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

They are inscrutable at this point.

Though the woman did recognize Alisanne earlier today during the battle. Maybe you can use that.


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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

Look, you know who I am and what I'm capable of. We're just interested in the house. We don't actually care about you, really. It was just bad luck us stumbling on to you. Sorry about your friend. He seemed like a decent enough guy, looking out for you. She gestures over to the young man. I'm sure you have better things to do than rot in here. The town guards don't even really want to keep you either. Give us the info we want and I'm sure we can all get out of here and go our separate ways.

Persuasion: 1d20 + 6 ⇒ (20) + 6 = 26


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

Caelius thanks the guards as he explains "I signed on with Captain of the Guard, Eliander Fireborn this morning. Sorry for the confusion." He pulls a chair over to the cell. "Alright you two. We did our best to leave you alive." He slides the food and water back away for a moment. "Now what was that all about back there?"

Intimidation: 1d20 + 1 ⇒ (18) + 1 = 19


Map

Alisanne improves their attitudes--both are more receptive and helpful. And the one two punch of good Cop Alisanne and Bad Cop Caelius is too much. Even if Alisanne jinda backhanded a threat. I will post results and fluff when I am off the train but the party should post questions you want answers to. What do you want to know?


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

"What were you doing in that Manor, Did you kill that knight, and why did you try to kill us?" Caelius begins to tick questions off on his fingers as he leans forward.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"And just how much of the manor have you seen?" Belwick adds, smiling at his good fortune of having brought Alisanne and Caelius with him. "What do you know of the manor itself?"


Map
Alisanne Skullfist wrote:

Look, you know who I am and what I'm capable of. We're just interested in the house. We don't actually care about you, really. It was just bad luck us stumbling on to you. Sorry about your friend. He seemed like a decent enough guy, looking out for you. She gestures over to the young man. I'm sure you have better things to do than rot in here. The town guards don't even really want to keep you either. Give us the info we want and I'm sure we can all get out of here and go our separate ways.

[dice=Persuasion]1d20+6

The woman smiles a sardonic smile at Alisanne. She is tall and lanky with bronze skin and spiky, unkempt hair. She rubs at her temple a little. Yeah. I was there in the Net that night, Skullfist. When you came in with your face busted and sat right at the bar. I didn't recognize you at first--you changed your hair? But when you used those witch-words on me... I know what they say about you, how you can do things with your voice.

The Young Man--and he is a young man, barely a man at that--Maybe 16 years. He's sad and busted up. He gets a little more so at your mention of his friend. I just want out. Gods, why did this...


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Caelius Burningseeker wrote:

Caelius thanks the guards as he explains "I signed on with Captain of the Guard, Eliander Fireborn this morning. Sorry for the confusion." He pulls a chair over to the cell. "Alright you two. We did our best to leave you alive." He slides the food and water back away for a moment. "Now what was that all about back there?"

[dice=Intimidation]1d20+1

Your intimidation works, though you you think you've burned any goodwill you had with the woman. She answers your questions, but afterwards she hardens and stares at you.

Godscursed Guards. Big man with a big stick.

The young man on the other hand starts to break. He's young and afraid. He fights back tears and nods at you.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

As requested on Slack...
Persuasion (Cha): 1d20 + 4 ⇒ (16) + 4 = 20


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's look hardens for a brief second as the woman mentions the night at the Net. Her friendly demeanor returns and she tries to capitalize on the brief connection.

Well, hopefully, we won't have any more need of my special talents. Like I said, we weren't at the house for you and your crew. We interested in the house. Anything you could tell us about the house would go a ways to getting you out of here quicker.


Map
Caelius Burningseeker wrote:
"What were you doing in that Manor, Did you kill that knight, and why did you try to kill us?" Caelius begins to tick questions off on his fingers as he leans forward.

Woman:

"What were you doing in that Manor?": Protecting my home and my folk.

"Did you kill that knight?": Knight? *snort* That's rich. I didn't kill that man.

"Why did you try to kill us?": Because you could have killed us first, and I'm not one to gamble.

Young Man:

"What were you doing in that Manor?": We live there. Me and the crew.

"Did you kill that knight?": NO! I didn't kill no knight! He's been dead as long as I've been on the crew. Tasker said he tried to break in weeks ago. They left him there to scare any more lookyloos away--like a scarecrow.

"Why did you try to kill us?": My... Job...? Jekka and Tasker said to...

Woman: Godsdamnit, Pete! Shut your mouth!


Map
Baron Belwick Donnamoor wrote:
"And just how much of the manor have you seen?" Belwick adds, smiling at his good fortune of having brought Alisanne and Caelius with him. "What do you know of the manor itself?"

Woman:

"And Just how much of the manor have you seen?"/"What do you knwo fo the manor itself?": I've given it a walk-through. Checked the moulding, slid down the bannister. You know. A good home is hard to find. The market is terrible. Creepy place. Keeps it quiet. I like quiet.

Man:"And Just how much of the manor have you seen?"/"What do you knwo fo the manor itself?" I don't like it--creepy. Tasker said some kinda warlock used to live there, and he did weird experiments. That's why we barred that room and put the sign on the door. Keep those... Dead things... On their side. They made a lot of noise once but not a peep lately.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Alright then. So where are the seven other members of your crew?"


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Baron Belwick Donnamoor wrote:
"Alright then. So where are the seven other members of your crew?"

The woman smiles at you. Why Milord. I don't know who you could mean!

The young man: When we heard the demon voice and the haunted scream, the gang all went into the caverns. Three of us were left behind to... Stop... you.

Woman grimaces at this but says nothing. She is forcing herself to keep her mouth shut.


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

Look, I can sympathize. These people are your family. You were out there keeping each other safe. No one was looking for you. We just stumbled onto you. As far as anyone knows, you were just squatting out at the house 'cause no place in town would have you. We just had a misunderstanding and you were defending yourselves from what you thought was a threat. Folks at the bottom don't get many opportunities to ask questions first. I get it.

We want to go back out to the house and explore. Maybe take care of that "dead thing" problem you have. See what else that warlock was up to. If you can help us, I'm sure we can get you out of here sooner than later. Some way of letting your friends know we don't want to fight them would be helpful, too.

Persuasion: 1d20 + 6 ⇒ (4) + 6 = 10


Map

This tactic, Alisanne, is interesting. The woman is cool, but your read is that, "she's listening".

The lad is down for this--the possibility that he might be let go and that his crew would remain safe is clearly enticing. But, How... You think so? How can we know you're being straight with us?


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Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Picking up what Alisanne is putting down, Belwick piles onto this. "Trust is a hard thing. I can appreciate that. Candidly, I've trusted people who've let me down before. It happens, and it's life."

"But... you can't let this prevent you from seeing opportunities put before you. And despite your recent turn of luck, I think we can definitely find an agreement that works," the nobleman smiles, his words and intent honest. "I see before me two people who understand danger and aren't afraid of work. I, myself, am actually in a bit of a 'rebuilding' mode with my house staff. I could use good people in my employ. Strong. Intelligent. Resourceful. And your crew might fit my needs. But only if we start trusting each other."
Persuasion (Cha): 1d20 + 4 ⇒ (3) + 4 = 7


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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 looks straight at the boy. You can't.

She then turns her attention to the woman. If you know me by reputation, then you know I can talk a big game and I'm not above some b!#~~!!&, but when it comes down to brass tacks, I don't double-cross or snitch.

Alisanne then takes a small step back to look at both of them as Belwick proposes to the pair.

We're going back into the house, with or without your help. We're going to deal with whatever we find there. It would be nice if things could go easier for us with any info you can share. We're probably going to run into your friends. You already lost one. If we can avoid any more misunderstandings, maybe you get back home with everyone safe and a house that's a little more open for habitation.

I know trust is a currency in short supply and this feels like a big gamble. Consider that we didn't kill you when we could have. We're not looking to mess with you. We just want what's in the house. And...

Alisanne looks over at Belwich and sighs.

And maybe other accommodations can be found that're beneficial to all of us.

Persuasion: 1d20 + 6 ⇒ (18) + 6 = 24


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Map

The boy's cell and the woman's are across from each other. He looks at her imploringly, clearly in. She stares at Alisanne hard for a long stretch. Then she calls out,

Hey! Warden. Watch-Captain! Whatever. Call Captain Fireborn. We want to deal.

Captain Eliander Fireborn is summoned--he was at supper. He comes in and your party are escorted out of the jail for a few minutes. Wait here., he says.

After a time, Captain Fireborn emerges and motions you into the jail. He brings you down to the bandits, now identified as Jekka and Pete.

Your adventuring has landed us a good catch. They're smugglers. And these two have seen into their futures. Ask them whatever you want to know, and they'll help. If you tell me they're holding back, the deal is off. If they lie to you, the deal is off. If they endanger you or any citizen of Saltmarsh, the deal is off. Saltmarsh is offering your team 200 pieces of gold each to deal with the smugglers and bring back any evidence you can collect. See to it.

We can do this question by question or you can ask what you want to know and they'll provide answers. You may also ask questions to Captain Fireborn if you like.

Each PC earns +25 XP


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 sits down next to Jekka's cell.

Alright. What can you tell us about the house? How much of it have you explored? And your friends... do you have a way for us to parley with them without it escalating?


Map

We don't use the house much--it's there for cover. Spooky place, typically scary enough to keep people out and leaving us alone. But it overlooks the sea, and the boss goes to the upstairs to signal ships. You probably heard rumors about strange lights there at night? Well, that's us. As for parley... I don't know. Probably not--we have... Er, had... A good thing going. Goods come off ships, goods go on ships. We get a cut. Until you lot moved past the boss's spell, we seldom had visitors. We move stuff in the dark of night, and move it in slow. Nobody suspects. And the boss, Sanbalet, keeps everybody fed and paid.


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

Sorry to ruin a good thing for you. Bad luck really. You were just avoiding taxes as far as I'm concerned. No harm in that. I'll stay on Belwick to give you a fair deal when this blows over.

*What's Sanbalet like? What's he capable of?
*How often do the smugglers use the house? When's the next delivery?
*Can she provide a map of the places they've explored?
*Any places they specifically avoid because.. haunted or whatever?
*How extensive are the caves below the house?
*Are we gonna have to fight the others that escaped into the caves? How many other smugglers might we have to deal with?


Map

In order...

Sanbalet: Sanbalet rides the line betwixt horrifying and ridiculous. He is a powerful magic-user, and his main drive is power. He's flamboyant and theatrical, but don't let that fool you--he's dangerous. The villains you hear about in bard tales? That's what he wants to be. He cast the spells that both scare folk away from the house and acts as an alarm. He can trick you--make you see things that aren't there. And when that fails, he conjures rays of magic fire. The house is his project. He's been working on learning the old alchemist's secrets.

How often and when's the next delivery:We're always working--moving goods in and out. But the schedule is secret. Only the boss knows. I will tell you that we have a bunch of goods in the caves and we haven't had a boat in awhile. I figure we're due.

Map: (she sketches out what she knows. The house has an upper floor and an attic. The caves she doesn't know well, but there's only a couple of rooms. I'll reveal the map.) She draws you a basic map.

Caves: Only a few chambers. A couple we don't use--some kinda mold or something in there and we don't go in there. Then there's a couple of storage chambers and a sea-cave that we can use to move in and out of at low tide.

Smugglers: Two more scouts like me. Oswald and Val. Oswald is a good guy--too good to be a bad guy tell the truth. Val is cold as ice, a killer. Three more good arms. A couple of ex-pirates and a proper thief. David, Much, and Dee. The last two are a couple of Hobs. You ever fought a Hob? Nasty blokes. Sanbalet knows just enough of The Goblin language to get by but he's learning fast. The Hobs got some kinda honor thing going on. Sanbalet will not go quietly and neither will the Hobs. Oswald... If you can avoid killing him, please do. Val is... Something is wrong with them. I can't see Val talking or surrendering. Val will kill without question or remorse. David, Much and Dee will go with the odds. They're not stupid or dedicated to the cause or anything. They are looking to get paid and avoid the noose.


Map

For Belwick's questions from slack:

Tell us more about your crew: I think I covered this up above. If you want any other details hit me up.

What threats have you seen at the house? (no weasels??) Some bugs. That's about it. We don't use the house except for signaling the ships.

What were you smuggling? All kinds. Anything we can make a profit from. Some just avoiding taxes. Sometimes stolen goods. Once we smuggled an entire active beehive through--I'm not sure why. You're new, but half of Saltmarsh profits from smuggling of one kind or another. At the moment, we have some stolen bolts of silk and some casks of brandy. Also stolen I think. I'm pretty sure Dee set up that one.

How many zombies are behind that door? Religion Check: 1d20 ⇒ 8 What's a zombie? The things behind the door are all bones. But... Surly.

Are you single? If not, do you have any hot younger sisters? If you're serious, Charisma Persuasion check


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

Caelius nods his understanding. "We will do what we can to avoid killing Oswald." He looks to some of the others with a little more know how. "Any ideas on how we don't get tricked by Sanbalet's illusions?"


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Expect more illusory magic? Honestly, just knowing this is big. It may still be difficult, but that's the nature of magic." Belwick shrugs.

Once the others are ready to go, he heads back to the inn to have dinner and retire for the night.


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

Caelius doesn't like knowing that they are going into something they don't know is real of not. This is going to make him question everything as he goes forth back into the manor. "Pfft magic, one day it is going to destroy this world."


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick raises an eyebrow. "If only people like Sanbalet learn magic, you might be right. You need to take the time to study magic to counter those who would misuse it."


Character Sheet

Baghotir works in his guildhall, doing paperwork most likely, until suppertime. He then joins the others over a meal. "So what did you learn from the pirates? Did they awaken?"

No need to provide a synopsis as I read the thread, just noting he knows it now presumably.

"Wow, you did well in your questioning of that pair! The town is offering 200gp to resolve this? That is a lovely bonus! Smooth you lot are!"

He enjoys his supper, and new companions. A most capable bunch! He'll chat a bit about his mason work, though he didn't get too much of it today. I mean sure, the money's been good in checking out that old house. But it's nothing like building things.

Still wounded and tired from the busy day, he'll turn in at a reasonable hour and meet the party for breakfast before heading back out to the house - and more adventure!


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

With the promise of gold still fresh in her mind, Alisanne wakes with the dawn and quickly dons her gear. As Saltmarsh slowly wakes, she makes her way to the edge of town, ready to meet her companions and further adventure.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick wakes the next morning, refreshed and ready to explore once more. When he sees the others, his mood is bright. After all, he had a good night's sleep, a delicious meal, and woke the next morning no poorer than the day before.
Deducting 2gp for Comfortable living, as that's easier for me than buying things individually

"Good morning, my fine friends! Shall we seek out more adventure? Perhaps look behind that locked door and slay the walking dead that are, apparently, right behind it?"


Map

Awaiting Venn's post, but...

Weather: 3d20 ⇒ (15, 3, 4) = 22
Weather: 1d4 ⇒ 4

A a strange cold snap rolls in overnight and it's FREEZING. There are no clouds in the sky and nothing much for wind, but the temperatures drop to record levels. The muddy ground freezes and hardens. The journey back to the manor is going to be extremely uncomfortable if you don't stop for additional clothing. To give perspective, It's in the low 20s or so. HIGHLY unusual for this time of year.

Spend an hour shopping and buy Traveller's Clothing for 2GP or make con checks vs Exhaustion. Alisanne, Belwick, Caelius and Venn all need to do this. Baghotir has Traveller's Clothing already. Sorry friends, I don't make the weather, I only roll it.

What happens on your journey?: 1d20 ⇒ 2


Map

Perception Checks:

Venn: 1d20 + 4 ⇒ (16) + 4 = 20
Alisanne: 1d20 + 3 ⇒ (14) + 3 = 17
Baghotir: 1d20 + 4 ⇒ (10) + 4 = 14
Belwick: 1d20 ⇒ 18
1d20 + 3 ⇒ (11) + 3 = 14

The Party *easily* notices that you are being watched and followed. One humanoid figure in a hooded cloak carrying a longbow. They seem skilled, but your whole group is on their toes today.

What do you do?


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

Survival: 1d20 + 5 ⇒ (8) + 5 = 13 Venn departs from the group as they handle... business. Not one for rooms with bars and paperwork, he stays outside. As it seems like the weather is going to turn, he makes his way into the Saltmarsh for some warmer gear, but stays at the outskirts until they return (or 2 days pass without them.)

Approaching the manor, Venn finally reconvenes with the group.

"You lot smell like you've been in town, that's for sure. Sorry, but jails are NOT my thing, and honestly neither are the authorities. I don't really need them to tell me what's good and evil. Anyway, let's get on with it, and.... we're not alone."


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

Feeling the bite of the chill on her skin, Alisanne makes a quick stop at Winston's to grab some warmer gear for the trek to the manor. She then hurries to meet up with the others, not wanting to delay them.


Character Sheet

Baghotir joins the others in the morning with a brand new battleaxe over his shoulder. As he spies the archer he chuckles, "Maybe it's another wanting to join our band? What do you say we say hello to the person before we get to the house?"

If the group seems to agree, he'll walk toward the hidden archer calling out, "Look friend! It's a cold morning, so I'd rather be on my way, so why don't you join us here and we can chat a bit and get to know one another! Come on down!"

Persuasion: 1d20 + 4 ⇒ (15) + 4 = 19

As he calls out, he studies the figure to try and determine if they're a threat.
Insight: 1d20 + 6 ⇒ (12) + 6 = 18


Map

A human with a round, friendly face emerges from behind a large rock. He is wearing greys, colors and patters that blend in with the surrounding terrain. He puts back his hood and greets you warmly.

Well met! It's good to meet fine fellows such as yourselves! You, Master Dwarf... You're part of the mining expedition?

Insight: He's clearly comfortable in the terrain. He wears a short sword on his hip and carries his bow like he's well acquainted with them and their use. They look well maintained. His quiver is stocked.


Character Sheet

"I am, my name is Baghotir Nightthane, and I work with the Mason's Guild, providing expertise on the shoring up of some of the shaft spaces." he smiles warmly at the man.

"So what are you doing coating us on this fine, if chilly, morning?"


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 stays taciturn, but gives attention to their garb. Anything pointing towards allegiance or employment?


Map
Venn Greenbough wrote:
Venn stays taciturn, but gives attention to their garb. Anything pointing towards allegiance or employment?

No heraldry. Dressed in worn leather armor. Outfitted as a ranger. His gear is old but maintained.


Map
Baghotir Nightthane wrote:

"I am, my name is Baghotir Nightthane, and I work with the Mason's Guild, providing expertise on the shoring up of some of the shaft spaces." he smiles warmly at the man.

"So what are you doing coating us on this fine, if chilly, morning?"

Why, the same I'm doing now! Trying to determine if those before me are friend or foe. But you're talking to me and not robbing me, so... Friend? I know these cliffs well and I'm out prospecting for valuables.

Again, we can back and forth as much as you like, or we can try to post generally about conversation tactics and digest it.

He keeps his distance. Currently about 60'. He is short and clearly enjoys fine food and drink. Warm, childlike face. Pale skin, brown hair.


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

Caelius gladly joins Alisanne as they head to Winston's in the morning for some far warmer cloaks. He wraps it tightly around himself as they speak with the stranger. "Strange weather these days. Is it always like this on the coast?" He nods up to the Manor. "We are investigating this old Manor, care to join?"


Map

He looks incredulously at all of you and openly gapes.

You're... Wow, just... Wow. You're going to the old manor? No, absolutely not under no circumstances. I like my skin right where it is, friend. No, I'm just gonna... Range. You know. Range. Out here in the hills and the rocks. No walking dead for me! But... You lot have fun!


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

"Friend is is then. My name is Venn. I didn't catch yours."


Map

He hesitates the barest of seconds before answering, Oz. You can call me Oz.


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

"Ware and were friend." It's obvious that Venn has concluded his part of the conversation. He carries an air of expectation with his tone though...


Character Sheet

"Well, hello Oz. Good to meet you. Always nice to meet someone friendly on the road. It seems to happen so rarely of late."

He smiles and walks up to the man to shake his hand. He waives goodbye as the group continues on their way (eventually).

When they're far out of earshot of Oz he does say, "That's a little strange right? I mean it's not just me. Some guy is just wandering along the road looking for trouble. I mean, he's all alone! What if we were hostile? Why, we'd overwhelm him!"

Baghotir has little to add, just that it's weird as he walks the rest of the way to the manor.


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 left eyebrow goes up at Baghotir's worry. "Seems normal to me. Come on, let's go. We have work to do."


Map

DM's Eyes Only:
Wouldn't You Like To Know: 1d20 + 5 ⇒ (16) + 5 = 21


Map

As Baghotir approaches, Oz tenses up. But, eyeing the plate armor, weapons, and markings of dedication to the Dwarven God of War, he does shake hands.

Farewell. Gods Speed Your Way.

He waves goodbye to you all, perhaps too much, as you continue up the coast road.

Venn:: 1d20 + 4 ⇒ (16) + 4 = 20
Alisanne: 1d20 + 3 ⇒ (17) + 3 = 20
Baghotir: 1d20 + 4 ⇒ (12) + 4 = 16
Belwick: 1d20 ⇒ 15
Caelius: 1d20 + 3 ⇒ (13) + 3 = 16

The rest of your journey to the manor is uninterrupted. You arrive. What's next?

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