and Caelius to stay aboard the ship, he scribbles a note listing several items that he'd like from town. He hands it to Alisanne. "Please acquire the specific items for me. No substitutes. We'll do what we can to ready the ship. I will see if I can enlist our scaled passengers to assist us even."

He then consults with his spellbook to summon an invisible servant to move ropes about the deck. It becomes apparent that, outside of shuffling things about, the nobleman doesn't have the faintest idea of how to sail.

He does eventually set himself up in the captain's quarters, making it his own.


Map

There will be a big post coming to sort out what is next.

Decide as a party if you want to play out getting the Lizardfolk on their way or if I should narrate that. If we play it out then treasure xp and combat may be yours. If we narrate it no big deal and nobody dies. This would be random encounter checks not a set piece.

But...

As you prepare the ship, prisoners and cargo for what comes next, a stowaway makes itself known. A small dragon, the size of a cat with a barbed stinger on its tail reveals itself. It was travelling with the lizardfolk but Alisanne is way more eluring. It cuddles with her as a cat would. It also shows affinity for Belwick. It flits between the pair like it can't make up its mind as to which deserves to worship it more.

The head lizardfolk shows no emotion at this. It accepts the small dragon's decision and lets the fickle creature go.


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

Caelius pulls up a small barrel and sits down on it. "Let the Captain know we are here and what is going on." He pulls out some dried meat and offers some to the lizardfolk. "They want any?"


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 claps his hands at the sight of the tiny draconic creature. "Incredible! That must be a faerie dragon. A special sighting, to be sure."

He gestures for the creature to come closer. "I've always wanted to study faerie dragons. The wings are different from the texts I've read."
Charisma check: 1d20 + 2 ⇒ (4) + 2 = 6

It's possible that the dragon does not enjoy being identified incorrectly.


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

Persuasion: 1d20 + 8 ⇒ (19) + 8 = 27

Alisanne is delighted to see the pseudodragon when it appears. She sits down on the deck and pets it affectionately when it curls up in her lap. She whispers to it tales of the parties and her time at Court. She spends a considerable amount of time playing with it, using Minor Illusion to create little obstacles or fanciful creatures for it to chase.

Each time it flirts over to Belwick, Alisanne distracts it with another illusion to entice it back to her.


Map

A Lizard Person gratefully accepts the offer to share food, Caelius. Inspiration.

The leader of the lizards comes to Alisanne. He gives scritches to the happy pseudodragon and points a claw at it. Bimz. Name Bimz.. The pseudodragon recognizes his name.

Alisanne and Bimz can bond. This is as the wizard spell Find Familiar. But unlike a Wizard's Familiar, he can't be dismissed into another dimension. He is not celestial, fae or infernal, he is dragon. Unlike familiars if he dies, he dies. He cannot be re-summoned. Pseudodragons are fickle and may leave at any time with no notice especially is mistreated or unappreciated.


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 as he sees the dragon bonding with Alisanne. "Can't say I blame it," he says to no one in particular.

He instead joins Caelius. "We're here for the wait, you and I. Let's make the most of it. Know any games? Have a dragon chess set, perhaps?"

The baron puts the question about games to the lizardfolk too, hoping to include them and build a rapport.


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

Downtime - Day 1
Belwick makes a quick trip to pick up supplies, including special inks and a quill for him to transcribe spells from Sanbalet's spellbook to his own. He also acquires a brass brazier, charcoal, incense, and herbs for a ritual he has planned.

And because he wants to be a nobleman who sails in comfort, he splashes coin to decorate the captain's quarters of their newly acquired ship. It's enough for him to maintain his comfortable lifestyle.
Spending 10gp for the materials needed for Find Familiar, and an extra 50gp to make Belwick's quarters the equivalent of Comfortable living.

He then spends the day aboard the ship, enjoying the new amenities as he copies spells to his own spellbook.
Copy Scorching Ray and Magic Mouth to my spellbook, which costs 200gp

Belwick spends the night on the ship, enjoying the lull of a gently rocking ship.

Downtime - Day 2 to 8
A week goes by as the nobleman takes to studying one of the tomes of magic that they had found. It takes a great deal of reading, but he also tries to find information within Saltmarsh.

Spending 150gp to Research on The Metaphysics of Mathematics by Nystul. This gives Belwick an extra +2
Research: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8


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 continues to be curious about languages. He searches the town (or stays in contact with a lizardman) to try and learn Aquan. Availability determines downtime.

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