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 tries to keep the rumble in his tummy from sounding overloud. That said, he'd not eat an intelligent creature. Still, he does like his surf-and-turf.

"What are you doing here?" he inquires of the little guy.

Knowing they're in a bit of a hurry, he adds, "If you crawl/swim up to my pack and hang on, we'll get you out of here, but we're going deeper first."


Map

YES! Excellent! Shern lives to fight another day!

The lobster finds his way into Baghotir's pack.

add 1 live lobster to your inventory.

Make haste my friend! Take us away from this awful place and I will lead you to riches beyond... Where are we going?! OH NO NOT THE TEMPLE! There is a giant monst...

Kysh holds out his hand and focuses for a moment. Then confirms that this is it.

The party enters through the enormous double doors.

This large room features walls and floor covered in gray tiles, the ceiling covered in white. Tiled pillars support the ceiling and run down the length of the area on either side of the center.

An altar is built against the northern wall of this chamber. Its stone base is covered in carved shark eyes that stare out in all directions. The startlingly realistic eyes are inset with dark stones that reflect the chamber’s dim blue light.

Glowing symbols and strange designs are engraved into the walls of this place, casting an eerie light throughout the chamber. Three chanting sahuagin dressed in ceremonial robes float near the altar, their arms raised toward the ceiling, which is some thirty feet above. Carvings of shark’s eyes adorn the altar’s front, each varied in shape and size. The gory remains of unidentified creatures rest atop the altar; blood rises like smoke upward past the sahuagin. Two large and squirming sacks flank the altar.

A massive two-headed shark, its fins adorned with bands of pearl and gold, swims in circles above the altar.

The doors close behind you. The Sahuagin all regard you, but are all in the midst of a ritual and do not stop their complicated casting.

Everyone must make a DC 14 Wisdom Save Vs. Fear or be Frightened. The dark magics of the room and the presence of the monster is too much.

What do you do?


Character Sheet

Status:
HP 47/51, AC: 20
Condition: Water Breathing
- - -

Will: 1d20 + 7 ⇒ (2) + 7 = 9 vs DC 14 Really? Damn... and I'm out of inspiration.

Baghotir casts Spirit Guardians, exempting his friends and their new companions, including the frightened lobster. Then he moves up, warhammer in hand.

He stands shakily, his warhammer nearly dropping into the murky water.

"No, no, no. This is not going to happen," he says simply, but too afraid to move up and put a stop to it.

I think I did frightened correctly, but let me know if not!


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Wisdom save: 1d20 + 3 ⇒ (17) + 3 = 20

Having heard frightening tales of rituals from his former tutor Oriel Blackmane, Belwick shows steely resolve. We knew we were heading into something bad. And here it is.

"Whatever ritual they are performing must be stopped," Belwick says to the group. "None of the sahuagin can leave here alive. There can be no more sacrifices."

He will then move his hands through the gestures necessary to release a trio of magical force missiles, each one striking a sahuagin performing a ritual.
Magic Missile vs Left: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile vs Centre: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile vs Right: 1d4 + 1 ⇒ (3) + 1 = 4


Map

The Magic Missiles all strike true and the chanting stops. There's a moment where nothing happens and everyone watches the two-headed shark swim in circles.

Kysh looks at Belwick and smiles.

ROUND 1
1. Caelius WIS SAVE AND GO
2. Embers WIS SAVE AND GO
3. Kysh IMMUNE and GO
4. Borgas WIS AND GO
5. Priestesses SURPRISED
6. Belwick Save Made and MM
7. Baghotir
8. Save failed, FRIGHTENED, GO
9. Alisanne WIS SAVE and GO

10. Maw of Sekolah TBD


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Venn gives the noble a reluctant nod of respect.

Will: 1d20 + 2 ⇒ (1) + 2 = 3

Venn is struck by an uncharacteristic fear that itself is disconcerting.


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

Wis14: 1d20 + 1 ⇒ (7) + 1 = 8

Gods be damned, what have you started, Belwick?

Falling back on instinct, Alisanne begins singing to raise morale.

Countercharm: As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.


Character Sheet

Status:
HP 47/51, AC: 20
Condition: Water Breathing, Spirit Guardians (DC 15, 3d8, 15'r), Spiritual Weapon (9r)
- - -

Will: 1d20 + 7 ⇒ (7) + 7 = 14 or advantage: 1d20 + 7 ⇒ (13) + 7 = 20 vs DC 14

Baghotir casts Spiritual Weapon, sending his spiritual axe against the double headed shark - just in range.

Spiritual Axe: 1d20 + 7 ⇒ (4) + 7 = 11
damage F: 1d8 + 4 ⇒ (7) + 4 = 11

He then swims up to visit with the shark in person like the idiot he is. He hopes the spirit guardians swimming around him do their job...


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Map

Baghotir cannot approach the shark, he is afraid for Round 1. Round 2 hits, and I'll keep that save result. You can still cast Spiritual Weapon no problem. It misses.

ROUND 1
1. Caelius WIS SAVE AND GO
2. Embers WIS SAVE AND GO
3. Kysh IMMUNE and GO
4. Borgas WIS AND GO

5. Priestesses SURPRISED
6. Belwick Save Made and MM
7. Baghotir Save Failed, Spiritual Weapon
8. Venn Save failed, FRIGHTENED, GO
9. Alisanne Save Failed and Countersong
10. Maw of Sekolah TBD


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Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Wis DC 14: 1d20 + 1 ⇒ (19) + 1 = 20

By this point in his life Caelius had seen scarier things traveling with this crew. While the two-headed shark was different it wsn't scary to him. He swims forward to cut the shark off from ramming into the others.

Move and Ready an attack

Ready +1 Spear vs Green: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Status:

HP 31/58
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Second Wind 0/1
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 2/4

Grand Archive

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

Will: 1d20 + 1 ⇒ (7) + 1 = 8

The sense of being prey ripples through the tiny Embers. She casts a spell in hopes that some light frees her

Faerie Fire, 20' (all?)
Save: Dex 14


Map

Caelius moves forward and readies an attack!

Ember's casts her spell and... The Maw of Sekolah saves, but all of the priestesses are outlined in Faerie Fire! Attacks against them have advantage.

The Maw of Sekolah takes advantage of this and FEEDS (Legendary Action) Everyone in the room takes 2d6 ⇒ (3, 5) = 8 damage as it swims supernaturally fast and tries to eat everyone. DC 16 Dex Save for Half.

Kysh and his mount charge The Maw of Sekolah! He draws first blood with his spear. Borgas swims on the outskirts and tries to hide by a pillar. 1d20 + 1 ⇒ (5) + 1 = 6 Stealth

The Priestesses are no longer surprised.

Belwick throws his spell. Baghotir casts his spell and it misses. Venn readies an attack.

The Maw of Sekolah Detects Borgas with a Legendary Action.

Alisanne begins her countersong.

The Maw... Tries to rip into Kysh. It lunges forward with a bite but misses. Then it lashes with its tail and smacks Kysh, battering him. 1d8 + 5 ⇒ (2) + 5 = 7 to Kysh. Then it charges forward to Caelius, drawing attacks from Kysh... Kysh pokes it for 8 Damage. Caelius' spear finds it's mark for full damage.

Kysh turns and attacks again... (Round 2)... And scores two hits for a total of 15 Damage.

Borgas swims forward and attacks a priestess! Skewing her twice for 10 Damage total.

The Maw performs ANOTHER Legendary Action and Swims around FEEDING. Everyone in the room takes 2d6 ⇒ (2, 4) = 6 Damage, DC16 DEX for Half.

ROUND 2
1. Caelius GO
2. Embers GO and WIS Save at The End of your turn

3. Kysh HIT
4. Borgas HIT
5. Priestesses TBD
6. Belwick TBD
7. Baghotir+Spiritual Axe TBD, GO and WIS save at end of Round
8. Venn TBD and Wis Save at Turn End
9. Alisanne TBD and WIS Save at End
10. Maw of Sekolah TBD

Grand Archive

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

Dex # 1: 1d20 + 8 ⇒ (18) + 8 = 26
Dex # 2: 1d20 + 8 ⇒ (19) + 8 = 27

Embers is still shaken an doen't want to move any closer... but sees Caelius close the gap. If that's the case, then she decides to level the playing field some...

She casts Enlarge on Caelius.

Wis: 1d20 + 1 ⇒ (9) + 1 = 10


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Dex save #1: 1d20 + 2 ⇒ (18) + 2 = 20
Dex save #1: 1d20 + 2 ⇒ (8) + 2 = 10

Belwick winces as the two-headed shark feeds. "Ok, I think the shark is the real threat. Focus on bringing it down if you can!"

As much as he wants to, he simply doesn't have time to acknowledge Embers' new trick.


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Dex 1 DC 16: 1d20 + 2 ⇒ (3) + 2 = 5
Dex 2 DC 16: 1d20 + 2 ⇒ (1) + 2 = 3

Caelius recoils as the two-headed maw feeds on him. He drives his spear in close as quickly as he can to try and drive it back.

Enlarged +1 Spear: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 5 + 1d4 ⇒ (5) + 5 + (3) = 13

Enlarged +1 Spear: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 5 + 1d4 ⇒ (5) + 5 + (2) = 12

Status:

HP 17/58
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Second Wind 0/1
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 2/4


Map

Caelius bravely stands against the Maw of Sekolah and scores two brutal hits. The monster is good and bloodied!

Two of the priestesses succumb to Blood Frenzy and their eyes go black. They launch themselves at poor Borgas who now realizes the folly in his bravery. He tries to fend them off... But the little fish guy can't hold them back. The priestesses rip into him with tooth and claw and begin devouring him.

ROUND 2
1. Caelius HIT x 2
2. Embers Embiggen!
3. Kysh HIT
4. Borgas HIT, but DIES
5. Priestesses 1 Flees, two others rip into Borgas and kill him.
6. Belwick GO
7. Baghotir GO and Save at End of Turn
8. Venn GO and Save at End of Turn
9. Alisanne GO and Save at End of Turn

10. Maw of Sekolah TBD


Flan Pathfinder (HP via D&DB) | Init +7 | Passive Perc 18; Invest. 12; Insight 12 AC 17 | Saves: Str +8; Dex +5; Con +3; Int +2; Wis +5; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Near paralyzed with the preternatural fear that courses through him, Venn struggles to engage. He moves off to the side and casts a spell, hoping Alisanne's power is stronger. Move, Hunter's mark.

New Save: 1d20 + 2 ⇒ (7) + 2 = 9 But the fear grips him still.


Character Sheet

Status:
HP 47/51, AC: 20
Condition: Water Breathing, Spirit Guardians (DC 15, 3d8, 15'r), Spiritual Weapon (8r)
- - -

Dex: 1d20 + 1 ⇒ (20) + 1 = 21 vs DC 16 for 4hp dam
Dex: 1d20 + 1 ⇒ (16) + 1 = 17 vs DC 16 for 3hp dam

But for the fear, Baghotir could save their fallen comrade still. But he cannot close...

Instead, he casts Mass Healing Word, to try and take the edge off the injuries quickly piling up. Everyone heals 1d4 + 4 ⇒ (3) + 4 = 7. Well, except the shark and unholy enemies of course.

He also keeps his spiritual axe on the shark.
Spiritual Axe: 1d20 + 7 ⇒ (2) + 7 = 9
damage F: 1d8 + 4 ⇒ (6) + 4 = 10

Fear keeps him from moving forward however...


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Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Come on! We've nearly got it."

Concerned about the running priestess, Belwick weaves a bit of enchantment magic. Aiming it at the space near the doorway where the one priestess is fleeing, the nobleman wizard hopes it's enough to put them into a deep slumber.
Sleep (2nd): 7d8 ⇒ (2, 8, 7, 7, 7, 2, 3) = 36
Radius is such that it should only affect the runner and no one else


Map

The fleeing priestess falls asleep!


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

Dex16: 1d20 + 6 ⇒ (18) + 6 = 24
Dex16: 1d20 + 6 ⇒ (9) + 6 = 15

The two-headed beast draws a primal terror up through Alisanne's bones. She can do naught but keep trying to raise her comrades's spirits in the face of such evil... with a baudy tavern song.
Countersong again

Wis: 1d20 + 1 ⇒ (9) + 1 = 10
Wis: 1d20 + 1 ⇒ (5) + 1 = 6


Map

The Maw of Sekolah tries to rip Caelius to shreds...

Bite: 1d20 + 8 ⇒ (18) + 8 = 26, HIT for 2d10 + 5 ⇒ (5, 5) + 5 = 15 piercing.
Tail Slap: 1d20 + 8 ⇒ (7) + 8 = 15 MISS

New Round... I will take a legendary action if still able after Caelius' turn.

ROUND 3!
1. Caelius GO!
2. Save roll, then Embers GO and then Save with Advantage if still afraid.

3. Kysh TBD
5. Priestesses TBD
6. Belwick TBD
7. Baghotir TBD
8. Venn TBD
9. Alisanne TBD
10. Maw of Sekolah TBD


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Caelius nearly bleeds ou from his injuries. His will alone keeps him floating upright in the waters as he has his spear into the beasts necks.

Enlarged +1 Spear: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 5 + 1d4 ⇒ (8) + 5 + (4) = 17

Enlarged +1 Spear: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 5 + 1d4 ⇒ (6) + 5 + (3) = 14

Status:

HP 9/58
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Second Wind 0/1
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 2/4


Map

The spear punctures once... Twice... Ichor and blood start to flood the chamber as the Maw of Sekolah is seriously wounded! But it doesn't seem to know that, and continues to attack with great ferocity...

Legendary Action: FEED... Everyone takes 2d6 ⇒ (5, 1) = 6 piercing damage. DC 16 Dexterity Save for Half Damage.

Embers... COULD end this fight...

Embers, 1 WIS Free Save because you should have rolled with advantage last round. Succeed and you can act normally this round. Fail and you're still afraid.

Then take your action, then make another WIS Save with advantage from Alisanne's countersong.

Grand Archive

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

Will: 1d20 + 1 ⇒ (12) + 1 = 13

Embers almost shakes the fear, but just can't. She's so small, and it's so big.

She moves behind a pillar and hides
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26

Will: 1d20 + 1 ⇒ (4) + 1 = 5
Will: 1d20 + 1 ⇒ (14) + 1 = 15


Map

Kysh, bleeding himself from many wounds, dismounts and attacks!

"DIE, FOUL MONSTER FROM BEYOND THE WATERS!!!"

Spear: 1d20 + 4 ⇒ (7) + 4 = 11
Spear: 1d20 + 4 ⇒ (13) + 4 = 17 HIT for 1d8 + 2 ⇒ (4) + 2 = 6

He turns to his mount and commands... "Slay the Summoners, Friend"

The Sea Lion and the frenzied priestesses meet in a cyclone of tooth and claw. The Sea Lion takes a number of hits, one of them critical, but the creature is fierce and still has plenty of fight left in it. It tears the two remaining priestesses apart!

ROUND 3!
1. Caelius HIT x 2
2. Hide and SAVED!
3. Kysh HIT
5. Priestesses HIT, CRIT Vs. Sea Lion. KIA By Sea Lion
5.5 Sea Lion Enters Init, Slays both priestesses
6. Belwick GO
7. Baghotir GO
8. Venn GO
9. Alisanne GO

10. Maw of Sekolah TBD


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Knowing that the best way that his friends can help Kysh is if they can get through the Maw of Sekolah, Belwick begins weaving a bit of evocation magic. "Foul creature! You threaten my friends, my allies, my home, and all that I hold dear. I will end you this day!"

He pushes as much power as he can muster as five magical missiles appear in front of him. With an imperious flick of the wrist he completes the spell, sending each zipping through the water to strike down the two-headed shark.
Magic Missile (3rd): 5d4 + 5 ⇒ (4, 1, 3, 2, 2) + 5 = 17


Map

The five missiles rip through the water... And The Maw of Sekolah. Five missiles hit the monster in one mouth. The monster's eyes seem to go wide for a moment, as if to say, What did I just... and then all five missiles burst out of the shark's back! The horror from beyond rolls over and sinks to the bottom, resting on the temple floor.

The fear just washes away from everyone.

Kysh speaks, "You have done real Good this day." before swimming over to the remains of Borgas. He kneels in prayer by the gore that remains of the fallen Locathah.

Each Adventurer earns 472 Experience Points!

-The jeweled bands that were anointing the Maw of Sekolah look valuable.

-One of the priestesses dropped a key.

A telepathic voice enters your minds. What was that? Did you win? comes the question from inside Baghotir's pack.

Kysh stands before you all and bows.

"That creature was an avatar of The Sahuagin God, Sekolah. Had the priestesses been permitted to finish their ritual and complete the rites, I fear for what would have been here waiting for your Alliance."


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"And so I thank you for your wisdom and your warning, Kysh. Together we saved many lives," Belwick says, inclining his head to the triton.

"My friends, let's complete a search of this area. I yearn for the comforts of home, but there are a couple side passages that we can see to before we leave. Let's make haste."


Map

In this chamber, the temple, the following may be of interest:

No one finds any hidden compartments, traps, et cetera. The runes continue to glow, but inspection reveals that it is because of the algae that has been cultivated in the etchings.

There are two pulsing bags near the alter. Inside are Sahuagin hatchlings that writhe and bite. It appears that the hatchlings were being sacrificed to empower the Maw of Sekolah.

The hatchlings are basically helpless--they have no statistics and though they can cause a nasty bite, they pose no threat to you all.

Indeed, they are nipping and taking bites out of each other.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Oh no, not more goblin babies.

"Leave the hatchlings be. They will most assuredly take care of each other like any sahuagin would."

He gestures to the right-hand doorway. "I believe some of that area was scouted already. Let's take a quick look, then come back for the left-most passage."


Map

Map Updated.

This austere room has gray-tiled floor and walls, and a white ceiling. A large coffer, its lid closed, stands against the east wall in this otherwise empty room.

The coffer is locked.

A telepathic message comes from Shern, in Baghotir's pack: Hey! What are you doing?!? We need to get out of here! I know every square inch of this place. Take me outta here and I'll tell you!


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Baghotir, can you let the crustacean out? I'd like to hear what it has to say on what we're looking at."

He's also curious about just how it came to be... whatever it is. But his focus remains on the task at hand.


Map

Shern describes, in great detail, the rest of this level and the rooms you've missed. Though you can't confirm this information is accurate.

I've revealed all areas for the party, and outlined what Shern knows in blue. Is he lying? Is he telling the truth? Is he a dumb animal? Who knows. But this is what he tells you...

...And those are The Baroness' private quarters where she's attended by a couple of servants almost at all times. *phew*. That's what I know! Now GET US OUT OF HERE!!!

He confirms tells you that the rooms off the temple here are just priestess quarters, except for the one shark pen. There's a priestess in there who acts as a caretaker.


Character Sheet

Status:
HP 41/51, AC: 20
Condition: Water Breathing, Spirit Guardians (DC 15, 3d8, 15'r)
- - -

Dex Save: 1d20 + 1 ⇒ (7) + 1 = 8 vs DC 16 for 6hp damage

Baghotir pummels the shark in the head a few more times with his spiritual axe as it sinks - just to make the point. He keeps his distance from the churning sacks, since his spirit guardians are still spinning and he doesn't want to kill babies.

"I agree with the lobster. Let's get out of here while the gettin' is good. These are likely bedchambers. Let's beat it."

When the Baron wants to talk to the crustacean though, he complies readily enough. "Make it quick though huh?"

While they chat, he'll heal Caelius a bit - as he seems the most wounded. "I don't have much left, and want to reserve a bit in case we have to fight our way out."

Cure Wounds on Caelius: 1d8 + 4 ⇒ (5) + 4 = 9


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Alright, good enough. Let's begone from this place. The quickest route is probably for us to retrace our steps back to the stairs we came from, then take advantage of the opening we found before."


Map

As per slack... Botted Stealth in D&DB.

The party moves stealthfully...

1d12 ⇒ 1

...And avoid all Sahuagin Patrols! Making your way to the dungeons, and to the discovered entrance, you escape out into the cove and make your way to shore.

Each Adventurer earns 1125 Experience Points for accomplishing all mission goals.

You escape the lair of The Final Enemy, and signal the Keelboat. The Saltmarsh sailors have made contact with Elmo and picked him up, and soon you are all safely aboard the keelboat, and headed back to Saltmarsh.

Congratulations!


Map

During the journey back, anyone can ask questions of Kysh, who seems to breathe air just as well as water. His Sea Lion mount swims alongside. When you are done with him, he offers a fond farewell and vows:

"You are all good and true. My people will stand alongside The Alliance when they move to destroy these Sahuagin, and cleanse your waters of this evil!"

As keelboat sails, he drops backwards into the water, over the side. He and the sea lion vanish into the waves.


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Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick will use what time they have to learn more about Kysh and the Tritons. He'll angle to get a feel for their numbers, armaments, and overall capabilities. But beyond that his mind is on the journey home.

Because Iliza told him to hurry.


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Character Sheet

Baghotir is chatty on the ship back, enormously impressed by what they'd accomplished - and got away clean. He praises the firm leadership of Baron Belwick, for Baghotir would have left much earlier and they'd have had a tougher fight coming back for his early departure.

Once they're away, he'll take ten minutes to heal the team more thoroughly - just in case. But the tension in his shoulders eases the further away they get.

He listens pleasantly to the conversation about Kysh and the Tritons, but he doesn't add much to the conversation - content to sit back and relax during the journey.

When they get back, one of the first things he does is fix up his old armor and sell it. He knows its worth, and won't take a copper below market value. After all, the money isn't just his.

I think it's worth 1,500gp, so 750gp sold I assume. If correct, we each get 125gp from the proceeds.

Then he'll spend some time relaxing downstairs in the adventurers bar. He's sure the party will be called up to talk about what they've seen, so he stays somewhere easily found. And stays sober so he can give a reasonable report of their findings if he's called on to speak.


Human Fighter 7 | HP 67/67 | AC 22 | Init +2

Baghotir's healing is all that keeps Caelius on his feet. "When we get somewhere safe, I need to take a short rest."

On the ship back he lays back staring up at the passing clouds and breathing in the fresh air. "Did we really just do that!?" He asks in amazement looking about.

How much does your 10 minute healing do Baghotir. Checking to see if I should use some of my short rest charges.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

I couldn't tell looking back at the thread, but we were 50 miles away from Saltmarsh and keelboats move at 3 miles per hour. I'm guessing we'll end up having time for a long rest.

With the journey being uneventful, Belwick busies himself with tasks befitting his station. Which means he delegates some tasks.

When the keelboat reaches Saltmarsh the nobleman begins handing Baghotir the various bits of treasure. "I suspect we don't have much time in Saltmarsh, so I am going to need to deputize you for the moment. Take these coins and various bits of treasure. See that they are sold at a fair price, then split shares out for everyone in the group. I know you have that extra set of armor to sell, so two birds with one sling stone as they say. Yes?"
There is 200 platinum pieces, 750 electrum pieces, 2 gold wristband worth 500 gold pieces, 2 platinum and pearl coronets of sea elf design worth 1400 gold pieces, a fine pearl necklace worth 500gp (which Belwick will keep as part of his share), and a candlestick and half-melted silver statue (need sell value from the DM please). Of what's known, this should net out to 795 gold, 8 silver, and 3 copper pieces each (with 2 people getting an extra copper piece).

"I'll hold onto this necklace as part of my portion," Belwick says to Baghotir. "I may yet have a use for it."

To the group he says, "If any of you happen to see Bayleaf, let him know that I plan to be at the adventurer's guildhouse later today. Where I hope to see the rest of you as well. We have some celebrating to do!"

He then retrieves his conch shell, speaks a command word, and sends a message to Iliza.

Sending:
"I'm back in Saltmarsh, standing on the docks. Can we meet?"


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

Before we celebrate, we need to debrief the alliance council. This wasn't just some random dungeon delve. We were on a mission of import and I'm sure they're eager to hear what we have to say. We caused more than a bit of mischief and time is not on our side if we want to act on our reconnaissance.


Map

Questioning Kysh about The Tritons on the journey back reveals the following information: First, Kysh is arrogant about himself and the Tritons in general. It is grating.

But that arrogance is streaked with inherent goodness. He clearly cares about everyone, as much as he's proud and confident in himself and The Triton people. He is genuinely sad at Borgas's death, and the evils that The Sahuagin people inflict across the multiverse.

Oh yeah... He reveals The Multiverse, or at least... It's hard to grasp. But he tells you about The Tritons. They are Primordials, bound to the Elemental Plane of Water and (according to Kysh) The waters of that plane touch all waters everywhere, in all planes, in all times, and in all... Worlds? It's a lot to take in and comprehend. What he's telling you sounds incredible beyond belief.

"And so we make war on the evils from The Dark Depths wherever and whenever they appear. It is our honor and our responsibility."

Belwick: The half-melted statue is worth 20GP and the candlestick is worth 10GP. And you receive the following

Sending:
"Oh, you'd better meet me! If you try to skip out, I will hunt you down. Present to The Council first. Then find me. Twenty-four..."

The Party should present to The Council, who calls you immediately upon your return. Word has travelled fast it seems. The Emergency Session starts as soon as you get there.

You can post something descriptive, or just loosely describe what you do and do not present to them.

After that, there will be some downtime and maintenance. Skill checks, preparations and shopping will happen then.


Map

Shern will require an aquatic home of some kind (a bucket?) and a caretaker.


Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick leads the group, as is his position, to speak with the Council of Saltmarsh. He is proud of this group, and of what they accomplished.

Once before them, he speaks. "Esteemed council, we return to you successful in our mission to learn of the sahuagin numbers, the layout of their defences, their weaknesses. We also were are to cause a bit of mayhem, slaying some of their numbers while remaining undetected. You showed great wisdom when you entrusted this task to us."

He then describes the three levels, taking out a piece of parchment and writing implements. He draws up rough plans, indicating what troops the group spotted where, and makes sure to highlight points of ingress. He doesn't leave out the fact that some areas are not patrolled, meaning that a surgical strike at the leadership of the sahuagin is possible. And he mentions the sea elf, allowing Venn and Embers to provide their own first hand description. "Venn and Captain Roberts were key in providing the reconnaissance to you this day. They have seen much of the place."

"And then there was the two-headed shark. They had priestesses performing some dark ritual to their shark god, and were turning the beast into a juggernaut that would be unleashed on the world. Fortunately, we arrived in time to interrupt this, and slew the beast. It was still quite powerful, but was no match to Caelius. He is a great warrior, and a true paragon of good. Keoland is fortunate to have such a stalwart warrior."

"I would be remiss if I did not acknowledge Baghotir and Alisanne. The good cleric kept us moving forward, tending to any wounds. Alisanne is perhaps the most clever musician out there. Their mastery of misdirection was critical in allowing us to evade patrols."

"Finally, we bring to you two other sources of information. The first is Shern," he says, gesturing for Baghotir to bring forward the bucket of water they picked up as a temporary home for the lobster. "Don't let appearances deceive you. They know a great deal about the sahuagin."

"The second source is this man. Elmo, step forward please." Belwick gestures to the former wizard. "They were formerly in the employ of Lord Monmurg, though no longer. They experienced torture at the hands of the sahuagin, but live to tell their tale. I hope too that they might be able to share a bit as to why the Sea Princes saw fit to investigate the sahuagin as well."


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Character Sheet

Baghotir goes to his room first to freshen up before the presentation. He takes off his gear, but not his armor - not enough time for that. When he opens his pack, he's surprised!

"Damn, sorry little dude. I forgot you were there. Let's go down to the kitchen and get a bowl or something for you shall we?"

Lobsters don't need water to breath, but they need to stay moist or their gills will dry out, and then there's trouble...

So he's carrying a large bowl with Shern to the presentation.

While the Baron speaks, he's quiet. When he's done, Baghotir might mention a thing or two that he noticed that went unsaid, but likely not. Not unless it's really important. He rests one hand on his hammer, and with the other holds the bowl so Shern can see what's going on.

Persuasion to aid the Baron: 1d20 + 5 ⇒ (13) + 5 = 18


Map
Baghotir Nightthane wrote:

Baghotir goes to his room first to freshen up before the presentation. He takes off his gear, but not his armor - not enough time for that. When he opens his pack, he's surprised!

"Damn, sorry little dude. I forgot you were there. Let's go down to the kitchen and get a bowl or something for you shall we?"

Lobsters don't need water to breath, but they need to stay moist or their gills will dry out, and then there's trouble...

So he's carrying a large bowl with Shern to the presentation.

While the Baron speaks, he's quiet. When he's done, Baghotir might mention a thing or two that he noticed that went unsaid, but likely not. Not unless it's really important. He rests one hand on his hammer, and with the other holds the bowl so Shern can see what's going on.

Not a problem. I can go... Eh... Like two days if I need to. I prefer to not need to.


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Human Noble Wizard 8 (HP: 58/58) | Init +1 | AC 11 (14 w/Mage Armor) | Passive Perc 10; Invest. 18; Insight 13 | Saves: Str -1; Dex +1; Con +1; Int +8; Wis +3; Cha +3 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Per Slack, adding in some Persuasion rolls

Belwick feels he's done what he needs to put his best foot forward.
Persuasion: 1d20 + 5 ⇒ (11) + 5 = 16 or Persuasion (Advantage): 1d20 + 5 ⇒ (15) + 5 = 20

And he hopes too that he's convinced the leaders here to be kind to Shern and Elmo, and hear them both out.
Persuasion: 1d20 + 5 ⇒ (20) + 5 = 25 or Persuasion (Advantage): 1d20 + 5 ⇒ (11) + 5 = 16


Map

There is a great deal of confusion and surprise at the presentation of Shern The Lobster.

Keledek The Unspoken, a dark-skinned Mage who hails originally from the faraway nation of Ket, is summoned to confirm that Shern is no polymorphed creature and no demon or devil. The council quiets, but eyes the telepathic lobster with suspicion. Keledek, easily bored with, "politics", retires back to the safety of his tower, located in town.

Elmo, who admits to being an agent of The Sea Princes, is likewise not a witness with a lot of credibility, but Baron Belwick Donnamoor and Baghotir Nightthane work together to vouch for their credibility. The Council is rapt, and their testimony is recorded.

Fireborn insists that he debrief the Lobster and Elmo himself, after this emergency Council.

The Party are hailed as heroes for accomplishing all of the stated mission objectives, and returning two witnesses. Maps are drawn and the council turns into an impromptu Council of War.

You notice that Salvager Iliza isn't present. Instead her second, Salvager Aryn is present. She takes active participation in the planning but the cold daggers she stares at Belwick are obvious to everyone present.

"I see you burgled your way in and stole more than a few precious, irreplacable treasures. Well done." she slips in, her tone flat. It's one of several noticable jabs that go unremarked.

Things wind down. Fireborn looks to the other memebers of The Alliance and they share nods with each other. Eliander Fireborn turns to the party and addresses you as a group.

"On behalf of The Town of Saltmarsh, I name each of you a Hero of Saltmarsh. It is my honor to award each of you full citizenship. A house has been set aside. It belongs to your party. You may move in, and use it immediately. With the information you've provided... The Assault is sure to succeed."

A round of applause issues from everyone. Each member of The Town Council stands and bows at the waist. The non-human members of The Alliance politely applaud and speak to each other in hushed tones as they translate for each other what just transpired.

Each Adventurer earns 300 Experience Points.

When the applause dies down, the Lizardfolk, Garurt and Vyth, approach. Garurt speaks.

"We believe the way forward is clear, and we should use the plan put forth by Othokent."

Captain Fireborn and Eda Oweland talk for a moment. They nod and motion to the young Anders Solmor. He looks to the party and says, "We have a plan. And it involves the six of you. You have earned your rest, but knowing you are adventurers and people of action, I suspect you'll want to be included. What Her Majesty Othokent has planned is the following: Your party attacks the front gate from the causeway. Smash them. Kill as many as possible and take the first level of the fortress if you can. You will be our feint. You all show *remarkable* survivability and resourcefullness. Hit them, and hit them hard! Draw the Sahuagin out and to you. When they respond, and pull forces away from levels two and three, the Merfolk, Locathah, and Lizardfolk will surge into the lower levels and make their way to you. Once the greater battle is joined, Saltmarsh soldiers will reinforce you from the land. We'll crush them with a pincer attack.

You are under no obligations--you have already accomplished so much, and given so much to Saltmarsh and her allies. The choice is yours."

You have finished this module, but there is an optional epilogue. If you decide to take part in the final assault, there will be a battle. We'll start with you all at the Causway where you first entered the complex. You punch in, and start the music so to speak. From then on, you'll earn points in a sort of minigame. The better you do, the better the overall assualt goes. The worse you do, the worse the entire battle goes for The Alliance. There are treasure and XP Rewards for this route. BUT... If you've had enough Sahuagin, we end the module and I'll narrate how the assault goes. What say you?

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