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

Baghotir learns that the Lizardfolk, as a culture, are the very embodiment of True Neutrality. Based on your interactions thus far, with the rank-n-file, Sauriv and the Queen, you know that Survival is the only real cultural virtue. Good and Evil are abstract qualities that they find quaint. You have no doubt that if it were more beneficial to the Lizardfolk to attack, conquer and eat the people of Saltmarsh, they would. But it's just numbers to them, with no moral consideration.

Othokent and Sauriv however... Are anomalies. Both have a clear sense of right and wrong at least with ethics if not morals. They both clearly have a... Code of Honor... That they adhere to. They will not break their word. Indeed from your extended talk with Sauriv, he abhors dishonesty. If he starts to consider you more useful as food, he'll at least tell you first. You sense something special about Othokent, perhaps even divine or supernatural. Sauriv clearly believes in her as well.

Belwick doesn't learn specifics about troupes or movements. BUT he does learn that now, today, there is a summit of allied peoples visiting the Lair. Lizardfolk are meeting with representatives from The Merfolk and The Locathah and The Koalinth are all here to discuss an alliance against the Sea Devils. Saltmarsh wasn't considered because Othokent doubts land dwellers will be effective against them. The Sea Elves were not invited because Sea Elves and Koalinth will NOT cooperate--there are long standing animosities that prevent it. (Oceanus backs this up. Sauriv finds his presence amusing.) Othokent believed the Koalinth a more powerful ally, and logically chose to reach out to them instead. Oceanus bristles at this which amuses Sauriv even more.

You also notice that Valignat is not here and did not enter Sauriv's quarters. You learn from Sauriv that The Shamans oppose this entire alliance plan, believing it to go against the teachings of Semuanya.


Map

The Shamans don't like me. Sauriv confirms.

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

Roberts quickly bores of the diplomatic discussion and battle plans. She slinks off (not too far, trying to keep within yelling distance) in hope if finding out what Lizardfolk drink, gamble, or do something 'interesting'.


Map

Roberts quickly checks out the next room and finds another guard post. Further down the passage is a larger room that opens up into an enormous looking sea-cave. She can see water.


Character Sheet

Baghotir thanks Sauriv and heads back out into the passages. He follows Roberts and wonders, "Can the enemy swim in here? So many ways to attack this place. At least they have nearby guard posts."

He then moves north, knocking on doors and waiting before opening them to see what lies beyond. He tells his allies what he thinks of the lizard folk too as they walk.

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

Listens for the group moving (if they do) and rejoins. Otherwise though not 'entertaining', the sounds of the water is enjoyable.


Map

Baghotir, going north on the left:

The room smells of decay. Scattered on the floor are broken and rusted weapons, rotted leather straps, a pile of moldy sacks, dirty and torn cloths of various colors, and pieces of wood that might once have been furniture.

And on the right:

A plain wooden table and two wooden chairs stand near the wall farthest from the door. To one side of the room is a single bed, just a rough mattress set on a wooden frame. At the foot of the bed rests a wooden chest.

On the table is a ceramic pitcher and a mug.


Map
Embers In the Sky "aka Roberts" wrote:
Listens for the group moving (if they do) and rejoins. Otherwise though not 'entertaining', the sounds of the water is enjoyable.

I'll take a perception check please.


Character Sheet

Baghotir presumes they are in a residential area and proceeds politely. He just pops his head in and moves on - unless someone answers the door of course.

He moves further north to the next pair of doors and knocks.

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

Perception: 1d20 + 3 ⇒ (14) + 3 = 17


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

Eventually taking his leave of Sauriv, Belwick catches up with Baghotir. "Anything interesting so far?"


Map
Embers In the Sky "aka Roberts" wrote:
[dice=Perception]1d20 + 3

You hear someones or somethings swimming.


Map
Baron Belwick Donnamoor wrote:
Eventually taking his leave of Sauriv, Belwick catches up with Baghotir. "Anything interesting so far?"

The next two rooms to the north are as follows...

On the right, facing north... This room is nearly identical to the room below it. Unoccupied personal chambers. Probably Officer's quarters.

On the left, the door is answered by a lizardfolk. Inside the room:

Three lizardfolk are seated at benches around a plain wooden table in the center of this room. Eleven straw mattresses, with a wooden chest beside each, lie along the walls.

The lizardfolk are throwing dice and there's a pile of copper pieces in the middle of the table.


Character Sheet

Baghotir waves at the gamblers, and shows no interest in loosing a few coppers to them. Still, he waits to see if others are interested before moving on to the next passages (East).


Map

Baghotir:

Four lizardfolk are on guard here. An iron-bound wooden door stands in the southwest corner of this area. A rough wooden bench sits next to it, set against the south wall.

You can see the passage continues east past this guard post. This door is unusually heavy. The other doors you've seen have not been so robust.


Character Sheet

"Greetings. We, ah, are here to help out. Just getting a tour of the place, you know. So we know our way's about."

He shuffles on his feet a bit, "So what's behind the door? Cells? The enemy? What?"

Persuasion: 1d20 + 4 ⇒ (8) + 4 = 12

He's mostly just trying to figure out what they're doing here and what's behind the door. But he doesn't press if they don't want to say. This is a friend gathering mission as much as anything else.


Map

The Lizard Guard Captain (identified by his better armor and weapons) Nods, hisses and clicks. She answers in broken common.

"Viiisitor. Prrisssonors inside. A... Criminal... And A... Prissonor of Waar."

The Guard Captain has a ring of keys on her belt.


Character Sheet

"Ah, OK. Thank you very much for letting me know. Keep up the good work."

He wonders if it would be helpful to question the prisoner, but is pretty sure that sort of question should go through channels. Asking this poor Captain a question like that would be way above their pay grade.

If permitted, he'll move past them to the northeast and poke his head in there. He hopes it's a way forward. These creatures give him the willies a little bit.


Map

This large, water-filled cave, roughly circular and about seventy feet in diameter, connects to the sea through a passage. The passage is fifteen feet across at its widest point, and its roof is at most five feet above sea level. The cave also connects to another cave through a thirty-foot-wide passage in the southeast corner; the roof here is also only five feet above the water.

The main cave has a high roof, extending twenty-five feet above the water. Most of the cave appears natural, except for a rough ledge that has been cut into the rock running along the southern edge, connecting with the adjacent cave. At the western edge of the ledge, an opening has been cut into the rock wall to permit access to a passage beyond. Near this, a flight of rough stone steps leads down into the water.

The water is clear. Tall seaweed, its fronds swaying lazily, covers the bottom.

You hear waves lapping on the rocks. You can see no light from outside. Hiding, and NOT WELL (I rolled very very poorly) are four lizardfolk warriors hiding in the weeds, probably guarding the sea cave.

You are all tired and should rest, but may press on if you like.


Character Sheet

"Let's take a break. The others should be back soon. We can all share a meal and get some sleep. Finish in the morning." Baghotir suggests.


Map

The party is at first at a loss--Where to find a place to sleep? But Valignat finds you. The Priestess escorts you back to Minister Sauriv, who is pleased to entertain you for the evening and night, and allows you to stay in is very warm chambers for the night.

Much later, Caelius and Venn arrive back at the lair with the patrol. Valignat and Thurkear greet each other with clasped claws before separating and sharing a long, unblinking glance. Thurkear then leaves for her barracks, and Valignat leads the two warriors to Sauriv's quarters where they find all their party comfortable enough and resting.

The description of the sitting room, reposted:

This is a small, comfortable room. In the center is a circular wooden table on which lies a closed book. To one side of the table, an aged lizardfolk occupies a crudely upholstered armchair. To the other side, a plain wooden chair sits empty. In the northwest corner, a brass tripod supports a brass bowl filled with hot coals. The room is warm and smoky.

In addition, you are shown his sleeping quarters in the room beyond:

A single bed is set against the east wall. A small wooden bookcase containing five books stands against the south wall; beside it is an old leather chair. Against the west wall of the room is an iron chest, with a closed padlock in the hasp. On top of the lid rests a single glove. Next to the bed stands a tall wardrobe, its door partially open. It appears to be empty.

The party can investigate more in either room, and or ask questions of Minister Sauriv.

After that is completed, the party may take an uninterrupted Long Rest and reset HP and abilities. You all awake the next morning refreshed, and Minister Sauriv leaves to attend his duties for the day. You have until this afternoon to finish your investigations and tour. You are expected in The Throne Room for an audience with Queen Othokent in about 8 hours.

The Party currently has 55 Diplomacy Points. Mechanically speaking, making your case for the Alliance with Saltmarsh means tallying points and presenting to Queen Othokent at the audience. Your score will determine the future of the Saltmarsh and Othokent's people.


Character Sheet

Baghotir prefers to sleep in colder surrounds, but he makes do. He's happy to be up, and collects his gear, putting on his armor and refitting his weapons.

He's a bit jealous of those who went out on the raid, he'd love some action. Still, once it started, it might not stop for a while, so best prepare.

He prays.


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 gives Baghotir a solid run down of the raid while equipping his own gear. He looks about at the others as the sluggishness of the morning gives way to purpose, "I'm no diplomat. I have no tongue for treaties, but if we feel like there is a treaty to be had here, I choose peace over war. What say ye?"


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

Caelius feels good about his excursion out into the swamps. He tells the group all about it. "We killed an actual troll and me the strangest creature that ran away when we told him." As he eats a strip of meat. "When do we have our audience with the Queen?"


Map

Not sure if that's flavor chatter or a question you need an answer to. The Audience is in 8 Hours.


Character Sheet

"Let's finish looking around the place before our meeting with the queen, eh?" Baghotir suggests.


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

"If you think we'll be better prepared, I'm in. Where should we go?"


Map

As per slack, the party moves to the throne room and the secret passage. The passage descends into the dark and twists until it emerges in:

A large ornate bed with its head against the center of the south wall dominates this chamber; some rugs and cushions lie scattered atop it. Next to the bed on the east side is a small table, featuring a crudely framed drawing of a powerful-looking lizardfolk queen.

In the southeast corner sits an iron chest, closed and padlocked. Next to it is a large, elegantly carved wooden wardrobe.

Doors exit to the North and to the East.


Character Sheet

Baghotir isn't sure this is a good idea. After all, infiltrating a secret chamber feels rather intrusive.

Still, they had a responsibility to the community that sent 'em to do the right thing. After all if they save the lizard folk just to have them turn on the town, that would not be good.

He'll head through the North door.


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 keeps his ears focused on anyone coming, and looks about for a place to hid if needed. He lets the others explore forward.


Map

Moving north.

Thanks to the presence of a Dwarf, you know that this room connects to one of the guardstations that was visited yesterday.

Though hardly sumptuous, this room appears more comfortably furnished than any others you have seen in the lair. A circular table of polished wood with four chairs set around it sits in the center of the room. On the table are arranged three decorative items with a metallic sheen—a platter, a carafe, and a goblet.

In the southeast corner is an armchair that has been crudely upholstered.

Baghotir's background skills make identifying the pure silver in the platter, carafe and goblet easy. They are engraved with a lizard standing proudly, tongue extended.


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

"Luxury, while an illusion, isn't cause for a concern. Let's get out of here."


Map
Venn Greenbough wrote:
Venn keeps his ears focused on anyone coming, and looks about for a place to hid if needed. He lets the others explore forward.

Perception Check please!


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

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Map
Venn Greenbough wrote:
[dice=Perception]d20+6

Venn hears nothing but the breath and treads of his companions.


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
Dungeon Master Tony wrote:
Venn Greenbough wrote:
[dice=Perception]d20+6
Venn hears nothing but the breath and treads of his companions.

Trithereon's ass, a team of mouth breathing clog dancers...


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

Crowley follows behind. "I get we should be looking around but, what happens if we get caught?" He seems nervous knowing this could break already strained relations.


Character Sheet

"They did tell us to look around. Let's check the other passage (East). I don't want to go out by the guard post." he says not wanting to get caught either.

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

"Why have a hidey-hole place to explore and not have people explore 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

"Yes, it's an easy enough thing to explain away," Belwick says, brimming with confidence. "They gave no instruction regarding areas that are off limits. If anything, finding a hidden chamber is a testament to our skill at observation. It's what we do with that knowledge that will matter to them, I think."

He looks at the others. "When speaking on behalf of our group, and of Saltmarsh, I wish to be as informed as possible. So please keep your eyes open for anything that will teach us of the lizardfolk, and share what you learn. Diplomacy is a battle like any other, only that it's fought with words. Let's have a full quiver of word-shaped arrows, yes?"

The baron backs up his works with his own investigations, hoping to pick up details about the room's resident.

GM:
Do you need an Investigation check? If so, here: Investigation: 1d20 + 3 ⇒ (13) + 3 = 16


Map

Belwick:
Belwick, this is nicer than any of the quarters you have seen, including MINISTER Sauriv. It is a safe assumption that you have found Queen Othokent's personal apartments. The secret passage is likely used by her and few if any others.


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 smiles, his suspicions confirmed. "This space is a secret because it's the room of the queen. It should come as no surprise that, for a people so focused on survival, that their most important breeder have her sleeping quarters hidden."


Character Sheet

"Let's head out then. After all, we don't want them walking into our homes and bedrooms when they visit unannounced." he grins and heads for the door out. He's ready to search somewhere else.


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

"T..true." Crowley seems a bit hesitant as this feels a bit wronga nd intrusive to him. He follows Baghotir out.


Map

As per slack, the party ventures to explore the unexplored rooms in the southwest.

The four square rooms are unoccupied cells. Very simple. All four of those rooms are slightly different, but nearly the same. Each has a plain wooden table and chair, a straw mattress and a small wooden chest.

The two rooms on the south are more personal quarters, but these belong to someone of higher status. The first:

A wooden table with two chairs is set against the south wall. On the table are a carafe, a cup, and a wicker basket. A smaller table stands against the north wall; on it sits an unlit incense burner.

The second, adjoining the first:

A single cot rests by the south wall, an iron chest set at its foot. A large wooden carving of a lizardfolk brandishing a club hangs on the east wall.

Both chests are locked.

Of the two remaining doors in this area, the smell of incense comes from the door to the west. Low clicks and rhythmic Draconic can be heard through the door.

Through the door to the east, you can hear some activity. Someone is moving about in there and moving objects.


Character Sheet

Baghotir moves through the rooms quickly, feeling much the spy. "Sounds like prayin'" he suggests of the rhythmic Draconic. He'll knock on the other door to meet the occupant.


Map

In this room, a Lizardfolk Shaman is organizing, cleaning and hanging seven carved wooden masks on the walls of this room. The masks are decorated with blue and green feathers and represent crocodiles and serpents. Against the west wall is an old iron chest.

Though they are difficult to tell apart, her garments are familiar and you recognize Valignat your translator and guide from yesterday.

She looks up from her duties.

Priest Baghotir. Welcome.


Character Sheet

"Greetings. Sorry to intrude, we're just looking about the rest of the place before our meeting with the, uh, Queen. How are you today?"

Baghotir will try small talk again, a little, before asking, "Is someone praying next door? I don't want to bother them if so. We can look elsewhere."


Map
Baghotir Nightthane wrote:

"Greetings. Sorry to intrude, we're just looking about the rest of the place before our meeting with the, uh, Queen. How are you today?"

Baghotir will try small talk again, a little, before asking, "Is someone praying next door? I don't want to bother them if so. We can look elsewhere."

"Thank you for asking. My body is well, though Thurkear and I are still unresolved and I am angry and confused because of it. Your explorations are nearly complete. If you wish, I can lead you to see anything you wish that is not forbidden, but from your description you have seen nearly everything. I think only the Sea Caves and the other emissaries remain for you to know. You are correct about that room. That is Korth and some soldiers in prayer. You are fortunate to not have interrupted him. He does not believe in the alliances and would likely have tried to sacrifice you all, if you could not convince him of your value, and quickly."

Her tone is striking in that all of this is delivered flatly, matter-of-fact.


Map

As per slack, we'll move on to The Sea Caves from the North. If you wish to speak with Valignat as you move thorough the lair, please post questions or comments.

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