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

Alisanne can see a door--it's very clever, but you can see it in the stonework. You should have no trouble opening it.

But you do not see how it could possibly be trapped.


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

sigh

Alisanne, confident in her abilities, opens the door.


Map

Alisanne is rocked by an explosion! She is blasted by pure cold.

Cold Damage: 5d8 ⇒ (8, 1, 6, 1, 4) = 20, DC 15 Dexterity Save for Half Damage.

Beyond the secret door:

This plain room contains several items of interest.

A leather cloak hangs on a peg on the wall to your right. Opposite the cloak, propped against the east wall, stands a full suit of human-sized plate armor. A heap of chain mail lies at the foot of the armor. Farther into the room, three shields are piled on the floor. Finally, a coffer lies at the far end of the room, its lid closed.


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

Severely wounded in his own right, Venn checks on Embers. "I commend putting your body on the line, but let's stop and rest a bit before pushing on."


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

Dexterity: 1d20 + 6 ⇒ (14) + 6 = 20

Alisanne is able to partially duck behind the door as the blast of cold vomits forth from the trap.

She cocks an eyebrow at Venn as he sees to the pirate at the back of the pack.

Yes, I hope the cold breeze didn't bother you, Embers.

After a quick look around the room, Alisanne offers, If we need a rest, this room should suffice. If Elmo is correct, then we have the time to do so. While we do, maybe you could determine which of these items are magical, Belwick?


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 need to tend to my wounds. Certainly."

Grand Archive

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

Embers, staring at a marking on the walls whipes around at the sound of the blast and quick change in temperature, then swings her head between the door and Alisanne a couple times.

"Er ... missed something?".


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

"Yes, rest while you can. I will see to the items present."

Belwick retrieves his spellbook. Before he begins the ritual needed to detect magic he looks to Elmo. "My friend Alisanne is right. If you return to Saltmarsh and give up your ties with the Sea Princes we can try to help you with your magic. If it means being taught the basics again, I can help. My instructor was Oriel Blackmane, a powerful wizard in his own right. I can share what he taught me. I even have a spellbook with a handful of spells that would be an excellent study. The choice is yours."

"Now, if someone could check the coffer and bring all of the items to me, I will begin."

He then begins the ritual...
Cast Detect Magic as a ritual. If anything is magical, he will cast Identify as a ritual. He'll repeat this until all items are identified or he hits the 1 hour mark.


Character Sheet

Baghotir amiably checks the coffer, once it's been checked for traps by those better suited than he. Still, he gives it a look.

perception: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Archive

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

Roberts, now engaged into the situation flits over to the coffer and also gives a once over and starts to poke, prod, listen, sniff and generally explores all the options to see if safe.

Assuming good, will try to unlock as needed.

Perc: 1d20 + 4 ⇒ (11) + 4 = 15

Thief tools: 1d20 + 6 ⇒ (6) + 6 = 12


Map

Neither Embers nor Baghotir see, touch, taste, hear or smell anything on the coffer that leads them to believe it is trapped, or indeed anything other than a coffer with a lock. The Elusive Sixth Sense also comes up... Empty.

Perhaps this warrants further investigation.

Embers first attempt at opening the lock fails. It is an excellent lock, but she believes she is capable.

Belwick completes his ritual. The leather cloak is magical. The Plate Armor is magical. Neither indicate any specific school of magic.

The Plate Armor is made of mithral! That alone would be enough to be detected by your spell. You are unsure of further enchantments.

The chainmail is fine, but not magical.

The shields are also fine, but not magical. They all bear the heraldry of a spire rising against a blue ocean sky.


Map
Baron Belwick Donnamoor wrote:

"Yes, rest while you can. I will see to the items present."

Belwick retrieves his spellbook. Before he begins the ritual needed to detect magic he looks to Elmo. "My friend Alisanne is right. If you return to Saltmarsh and give up your ties with the Sea Princes we can try to help you with your magic. If it means being taught the basics again, I can help. My instructor was Oriel Blackmane, a powerful wizard in his own right. I can share what he taught me. I even have a spellbook with a handful of spells that would be an excellent study. The choice is yours."

"Now, if someone could check the coffer and bring all of the items to me, I will begin."

He then begins the ritual...
Cast Detect Magic as a ritual. If anything is magical, he will cast Identify as a ritual. He'll repeat this until all items are identified or he hits the 1 hour mark.

Elmo motions to assist you with the ritual, acting as a sort of magical bar back.

"You still don't understand. But if you'll have me, I'll need work. I can still porter and what-not."

Grand Archive

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

Embers is visibly excited! A challenge for her tiny hands and tools.
"Oh, ye be a smart one. Let's see if me hands know how to treat you right?" She smirks at the group at her amazing wordmanship and gets to work.

Thieves tools: 1d20 + 8 ⇒ (15) + 8 = 23

should have been +8 in original roll


Map

Embers gets super excited... And sets off the trap. A blade extends, quick as can be, right at her.

DC 14 Dexterity Save or suffer 2d8 ⇒ (2, 6) = 8 Piercing Damage. This is Save OR Damage, not save for Half.


Map

With the coffer open now you find a rack of 12 Magic Potions.


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 will proceed to perform additional rituals to identify the magic found within the plate armor, the leather cloak, and then one of the magic potions to start.
Cast Identify as a ritual, starting with the plate, then the cloak, then the potions


Map

Belwick's ritual of Identify reveals the following:

Cloak of The Manta Ray

Mithral Plate

Potion of Water Breathing x 12


Character Sheet

Baghotir drools over the plate, but he is if anything polite. He offers it to the other plate wearing armor aficionado. "I would take this without hesitation, but I have already garnered the magic helmet so it's only fair you have right of refusal."

It nearly breaks him to say it. But say it he does, and he stands a little taller for all that - though he trembles slightly with the effort. He holds his breath.


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 doles out two potions to each member of the group. "You have the benefit of being under the effects of my magic, so you should not need these potions. But if that changes then quickly drink this and you'll be able to breathe underwater."

He eyes the cloak. "Does anyone if I take the cloak? I could make good use of it here, but also outside of here."


Map
Baron Belwick Donnamoor wrote:

Belwick doles out two potions to each member of the group. "You have the benefit of being under the effects of my magic, so you should not need these potions. But if that changes then quickly drink this and you'll be able to breathe underwater."

He eyes the cloak. "Does anyone if I take the cloak? I could make good use of it here, but also outside of here."

HA! I... Actually hand't thought of that. Take Inspiration.

Grand Archive

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

Dex Save: 1d20 + 8 ⇒ (9) + 8 = 17

Embers deftly dodged the blade and laughed. This is good fun. "Oh ye sassy thing, calm ye self."


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

Caelius pushes the cloak inot the Baron's hands. "You managed to get us through a lot of this mess. It is yours to claim." He looks to Embers and Alisanne. "You feeling better?"


Character Sheet

Baghotir exhales when it becomes clear he could keep the Mithral plate armor. He's a little dizzy from holding his breath so long - and the excitement of the find.

I've lost track of time, but if there's time, Baghotir changes.


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 smiles at Caelius, then dons the cloak. "We have a couple hours, but I don't know that we want to wait for more than two. We need to deal with the witch."


Map

There's time. Short rest happening (or so I thought) and with help, you can doff and don armor in a short amount of time.


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 cloak looks fetching on you, Baron. Far be it for any of us to stand in the way of your trysts.

As the group rests, Alisanne plays some light tunes to pass the time.

Anyone spending HD also gets and extra 1d6 hps from Alisanne's lofi beats.


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 settles in to center himself, catch his breath, and see to his own body: Short Rest: 2d10 + 3 + 1d6 ⇒ (10, 5) + 3 + (6) = 24


Map

You rest. True to what Elmo has told you, there doesn't seem to be any other living thing on this level, just a series of rooms that are close to being finished, but not quite. This level is under construction.

There are no patrols either, but given the time of day (about midday now) you expect some kind of shift change to happen soon.

I'll reveal the rest of the map, and give you a key if you like, but there is only one other room that may, potentially, be of interest. I've marked it as Number 9 if you're curious.

There is one room of interest... An armory.

This room has a plain stone floor, walls, and ceiling. Two rows of metal racks run almost the entire length of the room from east to west; they are set parallel and about six feet apart, leaving a passage between them. A large number of spears, tridents, and other weapons are arrayed on these racks.

Two large closed coffers sit to either side of the southern archway.

You find:
-Sixty spears
-Thirty tridents
-Ten glaives
-twenty warhammers
-The coffers are unlocked, and hold 75 Daggers in scabbards.

All are of Sahuagin design and nothing in that room radiates magic.

The stairway down Beckons.

You will need to take steps to breathe and move in water to proceed. Roberts cannot fly. All speeds are halved unless you have a swimming speed.

When you're ready, I will take us down.


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

Although Belwick doesn't have any magic to help with swimming, he is satisfied that everyone has the ability to breathe underwater...

... except for Elmo, which he remedies during the short rest they take. If that's okay? Belwick would hit him with a Water Breathing ritual. If time is an issue then I'll give him a potion.

He knows that the water will not slow him down, but everyone else will find it a challenge.


Map

Elmo opts to leave the fortress and remain nearby. He will need to be convinced to join you in the temple below. He has had enough.


Character Sheet

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

Baghotir takes one more minute to smile - his grin shining like his new mithral armor. Sigh.

He eventually moves to the front of the line, "Aye, my helmet lets me swim like a fish. I'll take point and keep an eye on things while you lot move up more slowly."

Baghotir slips into the water, gripping his warhammer and looking for trouble.


Map

The waters below are cold and dark.

Baghotir has Darkvision, but for the rest of you, what is your lightsource and who is carrying it?


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 to, a student of secrets beyond most mortal ken, and likely birthed in the Old Faith has darkvision....


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 takes hold of his dagger and whispers a simple spell. The short blade begins to glow with a pale white light.
Belwick is carrying light


Map
Venn Greenbough wrote:
Venn to, a student of secrets beyond most mortal ken, and likely birthed in the Old Faith has darkvision....

Oh... Yes. Lore I forgot!


Map

Venn's knowledge of The Old Ways grants him Darkvision. Got it!

I will assume everyone is walking on the floor unless you tell me you're swimming up or down, which you should consider as a sort of flying. Embers will need to walk or swim.

Please give me a rough marching order and formation, and tell me if members of the party are scouting ahead. If the Ritual of Water Breathing is complete...

After descending the stairs, you find yourselves in a large open area. Stone pillars rise from floor to ceiling, two each to your left and your right.

The area is empty. Quiet, even peaceful. All is dark here. The ceiling is 20' high. The corridors north, east and west are 15' high. The seawater is very cold, but not hazardous.


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's jaw stays slightly clenched, a habit he'd rather be without, but one his instincts don't seem to let him overcome.

He motions to Embers, "Come stand with me in the front."


Character Sheet

Baghotir tries to make the second row, but as he can swim to the front as needed, it might make sense for him to be in the back - covering their rear. For it might be safe now, but once they start moving around in the tunnels, things might come readily from behind.

So he likely takes up the rear, with an eye to the front given his mobility.


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

Caelius stays near the middle, the weight of the water pressing in all around him is an unnatural feeling and he doesn't like. His steps are labored as he forces the plate armor through the resistance of the water. His heartrate increases wondering at which possible second the Baron's spell will let loose spelling his untimely doom.


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 decides that a degree of protection will be necessary. "Going to add my own armor. This will be dangerous, I think."
Cast Mage Armor


Map

Preparations made? The map has been updated. There are archways leading east and west, and a corridor to the north that breaks east or west a short way in.


Map

As a reminder:

Mission Goals

-Determine the strength of the sahuagin force: how many warriors, lieutenants, and other battle-ready troops are present.

-Locate important areas within the fortress: where are the warriors barracked, the officers quartered, and the leaders housed.

-Discover any significant defensive measures: traps, areas readied specifically for defense, and other dangers the attacking force must avoid or overcome.

-Discover how advanced the sahuagin preparations are and when they might mount their first attack.

You need not fight another battle if you're sneaky and smart. But a battle or two doesn't mean mission failure either. Your path is your own.

Grand Archive

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

Embers slides up to Venn. Her wings ineffective in the water are held as tight as she can against her body. Being under seems to have darkened her mood to some seriousness. She nods, ready to move ahead and scout with the ranger.

"Silent waters we must keep, ready...."


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

"Captain Roberts, I think now would be a suitable moment for you to get a lay of the... well, the sea. We're not on land, after all. Allow me to give you an advantage."

Belwick works through the gestures of a bit of illusory magic. He places a hand on the fairy, and within seconds she disappears from view.

"You have about an hour, so please get back to us before my magic wears off."


Map

Okay... I figure that'll give you like... Six Rooms. To keep this from getting tedious, give me a basic heading and I'll give you information.


Map

As per slack...

Roberts, Invisible, moves about unseen and undetected.

29. A short passage beyond the archway opens after about twenty feet into a large room. A seaweed bed covers the entire south wall. Several coffers, their lids closed, stand at regular intervals around the unoccupied walls.

A commanding sahuagin is addressing a group of sahuagin guards and sharks.

This room appears to be a barracks. Most of the sahuagin in this room are armed and appear about to marshal out somewhere. There are four sahuagin in the corner however, grouped around a small net arena Where lobster gladiators battle for supremacy and sport! Those sahuagin appear to be wagering on the outcome.

30. This is a spartan room. A few broken bits of pottery lie scattered on the floor. A table stands in the center, with a small bench to either side. Seaweed beds sway in the northeast and southeast corners. Two coffers, their lids closed, stand against the north wall.

The light in this room flickers slightly, illuminating a sleeping sahuagin in the northeast corner bed.

40. This ceiling and floor of this large room are unfinished stone. Light green tiles cover the walls. Seaweed grows freely throughout this chamber. Anemones, starfish, and a lone lobster crawl over the natural rocky surfaces.

Roberts' Perception Roll... 1d20 + 4 ⇒ (19) + 4 = 23

Roberts finds a secret door!

Following that door:

46. This room is tiled in coral pink. The walls show scenes of sahuagin in victorious combat against whales, groups of squid, and a great tentacled beast whose identity is not obvious. A large table in the center of the room has benches on all four sides. A small silver object lies on the table.

47. This room is tiled in a rich, deep green. The walls are frescoed with representations of marine plant life. A large seaweed bed fills the northwest corner. There is a spear propped against the wall in the southwest corner. In the center of the east wall hangs a mirror with a filigree metal frame. Below it is a large coffer, its lid closed.

Embers gently opens the stone door and sees...

42. At the end of a short stretch of corridor, another archway opens into a larger area. Here, the floor is tiled indigo and the walls dark blue. On the north side, a massive, ornately carved throne rises from a pale blue dais.

Pale blue marble pillars stand to the east and west. The dais is of the same pale blue marble, while the throne is black coral. The ceiling is tiled in pale blue.

On the throne sits an oversized sahuagin. This creature has four arms. In his right upper hand, he holds a large trident. His two lower hands grip the arms of his throne.

Floating next to the throne, on the creature’s right-hand side, is an adult female sea elf holding a long staff tipped with a jumble of shark jaws and teeth.

In front of the throne and at the foot of the dais, three adult sahuagin float with their backs to you. Two float with bodies held rigid, while the third pleads before the throne.

Embers knows instinctively that she needs to get the eff out of there before her invisbility runs out.

INT DC12:
You've seen this female sea elf before! She was part of the Sahuagin Raiding party on your ocean voyage to The Emperor of The Waves!

Grand Archive

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

Embers laughs to herself. Being invisible is great! She needs this more often.

Finding the the hidden room is like cream on an already massive bowl of strawberries... as just when she doesn't think things could be better sees the glinting, silver object. It literally begs to be picked up and pocketed.

So does what it asks... (she does check for any traps, etc) around it.

She will then hurry back to the gorup.


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's shoulders sag with the news and the numbers from Embers In The Sky. "We are definitely outnumbered. It's something we knew to be true, but a pitched battle underwater with any of the sahuagin is, simply put, a bad idea."

"We have learned much already, thanks to Elmo. But also thanks to the excellent work done by Captain Roberts. They are led by a behemoth of a sahuagin with four arms. They are in league with a sea elf. And not everything is going well if there are sahuagin in need of chastising."

"I think we will need to go above and plan to ambush the next patrol that goes to the surface. We should explore some more, but I do not think we want to have sahuagin between us and our escape. Especially given the number of bodies we left above. I'm open to other ideas, however."

The nobleman turns back to Embers. "Anything else you can think of?" Nudge to Embers to maybe try that INT check ;)

If Belwick can make the INT check:
Int: 1d20 + 4 ⇒ (6) + 4 = 10

Grand Archive

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

Int: 1d20 + 1 ⇒ (4) + 1 = 5

"Think of? Well .. uhm." She brightens and pulls out the silvery object and holds it aloft and proceeds to go into detail about how she found a secret door and this object.

" ... and if it weren't for me keen fairy eyes .." and so on.


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 eyes the silvery object. "Yes, well done Captain Roberts. Your eyes are keen as ever."
Just what IS that object?

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