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

Reposting room description:

This chamber is accessed by three archways leading into it from the north, east, and west. A stone bench runs along the south wall. Set in the north wall, opposite the west archway, is a metal gate that closes off an opening to the north. A mechanism consisting of a wheel, chains, and various pulleys is attached to the east wall.


Human Noble Wizard 6 (HP: 32/32) | 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

"Gentlemen, I'm expecting you to work that mechanism to get me out."

Belwick then moves close enough to the man, concentrates, and with a popping sound switches places with the dying man!
Using Benign Transposition


Map

That... Is... Technically a solution.

Belwick finds himself in a disgusting room. Clearly the, "living", quarters of slaves:

A long, narrow room stretches beyond the gate, with four pillars equally spaced north to south.

To your right, along the east wall runs a shallow trough cut into the stone floor. This channel is stained and traces of a brown liquid shine wetly.

To your left, along the west wall, dozens of manacles hang from the wall at waist height.

Baghotir, now able to heal the dying man, casts his spell. The emaciated, beaten and malnourished man gasps, and spasms and slaps at you a few times as he is pulled back from the brink of death. He blinks out tears and looks into your eyes.

"They'll be back soon... Please... I... I... "

The man clutches at his face and head and starts to sob.


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

Caelius rushes to the mechanism and begins to quickly pulls the chain to open the gate. "Is it working?"


Map

The gate opens and the party has access to the room beyond AND Belwick is free.

The Sahuagin have been fooled, but they may be back at anytime.


Human Noble Wizard 6 (HP: 32/32) | 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

"Well done, Caelius," he says, stepping back into the room.

To the now revived man he puts on a soothing voice and says, "You have been srong beyond measure, but now things are going to improve for you. Do you have a name, and are there others who were taken captive?"


Map

The sobbing man doesn't respond to Belwick's questions. He will need to be calmed before he can be questioned. Perhaps a change of tactics?

Grand Archive

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

Roberts has a 'lightbulb' look on her face. She rummages through her small pack, pulls out a potion (Potion of Vitality) and tries to get him to drink it (perhaps a bit forcibly).

"This will help. May not be rum, but should lighten ye load"


Map

Roberts forces the draught down the man's throat. Strength visibly returns to his frame. He chokes and sputters. He still looks confused, as if he's having trouble recognizing things around him.

Wisdom (Medicine) DC 15:
There is a puncture wound near his eye. He has had a frontal lobotomy.

He is still emotionally disturbed, but has the strength to move.

"We need to move or prepare to fight. There are no patrols on this level--just the guard stations and the worksite to the west."


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 am prepared to fight. But what of you? Can you fight?"


Character Sheet

Baghotir examines the man, wondering why he's still out of it.

Medicine: 1d20 + 7 ⇒ (4) + 7 = 11 vs DC 15

He shrugs, Maybe he's just had a hard time of it.

He hands the man a spare spear. "Use this as a crutch if you need, or as a weapon if you can. But hang back. We'll get you out of here."

"Is there anything else on this level worth looking at? Where do we go to go deeper?"

He's not sure dragging this poor man deeper is a good idea, but he wants to know their options.


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

Wisdom: 1d20 + 1 ⇒ (10) + 1 = 11

"Let's get him to safety. If we have to drag him along he will get one of us killed." Caelius says, though he doesn't quite want to leave the injured an alone either.


Map

"I... I used to be a wizard. They took that from me."

The man will be of no real asset in a physical confrontation. He is no longer exhausted or wounded, but a strong breeze might kill him.


Human Noble Wizard 6 (HP: 32/32) | 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

Medicine: 1d20 ⇒ 12

Belwick looks aghast. "Someone took your wizardry from you? Well, you are in the presence of a wizard, and that is something we can rectify. Later."

"As much as I want to get out of here, we have a mission to complete. We must learn more, and do more to destabilize the Sahuagin. If the worksite is west perhaps we should look down this southeast passage first?"


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 looks at the man, This is why my kind abandoned wizardly magic 4 generations ago, the weakness fills me with dread.

"We cannot turn this into a discussion. When flushing out an infestation, one must be thorough, very thorough. Let us go."


Map

Belwick and Venn urge the party south. The party winds back and forth until they find themselves at an intersection of passages.

-Ahead, the passage continues west and then turns south. You see torchlight in this direction.

-If you turn south, there is an archway just ahead that leads east.

-Or you can continue south, where you can see the passage turns west.

The man you've freed raises an arm and points ahead, directly west and towards the torchlight.

"Worksite."

He seems to get some kind of headache, as if the effort of speaking has been painful for him. He clutches at his face and his breathing becomes erratic. He is barely holding it together, emotionally. Something Belwick said.


Human Noble Wizard 6 (HP: 32/32) | 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

"That makes sense. If there are slaves being set to a task, they would need light where the Sahuagin do not. And freeing the people will be, at the very least, a setback for our foe."

He ponders the situation. "We need to free them, but we also need to make sure no one comes up behind us. Let's search to the south quickly, then head to the worksite and free the others."


Map

The man waves his hand and makes an effort to catch his breath

"The worksite is the way down. If you dealt with the other two guard stations, then the Devils will come back here, and tell their masters. There is nothing else on this level and no patrols."


Human Noble Wizard 6 (HP: 32/32) | 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

"We sent one away, but I would not say that they are permanently dealt with," Belwick admits. "But if there is nothing more here then we should proceed directly to the worksite."


Character Sheet

"Your logic is sound. Let's make haste to the worksite, shall we?"

Baghotir moves in that direction.


Map

Moving west, into the torchlight, you see

A large archway stretches an area of plain stone construction. Three pillars extend to the tiled ceiling. In the center of this chamber, a wide staircase leads down. An unfinished half-wall surrounds three sides of the staircase. Piles of colored tiles sit near the wall, awaiting placement. The sound of water lapping against stone can be heard coming up from the bottom of the stairs.

There are ten slaves shackled to the three pillars in the room. You see a cluster of orcs, another of hobgoblins, and there are two lizardfolk shackled together and to the third pillar. All of the slaves have been beaten and badly abused. As you make yourselves known, they each turn towards the party. One or two of them dare to hope.

Your new companion speaks up: "Those stairs lead below. Everything beneath us is under water. Whatever you will do... Hurry. The Sahuagin will be back any minute."


Human Noble Wizard 6 (HP: 32/32) | 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

"We need to free these people. All of them," Belwick says. "Though they cannot breathe underwater. If we backtrack and let them out the way we came in, they will have a chance at freedom."

He pauses and considers the situation further. "Or we arm them and give them an opportunity at revenge. With that other patrol still around, it might be an ideal opportunity for us to use strength in numbers."


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 hate to agree with nobility, but Belwick's right. Let's give them choice. Those who want to stand and fight, can. Those who do not can roll the dice."


Human Noble Wizard 6 (HP: 32/32) | 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

"Us nobles are not so bad after all, hey Venn?" the baron manages to say with a grin. "Come now, my fellow breakers of chains. Let's free these warriors."

He moves to the lizardfolk and places a hand over his chest. Uncertain if they will understand the common tongue he opts to start with names they might recognize. "Queen Othokent sent us," he says, then balls his hand into a fist. "It is time to fight, proving yourself in the eyes of Semuanya."


Character Sheet

Baghotir chuckles at the exchange, and gets to work freeing slaves.

He has two hammers, and two more spears among his equipment. He likes to be prepared. He gives weapons to those who wish to wield them.


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

Caelius nods. "I had to learn to defend myself at a young age as well. While innocent, any able bodied should defend themselves." He draws the spare magical spear he just purchased and places it into the pile.


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
DM Tony wrote:
"All of the slaves have been beaten and badly abused."

Alisanne gives the slaves an appraising look.

Give them the means to defend themselves, sure. But they will be butchered by the Sahaguin if we leave them on their own. If we're going to free them now, we're responsible for them and we need to get them out. That means leading them into the group of guards we sent north to the exit to the causeway. Some of them will die, I have no doubt.


Map

The slaves are broken, emotionally and physically.

They *can* fight, but are at Exhaustion 4, literally being worked to death. Alisanne is right--certain death unless you lead them out.


Map

Baghotir frees the slaves who, despite their legacies as warriors and monsters (Hobs, Orcs and Lizardfolk), can only cower and scrape at your feet. They plead with you for freedom.

The Lizardfolk can't actually cry, but at the words, "Othokent", and, "Semuanya", cling to Belwick's feet as if he is a messiah.

Consider what it took to break an Orc...


Human Noble Wizard 6 (HP: 32/32) | 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 places a benevolent hand on each of the lizardfolk, bidding them to rise. The situation is worse than he'd hoped. "You are right, Alisanne. We must lead them from this place. Let us head back to the entrance as a group, making sure that any resistance from Sahuagin is dealt with. Once they are back out into the open sky we can return."


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'll not deny someone who would rather die here and now. Let us lead out those who wish it."


Map

The decision made, Venn and Caelius turn towards the exit and are stopped in their tracks by the sight of Sahuagin emerging from the door!

The leader yells something foul from the rear ranks! Nobody is surprised A battle begins...

ROUND 1
1. Venn GO
2. Belwick GO

3. Hammers TBD
4. Embers TBD
5. Alisanne TBD
6. Baghotir TBD
7. Sahuagin
8. Sahuagin Champion
9. Caelius TBD


Human Noble Wizard 6 (HP: 32/32) | 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 too close now, my friends!"

Belwick takes several steps to get a proper view, then launches into some more destructive evocation magic. A small bead of fire zips forth, only to detonate into a powerful explosion around the sahuagin!
Fireball, Dex 15: 8d6 ⇒ (1, 3, 2, 1, 4, 6, 6, 3) = 26
Template drawn on the map


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 turns his face away from the flames of the fireball, and then rushes forth to meet the survivors. His greatsword cleaves the hot air, connecting with charred flesh.

Focusing on the closest survivor, and will continue to do so until it drops. Speed of 35' should be enough.

ATK 1: 1d20 + 8 ⇒ (16) + 8 = 24 for DMG: 2d6 + 5 ⇒ (4, 1) + 5 = 10 Style: 1d6 ⇒ 2 Net damage is 11.
ATK 2: 1d20 + 8 ⇒ (19) + 8 = 27 for DMG: 2d6 + 5 ⇒ (4, 5) + 5 = 14
ATK Ambush: 1d20 + 8 ⇒ (1) + 8 = 9 #$%@#$%


Map

Belwick's fireball turns the forward Sahuagin guards to ash, and most of the squad takes the full force of the explosion. Two of the Hammers saved, but the others take it all.

Venn!


Map

Venn cuts down a Hammer-wielder but these are trained warriors and they fill in the gap!

Venn takes two hits from coral headed warhammers and as his blood is spilled... He sees the Sahuagin eyes fully dilate and they start to frenzy!

Venn takes 15 Points of Damage from two hammer strikes!

ROUND 1
1. Venn KILL
2. Belwick FIREBALL, 2 KILLS
3. Hammers MISS, HIT, MISS, HIT
4. Embers GO
5. Alisanne GO
6. Baghotir GO

7. Sahuagin
8. Sahuagin Champion
9. Caelius TBD


Character Sheet

Status:
HP 51/51, AC: 20
Condition: Water Breathing
- - -

Baghotir rushes forward with a swiftness you'd not expect of him (go boots!) and gets a swing on the lead fish. "Nice fireball. You got more? Those are neat!"

Warhammer (magic): 1d20 + 8 ⇒ (9) + 8 = 17
damage B: 1d8 + 5 ⇒ (5) + 5 = 10


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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 steps away from the melee and begins playing a quick march.

Bless on Baghotir, Venn, and Caelius. +1d4 to attacks and saving throws

Grand Archive

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

The room is so crowded Roberts can't get the angle she wants and so just goes in on a simple in-n-out attack.

Target: nearest
Rapier Atk Roll: 1d20 + 9 ⇒ (19) + 9 = 28
Rapier Dam Roll: 1d8 + 8 ⇒ (6) + 8 = 14

Bonus: Disengage and move


Map

Embers slays a wounded hammerer... And the Sahuagin Champion enters the room, wild with blood frenzy and goes for the nearest target... Venn.

It seems to forget that it is carrying a spear and it goes for Venn with claws and jagged teeth. Venn takes another 13 Points of damage as his blood drives the Sahuagin crazy!

ROUND 1
1. Venn KILL
2. Belwick FIREBALL, 2 KILLS
3. Hammers MISS, HIT, MISS, HIT
4. Embers HIT, KILL
5. Alisanne BLESS
6. Baghotir HIT
7. Sahuagin Champion 2 HITS
8. Caelius GO

ROUND 2
1. Venn GO
2. Belwick GO


Human Noble Wizard 6 (HP: 32/32) | 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 sends a mental message to Hobart. Help me, my friend. Distract the nearest fishman.

The owl leaps the perch that is Belwick's shoulder and flies out toward one of the sahuagin. Feathers and claws flash out in a way meant to imply threat, until it suddenly flies back. Help action from Hobart

Belwick uses that opportunity to weave a quick spell, flicking a bolt of flame at the same sahuagin.
Firebolt: 1d20 + 7 ⇒ (11) + 7 = 18 OR Firebolt: 1d20 + 7 ⇒ (2) + 7 = 9
Damage (Fire): 2d10 ⇒ (1, 6) = 7


Map

Belwick's arcane fire burns a Sahuagin Hammerer to a crisp!

Venn and Caelius!


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

Caelius rushes the Sahuagin blocking the door. His muscles heave as he tries to drive his sword through its chest and push it back.

+1 Longsword of Kord vs Sahuagin: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

Extra Attack +1 Longsword of Kord vs Sahuagin: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 5 ⇒ (8) + 5 = 13

Status:

HP 58/58
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 4/4


Map

Caelius cuts down another Hammerer and scores another hit on the Champion!

Venn?


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

"You are REALLY pissing me off!" Venn takes an aggressive stance that leaves little to defense. He swings downward, taking an arc just off of vertical:
ATK: 1d20 + 8 + 1d4 ⇒ (19) + 8 + (1) = 28 for DMG: 2d6 + 5 ⇒ (1, 3) + 5 = 9 Style: 1d6 ⇒ 6 For a net 14 DMG.

He then follows through to bring it around for a clean horizontal cut:
ATK: 1d20 + 8 + 1d4 ⇒ (15) + 8 + (2) = 25 for DMG: 2d6 + 5 ⇒ (2, 4) + 5 = 11 Style: 1d6 ⇒ 5 For a net 14 DMG.

All told, that's 28 DMG.


Map

Venn batters at the frenzied monster until his strikes finally create an opening. He beheads the Sahuagin Champion with one final stroke. All the Sahuagin guards on this level are dead, or downstairs in what passes for a mess hall.

The slaves, free of their bonds, scream and yell and leave the chamber en masse, thinking of only this miracle of freedom. They grab torches from the walls and leave, as quick as their atrophied and tired muscles let them. The Orcs and Hobs scoop up dropped Sahuagin spears but do not turn on you. They leave via the north, the fastest way out of this Hell.

You pursue them, seeing them to the exit. They leave the complex across the causeway and out into the wilderness. The Lizardfolk stop long enough to bow and scrape and thank you, their saviors.

For freeing the Slaves of The Sahuagin, and slaying the final guards on this level, each adventurer earns 416 Experience Points.

The human you freed sits for a moment to rest before addressing you.

"Heroes... My name is Elmo. I am a wiz... I was a wizard, and part of a scouting team sent here by The Prince of Monmurg to investigate the strange happenings here in this former Lizardfolk Warren. We came, prepared to explore the undersea fortress but ill fortune hit us and we were overwhelmed shortly after we entered the fortress via the causeway. My companions were killed, and were spared the fate that awaited me. They... Tortured me, forced me to destroy my spellbook. Still I resisted, and tried to use my cantrips to escape. It was then, they took me below. I was forced to watch a mass sacrifice to their foul God, a sacrifice that summoned... Something. Teeth. Teeth in the temple!"

At this, his eyes go wide and he clutches his head again, fighting back tears. He collects himself.

"After I was stunned and weakend by witnessing the horrors, they... Pushed something into my brain. The pain was unbearable, and since I awoke, I have been unable to recall the basic formulae needed to perform cantrips or rituals. I can no longer cast spells. They worked me in this corridors, laying tile, digging, shaping, and I was dying before you came upon me. You have saved my miserable life and given me my freedom, but I do not know what happens now. Without magic, and so far from my home... You have several hours before the Sahuagin change the guard--They can only stand to be out of water for a few hours. There is nothing else of note on this level. We... The slaves... Were nearly done. After that we were to be put to death, sacrificed, and then they would have lowered the sea bed again and sunken the fortress entirely. What will you do now, my Saviors?"

Intelligence (History) DC 12:
The Prince of Monmurg is one of The Sea Princes! Pirate Lords, slavers themselves, and enemies of Keoland and Saltmarsh.


Human Noble Wizard 6 (HP: 32/32) | 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

History: 1d20 + 7 ⇒ (5) + 7 = 12

"It was an error on your part to work for one of the Sea Princes. They are no friends to Keoland. But the price you paid here is not a just one. That they have the power to strip someone of magic is... it's not right," Belwick says, more than a little unnerved.

He takes a deep breath, steeling himself to the words he is about to say next. "My friends, if what Elmo says is true, and I have no reason to doubt him, then I fear we do not have the luxury of waiting for a tactical assault. Whatever foul rituals are in play, they are at the behest of more than just a group of savage sahuagin. Time is not on our side, and so I believe it our obligation to continue below and confront this threat."

Belwick returns his attention to the former wizard. "What was it they had you doing? Even if you cannot remember basic formulae, the actions you needed to take could tell us enough. We need to undo or sabotage these efforts. At the very least buy people some time. What can you tell us?"


Map

He seems to ignore or refuse to hear your patriotic note.

"No, you don't get it. I wasn't part of whatever they were doing. They just made me watch. I... Teeth. Teeth and blood is all I remember. It's like a part of me just switched off. I can't remember. I remember teeth, and then blood and then that witch--the Elf--she put a needle into me."

He stands and starts walking towards the southeast of the level.

"If you're going forward, I might be able to help you."

He leads you to a room...

This room contains neat piles of hammers, chisels, mining picks, sledgehammers, crowbars, spades, wicker baskets, sacks, and coils of rope. There is also a pile of light blue tiles. Otherwise, the place is empty.

Elmo walks over to the southeastern corner. He takes some stone dust from the floor and tosses it towards the wall. He points.

"I do remember building that secret door there. They took our adventuring gear and hid it there. I don't think they know that some of it was enchanted. Be careful--I think they trapped it. One of the priestesses was working on it."

Map Updated


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

"Loss of skill earned is a terrible price to pay, though I will never mourn a blow to the Sea Princes. Go and restart your life, death has not come for you this day and a chance to start anew. Remember that this chance is denied as a matter of course to the Princes. Know that we will use the gear once recovered, and know that we will eradicate whatever foul malfeasance they've wrought."

Venn turns to Embers, "Your skills will be needed soon."


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

The way is clear. If you want to return to the Sea Princes, you're on your own from here. However, if you want something different, you could wait for us out past the causeway and return with us to Saltmarsh. If we can stop whatever the Sahuagin are up to, we may learn how to reverse whatever was done to you.

Alisanne turns her attention to the secret door, discerning how to open it and bypass the trap, if one exists.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Thieve's Tools: 1d20 + 6 ⇒ (19) + 6 = 25

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