| Dungeon Master Tony |
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All the gear is serviceable, but not of high enough quality. No enchanter would likely put in the effort and expense to enchant any of these items.
| Baron Belwick Donnamoor |
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Belwick considers his discovery with the blunted tridents.
Investigate: 1d20 + 4 ⇒ (20) + 4 = 24
| Dungeon Master Tony |
A flash of brilliance comes to Belwick! The tridents are blunted because they're used to support the open secret door!
Indeed! The door swings forward and back, and requires some sort of support to stay open. Notches in the stone at the bottom of the door support this theory.
| Baghotir Nightthane |
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"Good find Baron!"
Baghotir props the secret door open with the tridents, and stands guard over them as the others enter. He doesn't want the party to get locked in by some passerby.
| Baron Belwick Donnamoor |
Smiling at his own cleverness, as well as the accolades, Belwick fails at being humble by his very expression. "Come now, Baghotir. I've no doubt any of you would have deduced this in time. It is no race to be first."
| Baghotir Nightthane |
Smiling at his own cleverness, as well as the accolades, Belwick fails at being humble by his very expression. "Come now, Baghotir. I've no doubt any of you would have deduced this in time. It is no race to be first."
"Yes, it's no contest!" Baghotir laughs.
He guards the rear, listening for anyone coming their way.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
| Dungeon Master Tony |
The secret door is opened, and Belwick props the door up onto the two tridents.
The secret door opens into a short passage that leads south into a larger area. At the far end of that open area, perhaps fifty feet away, stands a closed coffer with canvas sacks propped against it.
The way appears clear.
Baghotir wisely keeps a watch, but you are unmolested by any patrols or wandering Sahuagin.
| Baghotir Nightthane |
Baghotir continues his watch while the others investigate the chamber. He's very curious as to what's in the coffer so carefully hidden.
Loot?
He can't help but hope.
| Baron Belwick Donnamoor |
"A closed coffer is a good sign. Let's see what's in it," Belwick says to the group. He then turns to Embers. "Good Captain, would you be so kind as to see whether there's any traps? I trust your eyes better than my own."
Embers In the Sky "aka Roberts"
|
Roberts rubs her hands together and the bows curtly "Oh it be my pleasure sir Baron" and then quickly dives to work.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Sleigh of Hand for disable if needed: 1d20 + 8 ⇒ (9) + 8 = 17
| Dungeon Master Tony |
Embers trudges through the water and is rocked back by a sudden explosion of cold!
Glyph of Warding: 5d8 ⇒ (4, 1, 7, 7, 3) = 22 Cold Damage to Embers, Belwick, Baghotir and Alisanne as per the map in Roll20. DC 15 Reflex for Half Damage.
| Baron Belwick Donnamoor |
Dex save, DC 15: 1d20 + 2 ⇒ (16) + 2 = 18
Belwick is, somehow, able to avoid the worst of the explosive glyph's magic.
"Well... that was unpleasant."
| Baghotir Nightthane |
Dex: 1d20 + 1 ⇒ (9) + 1 = 10 vs DC 15
Baghotir grows cold in his own skin, "Ouch! That smarts!" He shivers.
"Better be some loot in there..." he growls to no one in particular.
If we want to take 10 minutes I can do some group healing. Shorter than a short rest...
| Baron Belwick Donnamoor |
"I think it might be wise for me to see if there's other magic within that chamber. I'll need a few minutes, so please keep an eye out for any sahuagin patrols."
Belwick then begins the process of casting his ritual spell...
Cast Detect Magic as a ritual. Will hold concentration on it long enough to scan the room.
| Baghotir Nightthane |
Taking advantage of the time, Baghotir will cast Prayer of Healing. He'll heal Embers, Belwick, Alisanne, and himself. He can add two more to the spell, and will offer to heal their hangers on if anyone needs it.
Assuming the 10 minute cast is successful...
Heal: 2d8 + 4 ⇒ (5, 4) + 4 = 13
| Dungeon Master Tony |
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Both spells are successfully cast, and you are not discovered by any roving Sahuagin at this time.
Belwick, the magic from the rune is spent and will not reset. Further scans of the room do not reveal any other magical spells in place--there are no more glyphs here.
| Alisanne Skullfist |
Dex Save: 1d20 + 6 ⇒ (16) + 6 = 22
Alisanne is also able to avoid the brunt of the blast.
| Baron Belwick Donnamoor |
"Let's see what there is then."
Belwick swims in and checks the coffer.
Embers In the Sky "aka Roberts"
|
Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
Embers took the full blast ....
She stands after the healing, still rimed with frost. Embarrassment causing her affectation to drop for a moment "Ouch .. maybe not my best showing there.". She readies her self after a bit, puts her hand on her hilt "No risk, no reward!"
She quickly dives into trying the coffer lock.
SoH: 1d20 + 8 ⇒ (16) + 8 = 24
| Dungeon Master Tony |
[dice=Reflex]1d20+8
Embers took the full blast ....
She stands after the healing, still rimed with frost. Embarrassment causing her affectation to drop for a moment "Ouch .. maybe not my best showing there.". She readies her self after a bit, puts her hand on her hilt "No risk, no reward!"
She quickly dives into trying the coffer lock.
[dice=SoH]1d20+8
DC is 15. You take half.
| Dungeon Master Tony |
Drawn in by the promise of treasure, Embers moves to disarm the lock without checking it first... The coffer's lock easily yields to the pirate's skill, but as she raises the lid, she sees the wire connected to something in the floor.
The door to the secret chamber suddenly slams shut as a stone slab drops from the ceiling, bringing down the door and breaking the tridents with the force. The stones make an ungodly noise that threatens to alert Sahuagin. Baghotir and anyone else near the entry to the secret chamber takes Bludgeoning Damage: 4d8 ⇒ (5, 7, 3, 5) = 20. The door closes, sealing Embers, Belwick and Baghotir in the room. A pile of rubble seals off the chamber and the noise reverberates throughout the chamber.
On the plus side, inside the coffer is:
-Two platinum and pearl coronets of sea elf design (700 gp each)
-A fine pearl necklace (500 gp)
-Two gold wristbands inlaid with diamonds (250 gp each)
-A silver ring bearing the signet of the Prince of Monmurg, a spire rising against a blue ocean sky.
-200 pp scattered loosely
| Baron Belwick Donnamoor |
"Kord's yellowed teeth!" Belwick swears, the noise his immediate concern. When he sees that they're also trapped, he sighs. "This has the potential of being a very bad thing."
"Captain Roberts, any idea on if we can open that stone door? Or if there's another secret door in this area?"
Deciding that the loot is too much of a distraction for the pirate, Belwick quickly shovels it into his bag of holding. Though he will study the signet ring for a brief second. Does Belwick know who the Prince of Monmurg is?
"If the sahuagin heard that, the others are in danger. We need to find a way to rejoin them," Belwick says, searching for some kind of way to open or move the door.
Investigate: 1d20 + 4 ⇒ (1) + 4 = 5
And because I think this will matter, using Inspiration to have Advantage
Investigate: 1d20 + 4 ⇒ (13) + 4 = 17
| Dungeon Master Tony |
"Kord's yellowed teeth!" Belwick swears, the noise his immediate concern. When he sees that they're also trapped, he sighs. "This has the potential of being a very bad thing."
"Captain Roberts, any idea on if we can open that stone door? Or if there's another secret door in this area?"
Deciding that the loot is too much of a distraction for the pirate, Belwick quickly shovels it into his bag of holding. Though he will study the signet ring for a brief second. Does Belwick know who the Prince of Monmurg is?
"If the sahuagin heard that, the others are in danger. We need to find a way to rejoin them," Belwick says, searching for some kind of way to open or move the door.
[dice=Investigate]1d20+4
And because I think this will matter, using Inspiration to have Advantage
[dice=Investigate]1d20+4
The door is now rubble. Belwick believes the fastest way to clear it is to actually clear it by hand. But it will require great strength or for Rudd to smile if you want to clear it quickly. Strength DC18 to clear quickly. Otherwise it can be cleared, but will take time.
| Dungeon Master Tony |
Oh and you remember before, the slave you saved? He served the Prince of Monmurg. This is likely his ring. The Prince of Monmurg is one of the Sea Princes, the Pirate Lords that threaten law and order in the waters around Keoland.
Embers In the Sky "aka Roberts"
|
While the group is looking at the real problem, she slides/limps over to the bags. She whispers to herself "Ye can't be unluckly three times..."
perception: 1d20 + 4 ⇒ (20) + 4 = 24
Thief tools if need: 1d20 + 11 ⇒ (6) + 11 = 17
| Baron Belwick Donnamoor |
Belwick pockets the signet ring, knowing that it will be important evidence to bring back to the council of Saltmarsh.
Moving up to the rubble, Belwick calls out to the others. Hoping they can hear, he says, "Quickly! Clear the rubble so that we can make our escape!"
| Baghotir Nightthane |
Baghotir aims to clear away the debris.
Strength: 1d20 + 4 ⇒ (13) + 4 = 17 vs DC 18 Aaargh!
Inspiration Strength: 1d20 + 4 ⇒ (1) + 4 = 5 vs DC 18
Shrugging, he'll start dragging more rubble away.
| Dungeon Master Tony |
While the group is looking at the real problem, she slides/limps over to the bags. She whispers to herself "Ye can't be unluckly three times..."
[dice=perception]1d20+4
[dice=Thief tools if need]1d20+11
Each bag has 10 lbs of Electrum coins.
(500 each)
| Baron Belwick Donnamoor |
When it becomes obvious that Embers has found more wealth, and that it'll be very heavy, Belwick says, "Quickly, put those in my magic bag of holding. We need to hurry up as I fear sahuagin are coming."
| Venn Greenbough |
Venn lets the others worry about filling bags while he moves to try and dig the party out. He first checks the problem, and then starts to work
Survival: 1d20 + 5 ⇒ (8) + 5 = 13 Picturing understanding if it'll slide and get worse if we dig.
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23 Actual digging.
| Dungeon Master Tony |
Venn is fast, and Rudd smiles.
It's not athletics, it is a straight strength check, but it's enough.
The ranger works so fast, careful not to make his own issues worse. In mere moments, a path through the rubble is clear.
| Baghotir Nightthane |
Baghotir helps the others through the hole before rejoining the group himself.
"That hurt!" He smiles though as the loot is brought out and shown to the others.
Worried they don't have another 10 minutes, he'll top up a bit with a quick healing to at least get something for the pain.
CW: 1d8 + 4 ⇒ (2) + 4 = 6
"Look. I think we either we hide and get a proper rest, or we bail out that secret passage. I'm leaning toward the latter as loud as that noise was. Either way, let's move away from here."
He waits for consensus before bringing up the rear as usual to keep an eye out for stragglers.
| Baron Belwick Donnamoor |
"Loathe though I am to leave a task unfinished, I suspect you are right Baghotir," Belwick says. "I feel we've missed little, which is a small consolation all things considered. Let's get moving through that passage, but make sure it is a well-hidden one. I suspect it'll make an excellent point of ingress for the attack."
He the retrieves his conch shell, speaking the command word before he delivers his message through sending. "One hundred and forty-three more sahuagin on level three. Plus eight armored sharks. Saved Kysh the triton and Borgas the Locathah. Coming home now."
| Dungeon Master Tony |
The sending comes back, a little TOO quickly:
You make preparations to leave, but Kysh stands in the archway. He stands tall, and exudes power.
"First, worry not. I doubt the drunken fools in the Arena heard anything. Friends. Heroes of Saltmarsh. I cannot leave, and though you have already saved my life, I must ask your assistance one last time. I have felt... Did you fully explore the chambers above?"
He holds a hand out in the water, reaching for something unseen.
"My people guard all The Elemental Waters across the planes of existence, and the universes together. And though I know not what it is, I sense a great evil, somewhere above. I will not leave until I know what it is, and destroy it if I can. You have performed great heroics, and freed me. I will not hold it against you if you depart now, but if you'll aid me one last time, I will owe you a boon, and the gratitude of The Tritons."
| Baron Belwick Donnamoor |
Belwick curses. "The message I just received is that we need to hurry back. We have searched nearly all of the area above, and though we have seen no great evil, I will grant you that I suspect you are correct."
"Our mission is clear, but also technically incomplete," Belwick looks to the others, hoping to inspire them in this moment. "If we move quickly we can find this evil, root it out, and hamstring the sahuagin before the alliance sends their forces to attack. We do this for the good of Saltmarsh. Indeed, for the good of Keoland."
He then looks to Kysh. "I am willing to aid you in this, in return for the support of the Tritons against the sahuagin threat. Will you help us to root out their evil?"
| Dungeon Master Tony |
Kysh smiles and clasps Belwick's forearm.
"Root and branch, Enchanter Belwick. It will be glorious!"
He looks to the rest of the party.
"So say you all?"
| Baghotir Nightthane |
Condition: Water Breathing
- - -
"Well, by the gods!" Baghotir swears. He's ready to leave, but he sees the value in the Tritons' aid. And if there's evil afoot... I mean, more than the usual evil, he'll not leave it behind.
Looking about, he sees he's the only one with significant injuries, so he does something about it as he nods, "Fine, fine. Let's do this."
CW x2: 2d8 + 8 ⇒ (6, 5) + 8 = 19
He readies himself and, taking up the rear, proceeds to the doorway in question.
Stealth: 1d20 + 1 ⇒ (11) + 1 = 12
| Dungeon Master Tony |
Stealth checks, please.
Stealth, Kysh: 1d20 + 3 ⇒ (10) + 3 = 13
Stealth, Sea Lion: 1d20 + 5 ⇒ (2) + 5 = 7
Stealth, Borgas: 1d20 + 1 ⇒ (7) + 1 = 8
Stealth checks and a general description please.
| Baron Belwick Donnamoor |
"There are patrols, so let us proceed with all due stealth. Venn and Caelius, please lead the way."
Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
| Caelius Burningseeker |
"We should send the magical message out before we strike Baron. If we die all will be lost." He follow behind eager to weaken their forces.
Didn't we have some means to send one quick message or was that just a hey we made it signal?
Stealth: 1d20 + 2 ⇒ (8) + 2 = 10
Disadvantage: 1d20 + 2 ⇒ (4) + 2 = 6
| Baron Belwick Donnamoor |
"I have already done so, just now, and I can only do it once per day. The magic with the shell is potent, but limited. Regardless, they know what they are up against. And so do we."
| Venn Greenbough |
Stealth: 1d20 + 4 ⇒ (6) + 4 = 10 Tired, it's not Venn's best work. Still, he's not the loudest. He holds out hope that the path will stay clear.
| Dungeon Master Tony |
The party climbs the stairs and tries to move under cover of stealth. You avoid a Sahuagin patrol, and as you hover by an intersection, you all, "hear", something in your mind. It sounds like a voice, but one that doesn't ripple through the water. You hear a tiny voice:
Hey! Down here. I'm very very small. Please help me.
At the intersection, scuttling after you on the ground is a lobster. You think it's looking at you.
Take me out of here! I will make it worth your while, cha-ching, cha-ching, if you know what I mean. I'd wink at you if I could.
You think he's rubbing the two bits of his dominant claw together in the universally understood sign for cash money.