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

Baghotir falls back with the others and enters the water.

As he has a swim speed, he'll offer to linger in the rear in case anything comes from the ship like a big damn octopus.


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

Caelius runs to the edge of the ship as it snaps and continues to fall apart. He looks apprehensively at the waters below. Afraid he will sink like a rock again.

Looking back he doesn't have much of a choice as the ship is sinking further and further from the giant octopus. He leaps in feet first and hopes for the best.


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Map

All of you hit the water and start swimming for the jollyboat. The two Dwarven crew members see you and immediately start rowing faster, trying to get to you all. Thank Be To Procan, the seas are calm and there's no wind. As the sun sets, you are each hauled into the jollyboat and brought back to The Soul of Winter, with a blue steel strongbox. Alisanne's spell lasts just long enough.

THE PARTY IS VICTORIOUS!.

For the battle, each of you earns 400 Experience Points!

For recovering the strongbox, each of you earns 250 Experience Points!

The journey back to Saltmarsh is expected to take 5-7 days.

You have completed Salvage Operation by Mike Mearls, updated for 5e by The Wizards. The journey back can be uneventful, or we can toss the dice for random encounters if you would like. Let me know how you'd like to proceed.


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

Once their ship has gotten to a safe distance from the tentacular water hazard, Belwick goes to Alisanne and the strongbox. "I would like to have a look in that strongbox, to make sure what I need is in there."

If the strongbox is locked (which it most likely is), then Belwick urges the group to not tamper with the lock, saying, "My brother-in-law will have the key, and from him we'll get our spoils. Patience will be needed, though I respect that this will be a test for us 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 thinks back to the final escape off the wreak. Over the next couple of days he thinks about the taste of salty water and coppery blood in his mouth. His knee is still sore from fighting off-kilter. He takes some time to look over the gunwales at the wine dark water, letting Trithereon know that he appreciates the training and practice he had given himself. I'm a long way from home, but I feel like I can light a candle against the darkness here with this motley crew.


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 paddles along on the strongbox, content now that everyone is off and away from the ship.

Well, with our porpoise complete, I dolphinately can't wait to get back to town and a stiff drink. I'm looking forward to a lazy ride after that mess.


Map
Alisanne Skullfist wrote:

Alisanne paddles along on the strongbox, content now that everyone is off and away from the ship.

Well, with our porpoise complete, I dolphinately can't wait to get back to town and a stiff drink. I'm looking forward to a lazy ride after that mess.

Sounds like a vote for a pause to adventuring.


Map
Baron Belwick Donnamoor wrote:

Once their ship has gotten to a safe distance from the tentacular water hazard, Belwick goes to Alisanne and the strongbox. "I would like to have a look in that strongbox, to make sure what I need is in there."

If the strongbox is locked (which it most likely is), then Belwick urges the group to not tamper with the lock, saying, "My brother-in-law will have the key, and from him we'll get our spoils. Patience will be needed, though I respect that this will be a test for us all."

The strongbox is made of a blue steel. Literally that--steel. And it's a brilliant shade of blue. Even Baghotir doesn't know the origins of the metal. None of you have seen anything like it.

There is NO lock. But the box will not open. Not even Baghotir and Venn working together are able to get it to budge. It is quite secure. Belwick can tell that the box is sealed with powerful magic. Where and how Aubreck acquired such a thing is a mystery.


Character Sheet

Baghotir takes some time to consider his spells, and tries to match the chest with his brawn, but he fails with both.

Shrugging he asks, "So can we trust this guy? The guy who hired us that is. Aubreck. I mean, this was not an easy get. And this metal intrigues me. So can we trust him?"

"I'd like to take it down to Manistrad Copperlocks of the guild to look over. She's also on the city council though, so it would become a public thing if we do that. I understand if we want to keep this quiet for the moment at least."

Happy to coast on home...


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

Safely aboard the jolly, Alisanne is happy to discuss the job.

We were hired to do a thing. We did it and now we're on our way to our employer for restitution. If you had misgivings about Aubreck, you should have spoken up at the start. This thing supposedly contains all of the most important documents to re-establish his position and standing. Knowing that he was going to be traveling by ship, it's no surprise that he'd want to safeguard those documents. While the construction of the box is novel, it's not our place to pry. That ship was more than we expected, but the possibility of encountering something wasn't unknown to us. I just want to be rid of the thing and get paid. Baron, Aubreck is some acquaintance of yours, right? Aside from our troubles on the ship, he'd good for his word, yeah?


Character Sheet

"Oh I hear you Alisanne. I didn't have misgivings then, well nothing of substance, but now looking at this box I'm uneasy."

He turns to the Baron to hear his thoughts.


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

"Aubreck is my brother-in-law, and will be good to his word," Belwick says with confidence. "We'll get what is owed to us. And I will have the deed to my home, else my sister Rosamunde will have his hide."

"That said, the box is a curious thing. It's probably quite valuable in and of itself. But let's treat it with care, please."


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

"That and this is our first job as a part of the Guild. if we start questioning the legality of our first customers it ay draw others away." Caelius wonders on were he would stand morally. "Let's deliver the box and have it opening in our presence. We deserve the truth at least and can deterine if the guards need to be involved from there."


Map

The passage back to Saltmarsh is, thankfully, a peaceful one. The harsh weather that plagued your journey out is absent, replaced with gentle breezes and mild temperatures. The mood aboard ship is one of gratitude, though the emotional weight of the dead crew in the hold below is heavy.

Captain Windrune thanks the Gods of The Dwarves and Procan for seeing his ironnclad back to port. As you depart the ship, he grasps each of you by the arm.

"Thank ye. You were good folk to have aboard ship and you stood by to defend the ship and her crew. I'd sail with any or all of you again. I wonder if I might trouble you with something? Give this to Aubreck--it's instructions on where and how to send survivors' benefits to their families. If you'd speak up for them, I'd appreciate it.

You can tell him either way, we're square. I resented him for calling in this mark, but a debt is a debt and I pay my debts. But I know him, and I know whatever's in that bloody blue box is going to line his pockets. A lot of my people paid a blood price to do that. If he sees to the benefits as described, there'll be no bad blood between us. Can I trouble you to speak for the dead?"

He holds out a folded square of paper, sealed in wax.


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 takes Captain Windrune's hand, shaking it. "You have my word, Captain. I will speak on behalf of the fallen, making sure their families are cared for."


Map

Captain Windrune nods solemnly, grateful to you.


Map

The party departs the docks, and makes their way to The Adventurers' Guildhouse.

Inside, Issac has been busy over the last fortnight. The walls are all primed, or painted or stained. There's a number of new furnishings, an eclettic collection to be sure, but one with a certain amount of thought. Soft music comes from the pub, which has a good amount of natural light coming through a newly-installed set of windows on the front.

The pub is decorated with palm fronds and bamboo and an assortment of nautical knick-knacks. Strings of small lanterns decorate the ceiling, but they are unlit at this time. A small platform has been erected in the corner of the room for performers, and indeed there a woman in simple dress strumming and tuning a lute. As you enter, she stops futzing with the lute and looks up at you all, with a wide bright smile.

Issac is behind the bar, and he proudly fills a tankard with ale from a functional tap. His one good eye lights up upon your entrance. He spreads his arms smiles wide.

"Hey-ey! You're back! Mission Accom..."

He's interrupted by the front door slamming and Aubreck, wearing exactly what you last saw him in, runs into the room behind you. He bends at the waist and has his hands on his knees, bent over trying to catch his breath. He pants out, "I... I ran all the way here." He looks up to Belwick, unable to say more, with pure hope in his eyes.

A moment later, Aubreck's butler follows in, opening and closing the door. He hustles to stand with Aubreck as he straightens up and fixes his hair. He then does the same for Aubreck.

"...Plished?" finishes Issac.


Character Sheet

Baghotir laughs at the man despite himself. "Of course we succeeded!" he bellows as he takes a drink. He lets the Baron handle the details - Baghotir knows he'll only muck something up.

But he watches closely to take the measure of the man.

Insight: 1d20 + 6 ⇒ (13) + 6 = 19


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 smirks at Baghotir's shout and waits patiently for Aubreck to collect himself.

Indeed, we have returned successful. Your strongbox is in our possession. Its recovery was a bit harrowing. You're lucky you hired us. Few others would have survived an ordeal like that. There were undead, spiders the size of horses, and even a kraken! You should have warned us how heavy the box was, she says, still with a smile.

Now, there is the matter of our payment for services rendered. I believe you said 10%, something in the range of 10,000 Lions.


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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

"My good dwarven friend speaks the truth," Belwick agrees. "Captain Windrune and his crew went above and beyond in delivering us to your ship, which was halfway to sunk when we arrived. And I should say that the journey there was fraught with its own perils, as we were attacked by Sea Devils!"

"You are lucky we arrived when we did, as I suspect we were not the only ones who sought the chest. We had to contend with swarms of vermin, ettercaps, the walking dead, a quartet of demons, and one angry... orc, I think? Their skin was black as night, and tusks jutted from their mouth."

He retrieves the logbook they found aboard the ship, recounting the last days.

Logbook:
The convoy was hit by a storm, and The Emperor was separated from her escort and took heavy damage. When the storm ended they had been blown so far off course, they no longer knew where they were. Running low on drinkable water, they were forced to drop anchor near an uncharted island.

Four stowaways were discovered dead on board, having starved to death. The Captain believed they were thieves who must have come aboard at port and were trapped in the hold after the storm.

The final two entries are telling. One describes a terrible battle--the island was inhabited by Orcs and monstrous spiders who attacked the ship with relentless ferocity. The crew fought off the attack, but took heavy casualties.

The final entry is a personal one from the captain. He fears that the first assault was just a scouting party, and that an even larger assault is imminent.

"Now, before we deliver the chest I am honour bound to deliver a message. Some of Captain Windrune's people died for this chest. For you. With the return of your fortune, it would be appropriate for you to make good on that by covering the benefits for the deceased. There are families without fathers now, and it is the least that you can do."

He then gestures to Caelius, who had been carrying the chest at the back of the group. "Caelius, if you would be so kind as to bring forward the strongbox."


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

Caelius goes out to the cart to grab the strongbox. The veins in his muscles bulge from the weight as he groans sliding it onto the table. "One strongbox."


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 team converges on Aubreck, Alisanne gives a quick whistle, summoning Bimz back from his rest to stretch his wings and enjoy the safety of the guildhall.

Persuasion: 1d20 + 8 ⇒ (4) + 8 = 12


Map

Issac, who has been smiling wide at your entrance, puts the beer down and comes to stand near you. He crosses his arms and is all business. He looks at Aubreck, expectantly.

Aubreck is a *tizzy* and his whole head darts back and forth between you as you relate the tale and he reviews the logs.

"Poor Devils", he says, putting the logbook down. He walks over to the box.

"If the contents are intact, we can talk money. As I said when we started this, no box of papers, no money, no reward. But I do appreciate the risk you took. Let's see how we did..."

He goes over the the box and runs his hands reverently over it. And he speaks a single word, "Tildivdarias"

The seam in the box flashes and illuminates.

Passive or Perception 12:
Aubreck whispers, "Please please. We're almost there Rosie."

The light fades and Aubreck opens the strongbox. Inside, intact and undamaged are all his papers, contracts, files and deeds. He starts reviewing everything. He releases all the tension from his body and he falls on his butt, tearing up a little.

"We're good."


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 is all smiles to Aubreck, genuinely happy about the success of their little expedition.
Persuasion: 1d20 + 4 ⇒ (9) + 4 = 13

Perceptiion: 1d20 + 0 ⇒ (1) + 0 = 1
"I'm very glad to hear that! A true success," Belwick says, his mind on the deed to Donnamoor Manor. "Now, it'd do my heart good to have the deed to my birthright, as we agreed. If you would be so kind?"


Character Sheet

Baghotir makes the passive check and looks around for someone called 'Rosie'. He ponders who that might be or where he might have heard that name before.

Int check?: 1d20 - 1 ⇒ (18) - 1 = 17

"We're good? As in you'll take care of those poor dead blokes? And us of course, but the families deserve a taste too."


Map

Aubreck looks at you a little confused.

"The house? The house is going back to Rosamund! Belwick, come on, she's either going home or she's leaving me!"


Map

Oh, Baghotir's Insight reveals earnest fear and excitement in equal measures. Aubreck has all of his literal hopes pinned on this.


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 is silent for a moment, and for anyone who knows him it's so that he can form his words precisely. "Aubreck, my friend, of course Rosamunde is welcome, nay encouraged, to stay at the manor. But, as the elder scion, Donnamoor Manor is my birthright. And getting back the deed to the Manor was my condition for the job. I have no doubt that my dear sister would want it no other way. Especially given the return of the rest of your wealth, returning what is rightfully mine is an incredibly fair price. After all, it was what we agreed upon."
Persuasion: 1d20 + 4 ⇒ (7) + 4 = 11


Map

"And I told you no, the estate was Rosamund's dowery but we could negotiate on the percentage!"

I don't know how to do the fancy link but check the very next post.

"Do you really think she'd want her brother as our landlord? The house belongs to her more than either you or I."

He pauses to think and consider you.


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 let's his exasperation show. "Kord's holy teeth, Aubreck. My parents were clearly not thinking when they put that in the dowry. Why in all the Nine Hells would they leave their eldest son homeless? That's my ancestral home and I ran it as their heir."

It's clear to his adventuring companions that, if left to lead this conversation, he's likely to say something that'll make matters worse...


Character Sheet

"Belwick, with the loot we're supposedly about to get, can't you buy your own house?"

Family stuff. The wise stay out of it. Watch yourself Baghotir...

He tries to quietly calm the Baron a little. Emotions are riding high with both of them. He considers changing the subject, but waits a moment.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Belwick, I think Aubreck was clear from the start that the deed you were asking for needed to be returned to your sister. I believe that was part of the reason he was so generous with our percentage return on the estate. Is that not so, Aubreck?

It seems to me that Aubreck, No offense, is not the person you need to be negotiating with. If your sister is in Niole Dra, then perhaps a visit is in order and you can discuss the disposition of your family's wealth with her directly.

Also, Baghotir isn't wrong. We're about to be filthy rich, by most standards. You could just buy a new house. I hear Saltmarsh in on the rise. Early investment could see huge longterm returns!

Speaking of being filthy rich, where's our payment, Aubreck?


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

Telepathically to Bimz, Bimz, go play by that lovely lady with the lute. See if she'll play with you. I'll join you soon.


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 simmers with indignation held in check, but remains quiet. For now.


Character Sheet

"Yeah, Aubreck, how about the money? I'm looking forward to hiring servants the way you old-money folk do." He grins thinking about it. "Never had that opportunity before, loose money, and I hope to share it with my guild mates."


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

"Alisanne is right Belwick. Let's go spek with your sister. Perhaps with the oney we can purchase their half of te estate." Caelius offers.


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

"No need, Caelius," Belwick says. "If Rosamunde wants to speak with me she'll know where to find me. I've no doubt that Aubreck will let her know that I'm here in Saltmarsh."


Character Sheet

"Aubreck, please also don't forget about the deceaseds' families. They're entitled to something as well for sacrificing their lives for your profit."

Persuasion: 1d20 + 4 ⇒ (11) + 4 = 15

"Please..." Inspiration!

Persuasion: 1d20 + 4 ⇒ (14) + 4 = 18


Map

Aubreck reads the room. He very quietly packs up his strongbox. He picks up the folded square of paper and breaks the seal, reading the note from Captain Windrune. After the exchange between Belwick and Aubreck, the tension is thick.

"This might be fair. I'll consider it. But before I can, I need to get my own first. It shouldn't take too long to send payment to you--I'm headed to Niole Dra. From there, my wife and I will travel to Mitrik. I've got to take these notes to Mitrik and settle up with The Church of Rao. Then I'll send it along. How would you like payment? If you want to stay liquid, I can do coins or metal or precious stones which would be easier to transport. So... A few weeks?"


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 suppose that makes sense, Aubreck. We were recovering deeds and promissory notes. Not the funds themselves. Very well. That all sounds fine to me. We're in no particular rush.

Alisanne stretches long and languidly.

I'm ready to celebrate a job well done. Isaac, two glasses of your best wine, please, for me and my new friend.

Alisanne then walks over to the lutist to make her introductions.


Character Sheet

Baghotir might not be satisfied exactly. But he's willing to wait for future satisfaction - and he's not as unhappy as the Baron at least.

He joins, of course, in the celebratory drink, and then another, for he's on vacation at last!

He wipes his mouth and beard of the sudsy stuff and, after Aubreck has left, asks, "So what's on the agenda? We have a lot of loose ends it seems. Lot's to do. Anyone have any favorites while we wait for our reward?"

"If not, I can go back to the guild, I'm sure I've work piling up. You know, the way they're supporting the new tunnels is really quite intriguing. They're using lateral cross braces! Can you believe it!"

Left to his own devices, he prattles on about his work. Or rather the work he would have if he weren't getting slowly rich as an adventurer.

Perhaps when I retire from adventuring, I can spend more time in the mines. he fervently hopes to himself.


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Map

Bimz finds his way to the young lady in the corner with the lute, and just as business concludes there is an audible gasp and series of twangs as she drops her lute.

"OH! Oh hello friend..."

Bimz looks at her with unblinking and adorable eyes. She slowly extends her hand and gently strokes Bimz's neck with two fingers. Bimz walks closer and arches his back, making it easier for the woman to pet him.

Issac looks over and kindly admonishes, "Oi! I don't pay you to pet magical creatures!" The woman ignores him and starts making coo-ing cute noises as she pets and scritches Bimz. Issac smiles and sets out tankards. "Fine. I'll get this one." he says with a performative sigh.

Issac fishes out a bottle of red for Alisanne, and starts mixing a black liquid with a yellow juice. Aubreck's man picks up the box and starts for the door, Aubreck following just behind.

"Friends. Thank you. Your finders' fee will be arriving soon. It's the very next stop after I see my wife. Issac, thank you for your pains. I'll be in touch. Ta!"

The door closes. Issac brings wine to Alisanne and a tankard over to Belwick. He fishes a small, red berry of some kind and garnishes the lip of the tankard with it, pushing it over to Belwick. He sits and regards the young noble.

"I am going to give you one bit of my mind and then I'm going to stay out of it. That guy is a tool, a cog in The Machine. He's nice enough as businessmen go, but he's going to do what he does best. He's going to go about his business, and keep that sister of yours fat and happy. Maybe even have a couple of kids. You think you lost something? Nah. You're here, Master Belwick. You're free. Think of what you've accomplished in the short time you've been here in Saltmarsh. You are here making your own fortune. You're writing a story--your own. All of you are. You wanna be town guards? You want to mine for precious stones? You wanna deal in land and moneylending and such? You wanna manage an estate and beck to the call of a man on a throne? Sounds ghastly to me. You wanna play the lute in a local tavern? You hunt game or nick trinkets to feed yourself? Do you? Or do you wanna stride this Oerth as a giant and make yourself into a gods-damned LEGEND? You did this job for Aubreck and you've already lived deeper than that one ever will. And you've got a hefty bit of coin on the way. You follow this path and The King will one day give you all of the north and your own mountain to place a tower of Arcane Might upon. You can sleep there once in awhile, you know, when you're not out traveling the multiverse and having sex with mermaids. There, I've said my bit. Drink your drink. It's my favorite, and my specialty."

He offers you all a toast, and a drink if you're hand is empty.

"To you all. Returning victorious. Huzzah!"

He drinks deep and wipes his mouth on his sleeve.

"I've a contract for you. Not as rich as this last one, but it will pay immediately upon completion and it sounds like right proper adventure. Take your downtime and whatnot or go seek your own quest if you like. That one," He says, pointing to the lady giving mad scritches to Bimz, "That one is Julie. She'll be helping me take care o' you lot while you're here."

Julie stops giving scritches to Bimz (much to his annoyance) and stands, smoothing out her skirts. She smiles and waves.

"Hi! Drinks, food, general care-taking. I also sing and play. A bit."


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 listens to Issac's words. He understands the man and his meaning, of course. But for Belwick he's missed a critical piece. He speaks quietly, mostly to himself. "Donnamoor is more than a place. It is my home. Donnamoor is more than a name. It is my identity."

The homeless baron stares at the dark liquid in the tankard, lost in thought. "I don't want to let go."

He then picks up the tankard and drinks deeply. When he stops he coughs, unaccustomed to the strong beverage. But he drinks again. And for this day he will drink many more.

Later, he will pull out a conch shell from his pack and send a very drunken message.

Sending Stone:
"Hey sexy, how are hiu? I'm homeless bjt yhat's ok/ Nlt really. Drinki f wiyh my friends. Thinjing of you. Remember that yhihg you do with-"


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

Caelius places a comforting hand on Belwick's shoulder as he buys the next round of drinks. "Next time my friend." He looks up to the man. "What's the contract Issac?"


Character Sheet

"Nice to meet you Julie. Glad you'll be takin' care of our needs. Only don't touch me drinks. I can get 'em from the bar well enough. Might be the only exercise I get today!" He guffaws.

He nods though at Caelius' question. "Yeah, let's hear some more of that so we can prioritize."


Map

Issac brightens at the request for contract details.

"You ever hear of Abbey Isle?"

"The Saltmarsh Town Council is mindful of expansion. Abbey Isle would make the perfect location for a new lighthouse. But there are some nasties on the island, previous tenants that need to be evicted. Here's what I know:

He sips his drink, Julie brings another round. Issac's latest is a Citronade, his own secret recipe, spiked with the blackest blackstrap molasses rum. Some exotic red berry is atop on the rim of the tankard.

Abbey Island is just up and off the coast. Until recently, there was an abbey on the island, a religious sanctuary, one dedicated to evil powers. Nobody knows much about them, except that they were under the protection of The Sea Princes. Honest folk steered clear. But the Sea Princes and the Clerics of Abbey Isle had some kind of falling out. This happened just recently, after you left on your last journey. The Abbey burnt to the ground. Scuttlebutt is that whatever passed betwixt the dark clerics and the sea princes turned violent. The pirates killed all the clerics to the man and destroyed the abbey. Nothing remains. The Pirates themselves suffered heavy losses and were slaughtered by the clerics' undead servants. The Mariners' Guild sent a couple of sailors to have a look-see and yeah, no more pirates, no more clerics. But the island is thick with undeath and possibly some other nasties. The Guild is offering 2,000 lions if you do mop up and clear the island so a new lighthouse can be built. And... This is where it gets interesting... Right of Conquest. There's lots of rumors about what the Dark Clerics were doing on that island. And the vaults below the abbey are unexplored. Any treasures and money the priests had is still there. Waiting to be picked by the right, enterprising adventurers."


Character Sheet

"Another water journey huh? Well what are we waitin' for?" he thinks again fondly of his helmet. "Haven't fought undead before though. Should get some holy water. I think I can make it even, I'll have to look up the recipe. What else makes sense?"

Knowledge Religion: 1d20 + 1 ⇒ (6) + 1 = 7 to help plan for undead


Map

"Not much of a sea journey. Major Ursa, a member of The Mariners' Guild and a lighthouse man, is willing to row you over there. He won't join your party, but he'll get you there. Oh, and Saltmarsh will reimburse you for any preparations you make, upon completion of the contract. So if you buy 10 Iron Spikes, keep your receipts, is what I'm saying. Savvy?"

Purchase of anything in Chapter 5 of the PHB, except for holy symbols, holy water, thieves’ tools, weapons, and armor will be reimbursed to you. I'm working on a sending stone response. Sit tight.


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 pays only marginal attention to the discussion of their next quest, instead focusing on the drink in front of him. And the one that will follow.

Belwick can't exactly carry much. But he has a Bag of Holding and can whip up a Tenser's Floating Disk if needed for loot extraction.

That said, Belwick would plan to purchase manacles, a steel mirror, robes, and silk rope. Total cost is 18gp.

Grand Archive

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

Roberts tinkers with the 8 copper in her pouch, looks at her gear, preens her wings and brightly chimes in "Me thinks ready for this next adventure ... and ye mentioned Rights o' Conquest?".

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