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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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 first week asking around among the locals, trying to dig up any rumors or info on the Sahuagin. 50gp

Int, Reasearch: 1d20 + 1 ⇒ (11) + 1 = 12


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 trying to drum up some extra currency. She has Kreb Shenkar direct her to the underground fight clubs are. She has a reputation to maintain.

Rapier: 1d20 + 5 ⇒ (15) + 5 = 20 vs DC: 5 + 2d10 ⇒ 5 + (2, 8) = 15 Success!

Acrobatics: 1d20 + 5 ⇒ (10) + 5 = 15 vs DC: 5 + 2d10 ⇒ 5 + (8, 8) = 21 Fail

Constitution: 1d20 + 1d8 ⇒ (11) + (7) = 18 vs DC: 5 + 2d10 ⇒ 5 + (3, 1) = 9 Success!

Complication: 1d100 ⇒ 59 Safe!

She spends the first couple of days checking out the competition, sizing up the various regulars who enter the ring. She also gets to know the various bookies who work the crowds. By the end of the week, she figures she has a good handle on things and throws her name into the schedule.

She handles herself well in most of her matches, losing to only a couple who play dirtier than she'd anticipated. Even so, her skill with the blade and her sheer perseverance carry her through her matches, enough to win her a tidy little sum at the end of the week.

Two successes = 100gp


Character Sheet

Baghotir spends the first few days sorting out some personal issues (moving to a Comfortable living from a Modest one). He moves out of the guild hall, and looks for a nice apartment he can call his own. He also spends more lavishly on his lifestyle - now that he has the money to do so. Well, lavishly for a dwarf! (Likely purchases to come!)

He'll spend the rest of the week working with his guild - offering his services as needed (Backstory). As he's not the brightest bulb in the box, some of the folks prefer it when he helps someone else. Still, Baghotir is amiable enough that they still like having him around. And who doesn't like the occasional free healing in the mines!

By the second week however, he feels the need to enjoy himself. He spends it Carousing with the upper class (link) (-250gp). Dwarves don't drink lightly, really it's about building relationships, and there just happens to be a lot of drinking involved. Baghotir has done well, and wishes to share it with his new friends. So there is a housewarming party, and many nights spent out and among his new acquaintances.

He's particularly 'targeting' Manistrad Copperlocks with his attention when possible, and without being overbearing. The masons are important to him personally, and he wants to do what he can for the leadership, not just the rank-and-file.

Persuasion: 1d20 + 4 ⇒ (16) + 4 = 20
Complication (low is bad for me): 1d100 ⇒ 40


Character Sheet

During shopping, Baghotir buys the following and shifts his gear around a bit.

Alchemist's Fire (50gp)
Crowbar (2gp)
Fishing tackle (1gp)
Flask or Tankard (2cp)
Javelin x4 (2gp)
Manacles (2gp)
Mess Kit (2sp)
Mirror, steel (5gp)
Rations x4 (2gp)
Sack (1cp)
Shovel (2gp)
Signet Ring (5gp) (his family crest - two springs of flowering nightshade)
Soap (2cp)
Torches x5 (5cp)

81gp, 2sp, 10cp


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

Still a bit unfamiliar with the city streets Caelius is assigned to patrols. He spends much of his time talking to the people, getting to know them. Who is willing to speak to him on friendly terms and who is going to waste his time and lie to him.

He plays some games with the children and buys a couple rounds at the bars for some of the locals as he asks about Sahuagin in the area. "Do they normally come around these parts, this close to town?"


Map

Following the capture of The Sea Ghost...

First, the party plans to rendezvous at the appointed location to complete the final smuggling mission.

DM Stuff:
Random Encounter Check: 1d20 ⇒ 19, Random Encounter!: 1d20 ⇒ 6Crocodiles!: 1d3 ⇒ 1

Under cover of darkness, you travel in two jollyboats. One boat is the five of you and the weapons. The second is with the three Lizardfolk and the second chest. Each jollyboat is sailed by one of the sailors that accompanied you on your mission to The Sea Ghost. Alisanne is easily able to convince the two sailors to finish this part of the journey for a few coins.

You reach the rendezvous point, close to the Dunwater River to the Southwest of Saltmarsh. The boats land, and all is unloaded on the banks of the Dunwater, close to where it empties into the Azure Sea. The waters here are choaked with reeds and very shallow, unpassable by boat. It's also creepy and the idea spot for an ambush. Before you complete the sale... Stealth Check: 1d20 + 2 ⇒ (13) + 2 = 15 a large crocodile, near mad with hunger uses the marsh as cover and attacks, leaping from hiding and snapping at Belwick...

Initiative! Venn, Caelius (SURPRISED!), Alisanne, The Crocodile, Belwick (SURPRISED!), and Baghotir (SURPRISED!)

Venn's eyes and ears are keen and he senses the attack just before it happens. Alisanne, ready for anything after a childhood with The Fae is also ready. The Crocodile is lunging at Belwick and intends to take this easy meal to a watery vault where it will consume him after he is properly pickled!


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

Caelius quickly grabs his shield and shoves Belwick out of the way. "You alright there?" He tries to jam a portion of his shield in the crocodile's maw as it begins to puncture and crinkle the edges of the metal.

Grab shield, move.

Status:

HP 28/28
AC 17 (+2 (19) w/ Shield)
Short Rest Die 3/3
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 4/4


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 moves quickly, casting a spell of Hunter's Mark before engaging with the massive beast:

ATK: 1d20 + 5 ⇒ (7) + 5 = 12 for DMG if hit: 2d6 + 3 + 1d6 ⇒ (2, 3) + 3 + (6) = 14


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 pulls out her hand crossbow and takes a shot at the croc.

H. Crossbow: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Map

OH THIS RULES

Venn scores a wicked hit, a blow meant to kill, his magical mark nearly doing the job. But crocodiles are born killers and the natural masters of the salt and marshes around you--true apex predators...

Bite Vs. Belwick: 1d20 + 4 ⇒ (2) + 4 = 6, MULTIATTACK!: 1d20 + 4 ⇒ (14) + 4 = 18, Piercing Damage: 1d10 + 2 ⇒ (9) + 2 = 11

The Crocodile crushes Belwick in his jaws and carries the wizard with him into the water! and tries to drag him to his death.

Belwick is no longer surprised, but is grappled and restrained. Then Baghotir gets his senses back.

Venn... You're up again and the croc just dragged Belwick underwater.


Map

Caelius is on deck, then Alisanne.

You can all see the croc and get there in 1 move, but both are underwater. Time for a swim, or a wizard funeral. Your move.


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

"Give him back before I turn you into armor!" Venn snarls as he splashes forth. Despite the situation, he goes hard with his unwieldy greatsword. He gives a quick prayer to Trithereon before he swings:

ATK Disadvantage: 1d20 + 5 ⇒ (14) + 5 = 19
ATK Disadvantage: 1d20 + 5 ⇒ (14) + 5 = 19 for DMG: 2d6 + 3 + 1d6 ⇒ (3, 3) + 3 + (2) = 11

Venn loses a bit of his cool as he tries to rescue the wizard.


Map

Trithereon effing delivers!

For the life of me, I've no idea why you didn't pull a dagger and do that. But the gambit pays off.

Venn dives into the water and pulls back the sword as he does so. He enters the water and swings, the blade moving sluggish through the brackish salt water... But slays the beast outright, with a silent prayer to The Summoner.

+40 Experience Points to each adventurer in the party!

Belwick is released from the grapple and emerges from the water coughing and injured but alive. Venn triumphantly hauls the corpse of the beast to land.

The Lizardfolk watch all this, not lifting a claw to help. After the battle, the leader walks forward and looks Venn directly in the eye, and doesn't blink. Then it nods, clicks a few times with it's throat and puts a crocodile skin purse into Venn's hands.

Inside the purse are 4 Platinum Coins.

Encounter over. The Exchange of gear for the chest can now happen.


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 motions to Belwick.

I believe that you are the one that they're most enamored with, Your Highnessness. If you would be so kind as to complete the transaction?


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

Well, now Venn is serious about it.... Gator skinning time.


Map
Venn Greenbough wrote:
Well, now Venn is serious about it.... Gator skinning time.

Venn is trained in survival. Done. Add a Crocodile Skin to your inventory. 5lbs? My cursory google searches aren't helping.


Character Sheet

Baghotir helps to haul out the weapons crate(s). He'll help hoist it overboard to the lizardfolk when Belwick gives the nod.


Map

The Lizardfolk lay down a chest, the twin of a chest you all discovered in The Captain's quarters aboard The Sea Ghost. They move to take possession of the weapons.


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

Caelius helps load up all of the weapons, being careful not to damage them. It takes a couple of attempts to try not cutting himself on the blades but also stacking them so the chest can close all the way. "That should be all of them." He claps the dirt off of his hands.


Map

The Lizardfolk seem... Satisfied. They click to each other, and start using bushcraft to build a sort of sled or litter. Between that and their own bodily strength the start hauling the weapons away. Business concluded, they seem to have no further use for any of you, though they show reverence to both Belwick and Venn.

It is an easy trip back to Saltmarsh where we conclude The Sinister Secret of Saltmarsh with two weeks of downtime.

Level Up your characters and post downtime if you have not. I will resolve posted downtime and begin Danger At Dunwater this afternoon. If you haven't posted downtime by then, we can handle it retroactively.


Map
Alisanne Skullfist wrote:

Alisanne spends the first week asking around among the locals, trying to dig up any rumors or info on the Sahuagin. 50gp

[dice=Int, Reasearch]1d20+1

Alisanne can find only whispers, rumors and tale tales. She realizes that she will need access to a library or sage in order to properly research. Being a local, she knows that Krag is the man to see.

Krag is Half-Orc. He is the town gravedigger and historian, and when he's not tending to the graveyards, he assists and keeps Captain Fireborn's library, which is extensive. In exchange for helping him with his daily chores in the library and the graveyard, he grants access to the library for research and is happy to answer any questions.

When asked about The Sahuagin, he shares what his knows and shows Alisanne to an old book about sea monsters.

-The Sahuagin are real. They dwell in the deepest parts of the ocean but hunt in the shallows. They swear allegiance to their shark god, Sekolah.


Map
Baghotir Nightthane wrote:

Baghotir spends the first few days sorting out some personal issues (moving to a Comfortable living from a Modest one). He moves out of the guild hall, and looks for a nice apartment he can call his own. He also spends more lavishly on his lifestyle - now that he has the money to do so. Well, lavishly for a dwarf! (Likely purchases to come!)

He'll spend the rest of the week working with his guild - offering his services as needed (Backstory). As he's not the brightest bulb in the box, some of the folks prefer it when he helps someone else. Still, Baghotir is amiable enough that they still like having him around. And who doesn't like the occasional free healing in the mines!

By the second week however, he feels the need to enjoy himself. He spends it Carousing with the upper class (link) (-250gp). Dwarves don't drink lightly, really it's about building relationships, and there just happens to be a lot of drinking involved. Baghotir has done well, and wishes to share it with his new friends. So there is a housewarming party, and many nights spent out and among his new acquaintances.

He's particularly 'targeting' Manistrad Copperlocks with his attention when possible, and without being overbearing. The masons are important to him personally, and he wants to do what he can for the leadership, not just the rank-and-file.

[dice=Persuasion]1d20+4
[dice=Complication (low is bad for me)]1d100

You make good friends with Manistrad! You may consider her a contact, and can hit her up for work or assistance without making a check.


Map
Alisanne Skullfist wrote:

Alisanne spends the next week trying to drum up some extra currency. She has Kreb Shenkar direct her to the underground fight clubs are. She has a reputation to maintain.

[dice=Rapier]1d20+5 vs [dice=DC]5+2d10 Success!

[dice=Acrobatics]1d20+5 vs [dice=DC]5+2d10 Fail

[dice=Constitution]1d20+1d8 vs [dice=DC]5+2d10 Success!

[dice=Complication]1d100 Safe!

She spends the first couple of days checking out the competition, sizing up the various regulars who enter the ring. She also gets to know the various bookies who work the crowds. By the end of the week, she figures she has a good handle on things and throws her name into the schedule.

She handles herself well in most of her matches, losing to only a couple who play dirtier than she'd anticipated. Even so, her skill with the blade and her sheer perseverance carry her through her matches, enough to win her a tidy little sum at the end of the week.

Two successes = 100gp

Alisanne spends this time earning that reputation. The Skullfist wins two of her bouts--one a glorious swordfight, a display of swashbuckling that thrills. The other a wrestling match and she finishes with her signature head-butt, much to the thrill and delight of the seedy fight-scene.


Map
Venn Greenbough wrote:
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.

Venn returns to his mysterious Elven language tutor, and discovers that she is very close to Oceanus who is staying with her after his rescue. Oceanus is delighted to return the favor of the rescue and teach you Aquan, the language of The Seas.

Please apply previous downtime language work to Aquan and add two more weeks of progress.


Map
Baron Belwick Donnamoor wrote:

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
[dice=Research]1d20+3+2

Belwick reads the words of the legendary Nystul, and a Fundamental Truth of The Universe. I refund you the gold you just spent to learn spells (200 GP), and also you may learn Nystul's Magic Aura free of charge.

The book can teach you no more, but can be sold to Captain Fireborn for 7 Gold Crowns.


Map
Caelius Burningseeker wrote:

Still a bit unfamiliar with the city streets Caelius is assigned to patrols. He spends much of his time talking to the people, getting to know them. Who is willing to speak to him on friendly terms and who is going to waste his time and lie to him.

He plays some games with the children and buys a couple rounds at the bars for some of the locals as he asks about Sahuagin in the area. "Do they normally come around these parts, this close to town?"

You earn enough to pay for a modest lifestyle. I need 2 DC15 Charisma Checks please.


Map

Wrap-up: You deliver the weapons, and the Lizardfolk head off. They leave behind a chest containing ten electrum ingots, each worth about 100 EP Each. This is a twin of the chest found in The Captain's quarters.

The ingots are payments for smuggling, so they're yours to do with as you please.

Captain Fireborn and the Saltmarsh council pay you the reward and summon you to a council meeting in a fortnight.

cue two weeks of downtime. As Caelius's checks might help out here, I'll wait to start the meeting until they are made. Then we're off to the races so to speak.


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 stays focused on his training now adding the language of the undersea to his repertoire. He's not there yet, but progress.

I'm SOOOOO ready for this. This next module was the first dedicated module I ever DMed. It was early spring 1989.


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

Cha 1: 1d20 - 1 ⇒ (14) - 1 = 13
Cha 2: 1d20 - 1 ⇒ (11) - 1 = 10

Caelius' coin purse jingles more and more as he speaks with the locals.


Map

Two weeks after the capture of The Sea Ghost, and the breaking of the smuggling ring, you are all summoned before the Saltmarsh Council.

Outside the council chambers is Oceanus, being attended to by a Saltmarsh guard. He smiles faintly at you as you are escorted by. Just outside the doors, you can hear raised voices shouting over each other. You open the doors and a woman with short grey hair and simple dress is shouting down over Captain Fireborn and Manistrad Copperlocks. The Captain and the dwarf give each other knowing side-eye as they take the fierce tongue lashing from the woman, who you recognize as Eda Oweland. Nearby, the familiar Gellan Primewater seems to be bored and gazes idly at the ceiling.

Eda:What I want?!? What I want are those fools clapped in irons! They've endangered us all! They have risked retaliation by The Captains and provided weapons to man-eating lizards who will...

Her voice trails off as you enter and she notices you. The silence hangs in the air for an uncomfortable amount of time. The woman fumes and visibly gets herself under control.

The bored looking Gellan idly:We were just talking about you.

Captain Fireborn (clearing his throat):Thank you for coming. Saltmarsh stands grateful for your service. You have discovered and ended a ring of smuggling and slave trading that has existed under our noses for some time. Thanks to you, we have rid ourselves of criminals that are holding Saltmarsh back from becoming a major trading port, and a real power in Keoland. With this power, we will better serve our King and Country.

(At this, Eda and Gellan look at you. Gellan is neutral. Eda is burning up with the urge to speak, but is holding her tongue. Fireborn looks upon you with genuine gratitude and Copperlocks is clearly proud to be here and is making no effort to hide her joy at seeing Baghotir.)

Gellan:If that comes to pass. We have our doubts.

Fireborn eyes Gellan and continues: BUT... And this is a very large, 'but'... You smuggled, yourselves. You completed the Ghost's last mission and delivered arms and armor to a tribe of Lizard People, people who have raided human settlements before. And now it is revealed that they are armed with steel and not just stones and turtle shells. Not to mention that these weapons were smuggled and avoided local tariffs and due taxes to His Majesty. That is a crime here in Keoland, one with a substantial penalty. The council has issued a warrant for your arrest, one that I am suspending until you answer for yourselves. You have reported a possible new threat to us--

Eda (exploding):HOGWASH!!! The Deep Devils are a MYTH, a Fairy story told to keep inexperienced sailors close to shore and scare the lubbers! These fools have aided enemies of Saltmarsh! They should be executed. If their meddling hadn't revealed the Lizardfolk for the threat they are, I'd order them beheaded right now!

Manistrad, measured:An order you have no right to give, Coucilwoman. Baghotir is one of our people, and a loyal one at that. If nothing else, he and his companions have earned the right to address the matter before us.

Fireborn:Yes. As to that... What have you to say for yourselves?


Character Sheet

Baghotir looks to the council and shakes his head, "Already, you turn on us, when we were muddling through the best we could."

"Look, We stopped the smuggling ring, and now know all those involved so if they start up again in the future, we're likely to hear of it." He doesn't comment on how they made those connections since the council already knows.

"As for the lizardfolk, the Sahuagin are indeed real. And using the lizardfolk as a hedge against their raids is a far better bet than antagonizing both groups. Who knows if they might have allied against us if we had acted differently?"

"We're now headed off to investigate this Sahuagin threat. If we come up empty, you may certainly say 'I told you so' upon our return, and fine us or clap us in irons if that's your wish. But the Sahuagin are real, and I expect we'll return as heroes."

"Would any of you care to come with us to witness what we discover? If there are no Sahuagin, it should be a short journey after all."

Persuasion: 1d20 + 4 ⇒ (14) + 4 = 18

Just in case, I did spend a portion of my downtime with my guild and working on getting some inspiration. Not sure how that works exactly.


Map

DM:
DM: 1d20 ⇒ 13

Manistrad:Alaghor Nightthane speaks true! He and his companions have shed blood and risked all for Saltmarsh! We should cancel the warrant and support their quest.

In Dwarven:
'Alaghor', means, 'Those Who Demonstrate Valor In Battle'

Fireborn:We mean no disrespect, Warpriest. We only wish to understand. You are willing to investigate these matters further? It sounds as though you intend to do so.

Eda sulks and throws up her hands in defeat.

Gellan smiles, and says I'm not convinced. The Devils of the Deep would make a convenient boogyman and scapegoat. The Lizardfolk are strange and would prefer us gone.


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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

Before...
In the second week of downtime, Belwick eschews relaxation and returns to study. This time he focuses on extracting every scrap of knowledge he can from a tome entitled The Magical Properties of Gemstones. Written by the archmage Tenser, someone Belwick has previously studied under the tutelage of Oriel Blackmane. He's curious to know why some wizards thought him a bit 'crazy'.
Spending 150gp to Research on The Magical Properties of Gemstones by Tenser. This gives Belwick an extra +2
Research: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 [ooc]Looks like just 1 piece of lore

Now...
"My good friend Baghotir speaks true," Belwick chimes in, moving to take ownership of the conversation as a nobleman of his station should. "I have read previously about the Sahuagin, and accept them as a real threat. I would be remiss too, if I did not point out that you did not know about the smuggling before we revealed it to you, so please trust us in this: we have not led you astray."

"And yes, we fully intend to look into this issue. I have brokered a peaceful partnership with the lizardfolk, and intend to pursue diplomatic relations for the good of Saltmarsh and the Kingdom of Keoland. Because not only will the lizardfolk make a good barrier against the Sea Devils, but they will enable a new and unique avenue for commerce. One that we will have a seeming monopoly on," Belwick smiles, certain that the council is seeing the wisdom in his words. "We did not smuggle, we invested in the future of Saltmarsh. And if a handful of weapons in friendly hands is enough to frighten us, then we have problems indeed. Problems that would seemingly require us to make allies with friendly neighbours."
Persuasion: 1d20 + 4 ⇒ (14) + 4 = 18


Map

Research: Belwick learns: Tenser doesn't believe a Philosopher's Stone is possible. It's a myth.


Map

Captain Fireborn:Lord Donnamoor. Your name is known to me, even if not to these others. Your words are wise--we didn't know about the danger so close to us and it may be that we are once again oblivious.

Manistrad:Hmm. We Dwarves know from experience the dangers of, 'Delving too deep'. But if The Deep Devils are real, I for one intend to be ready for them.

Eda stares at Belwick. Her smile a tight line across her face.

Gellan Primewater still appears to be barely listening, until Belwick mentions the potential profit to be had by trading with the Lizardfolk. Then he gets control of himself and asks But, I mean... Lizards. How profitable can commerce be with them?


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, taciturn until now speaks up, "Bold claims to call things a myth in this world."

He turns to Gellan Primewater, "You sir not only know me, you owe me. I've spent time outside the soft walls of civilization, listened to the mellifluous sounds of nature untouched. *I* don't think they're a myth. Indeed, finish your conversations of profit, but then let us venture forth."

He turns to Eda, "I'll not have any mortal speak of executing me ever again. Without people like us your blustering chorus would be backed by the broken souls of slaves."

Intimidation: 1d20 + 0 ⇒ (20) + 0 = 20


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 think that most anger merely comes from a lack of understanding and fear. I'm sure that we're all reasonable folk here and that we'll be able to assuage any concerns the Council has regarding our actions and future plans.

Alisanne turns to Primewater. While the Lizardfolk may appear to be less civilized than Saltmarsh, they were able to pay a tidy sum for the goods they purchased. Smugglers don't work out of a sense of charity. They want profit and would not have entered into business with the Lizardfolk if profit was not at the fore. Plus, they live in a resource rich part of the coast, even some might say 'exotic'. I'm sure accords could be reached with them to benefit everyone.

With that said, we do believe the threat of the Deep Devils to be a legitimate one. The Lizardfolk were very keen on procuring metal weapons to battle with. They've raided local settlements with varying success in the past. They only escalated now in response to the greater threat from the sea.

Persuasion: 1d20 + 8 ⇒ (3) + 8 = 11


Map

Gellan goes quiet and cold but is intently staring at Venn for a long moment.

Yes. Yes I do.

His eyes dart to Alisanne. He softens and smirks, clearly seeing dollar signs.

Hey, you know what? We should dispatch these heroes immediately. If the threat is real and they've already made contact with the Lizardfolk, then the best thing to do is send them to discover the truth.

Eda is COMPLETELY deflated by Venn's admonishment. After Alisanne softens things, she speaks.

Eda, Ashamed:I... *deep sigh* Yeah. I know tides and times.

Manistrad, Gellan and Fireborn can't hide their surprise at Eda. They haven't seen this before. Captain fireborn turns to Caelius.

Fireborn, to Caelius:Lieutenant? Have you anything to add?


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

Caelius stands silent and red with embarrassment. He was new to the city and an even newer guard. He can't believe he made such a large mistake as to smuggle. Though after hearing his companions and the feeling in his gut he knows he did what was right.

"Did you ever think that the reason why the lizardfolk were raiding the villages? Perhaps it was due to this sea-devil threat and their sticks and stones weren't cutting it. They were driven into a corner with the only way out and not lose more of their own families was to raid and steal the equipment they required because noone wanted to believe their mythful threat so would not barter with them." Caelius sighs. "It seems to me we have brought this lizardfolk threat upon ourselves."

Grabbing his bag of coin for a modest living Caelius tosses it on the table. "We will pay the fines, taxes, and tariffs for the weapons coming through the port but as long as this sea-devil threat remains we will need all the help we can get."


Map

Captain Fireborn holds up his hands and says, Keep your money, Lt. Burningseeker. You do yourself, and the Saltmarsh Guard credit.

He looks to the other three, gets a series of nods and a playful upturned thumb from Gellan Primewater.

All charges against you all are dropped and the warrant for arrest cancelled. The Saltmarsh Council issues a formal apology to you all, and we humbly ask for your service once again. The truth of Lizardfolk disposition must be determined, and the validity of the existence and threat of the Sahuagin must be determined. Baliff, please show in Ambassador Oceanus.

All Adventurers earn 30 Experience Points for this Encounter

A guardsman at the rear of the chamber opens the door and escorts in Oceanus, The Sea Elf. He looks much healthier after two weeks of rest, and is dressed in leather armor. He carries a trident and a light crossbow. All of his gear is of human design and it looks a little out of place for him, but he stands regal before the council.

Captain Fireborn continues, The Sea Elves have been monitoring the smuggling. It seems the Lizardfolk have been receiving weapons and supplies for months. He also stands convinced that the Sahuagin are real, though he has not encountered them nearby. He offers to accompany you on this quest, if you accept it, as a Member of your company and sworn to service in this matter. You are under no obligation to accept, though his skills may be of use. The Sea Elves are also concerned about the Lizardfolk preparing for war, and wish to learn the truth of the matter.

Should you accept, your mission is to venture to and discover the nest of the Lizardfolk tribe. Through stealth, diplomacy and guile learn the truth of their intents. Should a peace be possible, lay the groundwork for that peace. Saltmarsh is on the cusp of becoming something and a war against the lizardfolk will be deadly and ruin our chances at a prosperous future. For your efforts in this, all survivors of this quest will be rewarded 700 Keoland Lions. Do you accept, Friends of Saltmarsh?

Decide if you wish Oceanus to accompany us. He will take an even share of treasure and Experience Points.


Map

You may ask questions of the NPCs if you wish, and make skill checks when you're ready. Additional shopping can also be done. We can depart when you're ready.


Character Sheet

Does the party have a moment to confer privately regarding the offer?

If they are offered a private moment:
Baghotier will suggest, "I say we take them up on their offer of Lions for our troubles. Might be we ask for more though 700 is a princely sum already."

He shrugs, "I think we accept Oceanus' aid as well. He's gonna know things we just don't about the region and the creatures involved. That and he's a survivor. That's a talent we can all use more of."
- - -

If it's all in public:
He nods to the Baron, mouthing silently, "Let's do this."
- - -


Map

I think private is fine.


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

Spoken in private, "I've come to know him well, and if he can hold his own in a life or death situation, he's a welcome addition."


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 agree. We should have Oceanus join us. An extra hand never hurts and his knowledge of the Sea and the Lizardfolk could prove useful.


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

Caelius nods. "Oceanus would be more than welcome." He is very relieved to not have charges placed on them, though his guts are still turning on the inside.


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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

"Agreed," Belwick says to the group. "I would forgo haggling though. Let's get out of here quickly."


Map

The party agrees and Oceanus joins the fellowship.

The deal is struck, and the party needs to decide how to travel to The Marshes and begin the search. The best place to start is at the rendezvous point where the exchange of the weapons happened.

The Council offers you use of a keelboat and two sailors, who can sail you the short distance. In normal sailing conditions, the journey takes approximately 3 hours.

Alternatively, the party can hike overland in the direction of the southwest. The trip is approximately 12 hours and will bring you inland to a ford in the Dunwater River. From there, it is believed you can pick up the trail of any lizardfolk in the area.

Make final preparations and pick a path. You can gear up, talk to people, ask questions or make skill checks, or just head out. I'm ready.


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

Caelius looks to their newly acquired keelboat. "Let's take the ship and save us a little bit of time in the end." He is eager to try out his sea legs.


Character Sheet

"There are things we may learn by taking the overland route that we might miss by boat." suggests Baghotir. "Mostly though, I don't want to drown." he plunks his heavy armor to show how quickly he'll sink.

Still, the boat would be faster, so he goes with whatever the majority wishes.

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