| Baron Belwick Donnamoor |
Belwick is disappoited to not see Iliza, and taken aback by Aryn's biting tone. Kord's teeth, what have I done wrong?
He tries to make sense of the situation.
Insight on Aryn: 1d20 + 0 ⇒ (13) + 0 = 13
| Dungeon Master Tony |
Belwick is disappoited to not see Iliza, and taken aback by Aryn's biting tone. Kord's teeth, what have I done wrong?
He tries to make sense of the situation.
[dice=Insight on Aryn]1d20+0
What you can suss out is that she's not talking about treasure-treasure.
| Baron Belwick Donnamoor |
Wait a minute... ohhhhh
Belwick puts on a smile for Aryn, but it is thin and forced. "Uh, yes. Quite the successful mission. All spoils from the war front. You understand."
He moves on, not really looking to engage Aryn in further banter.
After Anders finishes his piece, Belwick nods to the man. A sign of respect from a nobleman. "I, like everyone, am a dedicated vassal to the King of Keoland. As a land owner now too, it's all the more important for me to protect my home. So of course I will lend my support to this battle. The sahuagin are a threat to all I hold dear, both above and below water. You have my spells at your disposal."
| Baghotir Nightthane |
Baghotir doesn't understand the animosity either, but tries to...
Insight: 1d20 + 7 ⇒ (1) + 7 = 8
He still doesn't get it but he keeps his trap shut.
"Yeah, I'm in. Let's carve this place out for the betterment of all in the alliance."
| Dungeon Master Tony |
Anders Solmor smiles.
Saltmarsh thanks you. You will each be given a Potion of Gaseous Form and a Potion of Invisibility We do not ask for compensation, but we ask you to return any potions you do not use. We attack in two weeks. Until then, rest up and prepare. Dismissed.
You have a fortnight to do as you please and prepare. Shop, talk to the locals, see to personal business. When everyone is ready, we'll advance to the battle.
| Baghotir Nightthane |
Baghotir spends the first few days selling odds and ends, trying to help out the Baron. And his armor of course.
I think loot changed(?) Other than the 125gp each from my old armor, what do we end up with?
He'll spend the balance of the week getting back in with old friends. A little time with Manistrad Copperlocks checking on the mining operations, a day with Uncle Flatly listening to his shipping stories, and of course he'll check in with Captain Eliander Fireborn over drinks.
Sort of carousing, but he's just firming up his existing contacts. He'll spend 20gp - the max carousing amount - but he's not looking for new contacts.
He'll spend the next week in research. He wants to know what sort of miners guild hall there is in town, if any. Assuming it's not much, he'll do some research on what it would take to make a proper hall. Something large, with a bar (of course) but also a tavern, open spaces for speeches, rooms for training, administration, the works.
He imagines there will be permissions that need to be obtained from town (politics), supplies to be garnered (infrastructure), and of course guild approval of the final designs. Land will need to be purchased and the structure build. But he's prepared to seed it if need be. He's just starting to find out what it'll take.
Still, he's not smart, so he expects to struggle. He spends the 50gp to do the research, plus another 50gp to overcome his natural deficiencies, but we'll see...
Research: 1d20 + 0 ⇒ (20) + 0 = 20
Oh. OK then! Maybe he does learn something! I'm happy to throw another 50gp to boost the roll to 21, an extra piece of info, but I didn't plan it up front so it feels like cheating. Let me know!
| Caelius Burningseeker |
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Caelius heads to the house to begin unpacking it. "We will need to unpack the boxes and get some furniture. Few beds, few footlockers, make sure this place isn't haunted." He spends the next two weeks moving furniture around enough as each of them claim rooms, exploring and overall checking for more ghosts. Daily he assists Baghotir with changing the lobsters water bowl, adding in some requested herbs and spices labeled Old Bay found in one of the cupboards.
Athletics: 1d20 + 7 ⇒ (15) + 7 = 22
| Baron Belwick Donnamoor |
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Baghotir spends the first few days selling odds and ends, trying to help out the Baron. And his armor of course.
I think loot changed(?) Other than the 125gp each from my old armor, what do we end up with?
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 worth 30 gold pieces. Of what's known, this should net out to 800 gold, 8 silver, and 3 copper pieces each (with Baghotir getting 2 extra copper pieces). Plus 125 gold for the armor means 925.83. Baghotir can take the two extra copper coins for doing the work.
| Baron Belwick Donnamoor |
Once free of his obligations, Belwick seeks out Iliza. He intends to make the most of their time apart, and gifts her with the fine pearl necklace that he kept as part of his spoils.
The next day he helps Caelius with the house setup. Most of his contributions are to provide instruction about what goes where, though he does conjure an unseen servant to help with some of the more repetitive tasks. Outside of ensuring that he has a well-appointed room appropriate to his station and tastes, he lets Caelius take care of things.
On the third day he seeks out Bayleaf, looking to find out what, if anything, the man has learned. He'll make sure the two talk business over drinks at the adventurers guildhouse and will cover the tab (and pay for his findings if worthwhile).
After that, he'll begin some of his own research during the day (specifics pending), but will always let himself be distracted by Iliza whenever possible.
| Dungeon Master Tony |
| 1 person marked this as a favorite. |
Belwick:
Iliza isn't in the cove when you're finally free of obligations. All you find in the cove is a cold reception from the 5 merfolk there, who seem to barely tolerate your presence.
"What she does or how she spends her time is her own business. OR SO IT WOULD SEEM TO ME!" *splash*"
You wonder what in The Nine that could mean before looking elsewhere. The night grows long and you can't find her... Until you arrive at Issac's, thinking to grab a glass of wine or something before either resuming your search or calling it a night.
When you arrive, the bar is the perfect amount of busy. There are a few regulars having a good time, laughing and sharing stories, seemingly oblivious to the upcoming war with the Sahuagin. A few regulars, a good feeling, but easy to get a table or a seat at the bar, and while the chatter and song is flowing like the booze, it's not too loud to talk.
At a table in the corner, Issac sits talking with Iliza. As if she senses you when you come in, she looks to the door and makes eye contact with you. She smiles wide and bright, and without droping her eyes from yours, she tilts her head to Issac and says something to him. He turns and regards you, flipping up his eye patch up to check you out. He laughs and slaps the table before standing, bowing to her, and moving back behind the bar.
She kicks a chair out to in your general direction. It slides a few feet towards you. She then leans back in her chair and puts both feet on the table, crossing her legs!
"You have some nerve, Wizard, keeping me waiting. Get over here. We need to talk."
This draws the eyes of the patrons who all have a mix of responses and emotions to this very public display.
| Baron Belwick Donnamoor |
Belwick's jaw drops, surprise evident for all to see. "I... It's... You have legs! I have a thousand questions, and equal amount of thoughts to share!"
He, of course, has the sense to go over to her. He's not averse to a public display of affection, despite how much this would be frowned upon in noble circles. So he kisses her.
| Dungeon Master Tony |
| 1 person marked this as a favorite. |
Persuasion (CHA), Belwick: 1d20 + 5 ⇒ (13) + 5 = 18
She picks up on your body language and seems hesitant at first but leans in and returns the kiss.
"Ugh. You're trouble. Which is... Yes, legs. Do you like them? I made them for you. Apparently."
She drinks a shot of what smells like rum, steeling herself. She puts down the glass and exhales with a heavy sigh.
"It happens. Sometimes. It's rare, but it does happen. Because we are", she looks at you, searching for the right word. "...Close? Because we are close, I'm now in a sort of transitional phase. While I'm in this phase, I have legs on land and a tail in the water. But it's a phase, and it will not last. It is also a reminder, and a warning." Suddenly, she backhand slaps you on your shoulder. And then a couple more times."And it comes with a lot of... WEIRD THINGS, by the way, thank-you-ever-so-much-for THAT." She looks at you.
Then she shuffles and moves her chair a little closer to yours, leaning into your shoulder. She exhales again, finding a measure of peace.
"There are rules, and no I won't go into them. I--We--need to choose. Because we--I--can't live in both worlds. I need to stay. Or I need to go."
She drinks again, but turns to you.
"And you can... I don't know... Ask questions or read your what-do-you-call-them? Books? Think. I do know you aren't bad at that. But you--we--are not allowed to decide. I mean it--DO NOT SAY EITHER WAY YET! I will not hear it. Because I'm leading the Merfolk Assault in two weeks. And I can't do that if my head isn't in it. And if something happens to you, I'm not going to be able to take it. So take this wine. Drink with me tonight. I'm probably going back to my cove later. But let's... Have tonight."
"Say something. Please."
| Baron Belwick Donnamoor |
Belwick listens to all of this. It's a lot, but also leaves so much unanswered. Answers be damned. They can wait.
He exhales as well, body relaxing, and smiles a big smile. "No decisions. We have options, which is exciting. But it can all wait. Right now, we have this. And it's more than I deserve. Thank you."
"I'll be right back. With more drinks."
| Baron Belwick Donnamoor |
Belwick returns to the table holding another bottle of wine. He plunks back down into a chair, this time opposite Iliza so that they can converse face to face. He pours them both a glass.
"This, I think, explains why your retinue has been giving me the coldest of shoulders. I'm guessing this whole 'thing' is an unpopular occurrence. And that I'm to blame. I suppose I must live with that."
He takes a sip of wine, then continues. "I'm not going to ask details. I want to just enjoy our time, here and now. But when did this happen? Is being out of the water safe for you? The last thing I want is for me to cause you harm!"
"Oh, and I must not forget. I have a small gift for you," he says, retrieving the pearl necklace they found and giving that to her. "I recognize that this might be the sort of thing that's more common in the sea, but it's highly valuable on the surface and, honestly, I feel it would look lovely on you."
| Dungeon Master Tony |
Belwick returns to the table holding another bottle of wine. He plunks back down into a chair, this time opposite Iliza so that they can converse face to face. He pours them both a glass.
"This, I think, explains why your retinue has been giving me the coldest of shoulders. I'm guessing this whole 'thing' is an unpopular occurrence. And that I'm to blame. I suppose I must live with that."
He takes a sip of wine, then continues. "I'm not going to ask details. I want to just enjoy our time, here and now. But when did this happen? Is being out of the water safe for you? The last thing I want is for me to cause you harm!"
"Oh, and I must not forget. I have a small gift for you," he says, retrieving the pearl necklace they found and giving that to her. "I recognize that this might be the sort of thing that's more common in the sea, but it's highly valuable on the surface and, honestly, I feel it would look lovely on you."
"Yes... Listen I'm sorry about that. They, especially Aryn, have good intentions. They're handling the possibility of never seeing me ever ever again about as well as I can expect."
"Just recently. Shortly before you left for The Fortress. And I'm physically very safe like this. It is my heart that is at risk. No matter what happens, it will come with its share of regret."
| Venn Greenbough |
Taciturn as always, Venn lets the others do the talking. Talk of victory feels inappropriate, there is no final enemy. There will always be another.
These lands a little warm, but it's become comfortable for the guide. He spends some time ranging outside of town, looking for a good place to build a small fort.
If and when he finds a good locale he heads into Saltmarsh and begins looking for a hearty breed of folk who may take towards ranging.
| Baron Belwick Donnamoor |
Going to keep things moving for Belwick...
Belwick spends the rest of the evening dancing around the topic, asking questions now and then. Mostly though he gets fairly drunk.
"I have a new place here. Let's see what it looks like," the nobleman says, taking Iliza back to the townhouse that has been setup for him.
------------
Belwick is disappointed by just how small the place is. He's a Donnamoor, a noble, and he... simply expected more. When Iliza leaves to her own business he resolves to address the situation himself.
The ground floor entry space is set up as a parlor, with a long table and chairs enough to seat six. There's a fireplace with a small cooking pot, and... not much else. This works for my companions, but simply will not do for hosting gentry.
He examines the bedroom, finding the square space very underwhelming. A bed, a wardrobe, and chest at the foot of the bed are all there really is. A small storage room is beside the bedroom, which is at least stocked with necessary foodstuffs. And beside that is the loo.
The nobleman is about to despair until he enters the next chamber. Setup as almost a separate building that abutts the main domicile, the library is a hexagonal-shaped space with bookshelves lining the walls and filling the space between. In the center of the space is a large desk. Belwick whistles in appreciation as he looks over the shelves. He notes that a number of titles are familiar, suggesting that a portion of Captain Fireborn's books have been gifted to his new collection.
Taking a seat at the desk, Belwick takes a piece of parchment from the desk and begins crafting a letter of thanks to the good captain.
A floorplan for Belwick's new domicile is HERE.
------------
Over the next week Belwick attends to a variety of miscellaneous affairs.
He hires Elmo, offering the former wizard employ as his librarian. "I will need the titles carefully categorized using my own proprietary system, which I will instruct you on. The stardard systems work fine, but they are impractical for more esoteric study."
Finding a gardener for the hodge podge of herbs in his garden is a bit more challenging. Eventually he settles on a mumbling, taciturn old woman who speaks with an unrecognizable accent but at least seems to know what she's doing. Belwick thinks her name is Heidi, but he's never quite sure and after the fourth time asking just gives up.
And then, there is Bayleaf...
| Dungeon Master Tony |
All sounds good. Great job.
Bayleaf is easily found at one of the taverns. He's been making rounds as an entertainer at those establishments. He reports to you, and as per your previous agreement, he's working for you for free, but expects a tip based on how well you value the information.
Iliza has legs, but you already know that. She's been safe--no one has been stalking her besides Bayleaf--but she has had frequent arguments with members of her entourage, and taken to long walks alone while you've been gone.
| Dungeon Master Tony |
For the party: If you're building new structures, Crabber's Cove is ripe for development.
24. Crabber’s Cove
Just east of the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber’s Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago. Since then, thousands of crabs have taken up residence in the crumbling remains. Crabbers from Saltmarsh are cautious about the cove, as more than one overeager fisher has disappeared into the clacking darkness, never to be seen again.
Over the two weeks...
A group of fishers, currently out of work, starts to make trouble. Anyone who isn't a local, a native, is targeted and harassed. Miners are especially targeted, leading to a lot of scuffles and drunken fights.
Captain Fireborn instructs the guard conduct house-to-house searches for smugglers and contraband. This raises tensions between Traditionalists and Loyalists. Arrests are made, but a number of innocent citizens have property seized or destroyed as well.
A group of escaped slaves rows ashore one day and are taken in as refugees. They recognize a number of fishers and dock workers and accuse them of participating in the slave trade with The Sea Princes. Anders Solmor calls for justice and there is a round of arrests and interrogations. A number of folk are sent off to Seaton for long incarceration, and there are rumors that some will be executed.
| Baghotir Nightthane |
Baghotir is unhappy by the increased restlessness of the community, but there is little he can do. He'll stop what bar fights he can when he's there, and worry about the slave trade. Obviously someone local must be involved. It's a shame...
As the weeks come to a close though, he's focused on their fishy enemies as he sharpens his axe and polishes his hammer in anticipation of trouble.
| Baron Belwick Donnamoor |
"You've done well, Bayleaf. Some new information for me, so you've earned your keep."
Belwick hand the man a pouch full of coins. 250gp, to be precise
----------
While gathered with the others over drinks Belwick shares what he's now learned about the Sea Princes. "The good news is that they appear to be at war with themselves, though because this is very strange I suspect there is bad news to go along with it."
The nobleman pauses, seeming to deliberate on something. It seems like it's now time to bring them into the fold.
"You may have wondered in the past why a nobleman from the northern parts of Keoland would find himself all the way here in Saltmarsh. Partly, if I'm honest, it was because of the situation with Donnamoor Manor. But to King Kimberos Skotti of Keoland that is a convenient ruse. The king himself tasked me to come here to Saltmarsh as his agent for a very specific purpose: investigate the presence of a secret organization known as the Scarlet Brotherhood."
He takes a drink, letting the words sink in, before he continues. "If you've never heard of them, that is fair. They are, after all, secretive. Their devotion is to what they would call 'Suloise racial purity', and they seek to resurrect the ancient Suel Imperium. Though they might have a monastic appearance, know that it is a facade. They are good at hiding though, which is a problem when their goals are counter to that of king and kingdom."
"The good king bid me find out more. Through research and rumour, I have. I have come to believe that there is a cell here in Saltmarsh," Belwick produces the ring that Bayleaf delivered to him, showing then the secret compartment within that contains the Scarlet Sigil.
"What's more, I think the division that has come about with the Sea Princes is no accident. Though it has been helpful that certain among them have disavowed attacks upon our nation, the ones that persist have scarlet sails. Their efforts can be best described as 'uncoordinated', but all this means to me is that what we are seeing is a more brazen effort, perhaps from an impatient faction within the Scarlet Brotherhood."
"If you're asking yourselves what this all means, I don't have the answers. Yet. But I am asking you to stand with me against the Scarlet Brotherhood. To defend the interests of Keoland and defend its people against the Brotherhood's machinations. Are you with me?"
| Baghotir Nightthane |
"Ahh, so you're a spy." Baghotir chuckles. "Of sorts." He grins.
"So you've said the Scarlet Brotherhood is here, and you've said they're bad - but I've not heard of them. Suel? Bad guys? I assume so from what you've said, and who you have claimed to be, but I don't know them - or you apparently."
He sighs, thinking hard - something that does not come easily to him. "Look. We're a team, and insofar as that goes, I'll support you. But I'll not sign on to your defense of the Keoland people against the Brotherhood blindly - it feels political and that gets messy."
"As I say, I assume from your speech they're evil, and if so, I'm your dwarf. But not your minion in this war of yours. At least not yet."
| Alisanne Skullfist |
Alisanne has mixed feelings about being awarded citizenship and land in Saltmarsh. The thought of being tied down to one place feels abhorrent to her. Though, she appreciates having someplace to bed down and store her gear that is safe and free. She has no interest in leaving "her mark" on the place and is happy to let the others direct the development of the property.
Knowing that the battle ahead could be fierce, Alisanne inquires at the adventurer's guild and with the representative of Iuz about available magic items for sale. She has gold burning a hole in her pocket.
She spends her nights living it up and performing at the taverns in town.
--------------------------------------------------------------------
In response to Belwick...
"I can't say that I'm surprised, Belwick. I've known too many nobles. Granted, you're probably the least onerous of them."
Alisanne takes a long draught from her flagon. She picks up a slice of apple and feeds it to Bimz on her shoulder before looking back at Belwick. I don't care about your Keoland, the Sea Princes, or the Scarlett Brotherhood. But, you're alright, Belwick, and I don't care for the rise in the slave trade around here. So, as long as we're dealing with slavers or there's plunder to be had, you'll have my song and wit.
| Baron Belwick Donnamoor |
Belwick fails at hiding his disappointment at the less than enthusiastic response. This went so much better in my head...
Nevertheless, he makes the most of the response from Baghotir and Alisanne. "You can trust me when I say that they are indeed bad people, so doing something to stop them is good for the people here and good for your own futures. It's okay if you're not interested in politics, as despite the various names thrown about this is far from political. I ask for your help here, and nothing else. If you give that freely, then you have my gratitude. And when you choose not to anymore, I will hold no grudge."
| Dungeon Master Tony |
Alisanne spends 100 GP, 50 to each vendor as a retainer for Magic Items.
The Quartermasters of Iuz have:
-Potion of Healing 50GP
-Potion of Greater Healing 300 GP
-Potion of Superior Healing 2500 GP
-Spell Scroll Level 6... 25K
-Spell Scroll Level 9... 50k
-Rod of The Pact Keeper +1... 300GP
-Ring of Water Walking... 300 GP
Issac has:
-Potion of Healing 50GP
-Mithral Chain Shirt 300GP
-Potion of Clairvoyance 2500 GP
-Potion of Supreme Healing 25K
-Spell Scroll Level 9... 50K
-Slippers of Spider Climbing... 300GP
-Javelin of Lightning... 300 GP
| Baghotir Nightthane |
| 1 person marked this as a favorite. |
Baghotir's research leads him to an area of town where he can build his dream and maybe do a little urban renewal - Crabber's Cove.
He starts with a large central Courtyard, with a heavy but artistically fashioned iron gate leading to it from the street. A small fountain in the center provides a liltingly beautiful sound as potted plants, and indeed the other chambers, spiral around it.
There's a Workshop to produce mining and other tools for the guild. He hopes to churn them out, though he knows he'll likely only get a kit a week, give or take, and that's with two good workers - who he still needs to hire. However, it'll be the cornerstone of his imagined foundation. He'll donate one set of tools a month, maybe more, to minors just getting started and to replace those worn down by heavy use. Then maybe establish a fund... oh he has ideas.
He also prepares a Barracks for a little protection, which he might extend to the nearby neighborhood - if he gets enough guards together. He has plans for quite a bit on these grounds and maybe a neighboring building or two as well if they're willing to sell. And he's going to need to defend it.
Lastly, he includes a tiny Office - at least for starters. It'll do as the construction office for his expansion plans initially. The next phase of his project will take months, but he's pleased with his vision so far (image).
Special thanks to the fine Baron for drawing up the map!
To ensure proper lighting, Baghotir gathers ruby dust - some 200gp worth! He'll use it to make each room shine from a particular angle or general location without the smoke and smell of an oil lamp - though there will be those too to bring light to specific areas as needed. Each continual flame will have a well made leather cover for when darkness is preferred.
200gp removed, but let me know if casting continual flame is a problem.
| Dungeon Master Tony |
Working backwards through posts...
Alisanne has her full allotment of unnamed allied contacts (1+ CHA Modifier). Keep those in your back pocket--you can pull one out when you need one.
1d100 ⇒ 27... No complications.
And she shops for magic items... 1d100 ⇒ 77 No complications.
Baghotir also has his full allotment of unnamed contacts.
1d100 ⇒ 78... No complications.
Baghotir spends a week researching... And can ask 3 Questions that I will answer honestly about Crabber's Cove or Saltmarsh bureaucracy.
1d100 ⇒ 57... No complications.
Caelius spends his time working on establishing the new homes of the party, and in guard work. His living expenses are covered plus 25 Gold Coins.
1d100 ⇒ 44 No complications.
1d100 ⇒ 56 No Complications.
Embers spends her time spreading money around town. She has her full allotment of unnamed allied contacts.
1d100 ⇒ 82 No Complications
1d100 ⇒ 15 No Complications
Belwick's downtime is basically research time. Belwick can ask me two questions about The Scarlet Brotherhood and two questions about Iliza/Merfolk. This represents back and forth with Iliza and Bayleaf.
1d100 ⇒ 19 No Complications.
1d100 ⇒ 70 No complications.
Venn, based on what you posted for me... I made some checks. You may ask me 1 question about the lands around Saltmarsh--anything you may have found whilest ranging. I will answer honestly.
You also make an unnamed Allied contacts, probably a ranger but that's up to you.
1d100 ⇒ 4 A COMPLICATION. You'll know it when it happens.
1d100 ⇒ 87 No complications.
For all: Unnamed Allied Contacts are something you can tell me now, or later. It can be on the spot. It's something like, "Oh we need a ship to take us to Patagonia", "Luckily, I made friends with Salty Pete that Halfling Ship Captain", and you spend an unnamed allied contact.
| Baghotir Nightthane |
Baghotir spends this past week chatting up his contacts, visiting the halls of bureaucracy, and walking about talking to vendors and others in Crabber's Cove. He delves...
- Who is the main bureaucrat we'll be dealing with for Crabber's Cove? In other words, who has the authority to make our lives easy - or difficult?
- Whatever he can learn about any gang, or group of thugs, working Crabber's Cove beyond the reach of the law.
- Who on the council supports the Scarlet Brotherhood?
| Dungeon Master Tony |
| 1 person marked this as a favorite. |
Baghotir spends this past week chatting up his contacts, visiting the halls of bureaucracy, and walking about talking to vendors and others in Crabber's Cove. He delves...
- Who is the main bureaucrat we'll be dealing with for Crabber's Cove? In other words, who has the authority to make our lives easy - or difficult?
- Whatever he can learn about any gang, or group of thugs, working Crabber's Cove beyond the reach of the law.
- Who on the council supports the Scarlet Brotherhood?
Answers:
Ova, "Chipper", Storm is the administrator and record keeper for the town properties and holdings. She's not a council member herself, but she keeps the town running.
There isn's a gang presence or anything like that--the locals believe the cove to be haunted so they avoid the place. Every now and then, a curious townie or visitor wanders into the cove and vanishes. This supports the haunted theory. But there is a lot of skuttlebutt about a group of hooded figures with torches meeting in a shack at the far end.
NOBODY supports The Scarlet Brotherhood--they are evil with a capital E. But the traditionalists have goals that would better align with the Brotherhood's agenda. Eda Oweland and Gellan Primewater.
| Alisanne Skullfist |
Alisanne is both surprised and pleased with the bounty both the Quartermaster and Issac have available.
She purchases both Potions of Healing, the Potion of Greater Healing, the Ring of Water Walking, and the Slippers of Spider Climbing.
She spends extra time at the Adventurer's Guild talking with Issac and sizing up the new guild members.
Embers In the Sky "aka Roberts"
|
For Embers, down time is time that has to be 'filled'. She'll buy some potions (4 healing, 1 greater) as she knows she got rather beat up at the end of scouting adventure.
Then flies above the town, dropping 300 GP into things. Buckets, food troughs, etc. All the better someone is holding/using something at the time.
Satisfied, she spends her time then drinking and drawing up the plans for a faerie sized ship. Literal drawing, sketches, etc.
| Baron Belwick Donnamoor |
With a week remaining, Belwick sets Heidi to the task of finding something useful that can be made for an adventuring nobleman such as himself. "As much as I would like to have more flavour with the rations that I must take with me, my needs during the assault are more practical."
Later in the week, the gardener shows surprising skill as an herbalist. Heidi presents him with a small glass vial. Inside is a viscous red liquid. She says a word that sounds like 'eels' and then goes back to tending the garden. Bastion turn to Harvest. From a Herb Garden this produces a Potion of Healing. Also generates 1d4 ⇒ 1 Bastion Points.
With the information he's gathered from Bayleaf he consults his new library. His goal is to corroborate details and add to his understanding of the Scarlet Brotherhood. He looks to:
He also sets some construction in motion, feeling it necessary to add a second floor to his new homestead. Adding a Roomy Bedroom and a Cramped Washroom for the second floor, with the goal of also converting the ground floor Bedroom into a Kitchen. Will take 25 days and 1500 gold pieces. Not sure if they can be done concurrently, but the rules don't say either way.
In the remaining spare time he enjoys Iliza's company. Mostly, their talks are playful and not even remotely serious. But he does try to learn more about the merfolk culture. Namely:
| Dungeon Master Tony |
Good questions.
Belwick, Scarlet Brotherhood: After a week of some truly A BEAUTIFUL MIND style insane murder board research... Belwick learns that The Father of Obedience, whomever that is, leads The Brotherhood. Below them, Brothers and Sisters. Below them, "Uncles", and, "Aunties", who are known to be the assassins. Below them, Cousins. You need to be part Suel to be a cousin, and only the purest bloods can ascend higher than that. Cousins are placed as spies and hidden agents. Below Cousins are, "Vitiates", meaning, "Flawed", and life is not enjoyable for them. At all.
Organized Crime is how the brotherhood is funded. All kinds.
Iliza is FUNNY. She loves a joke and wordplay. She has few boundaries with biological function jokes but she somehow pulls it off as ladylike. She's a true Salvager, and her passion is finding lost treasures and archaeology. She's very deliberate with her appearance, and while the new biology is irritating to her, the clothes, hair and accessories are the opposite.
| Baghotir Nightthane |
Baghotir is happy with the start of his spot, but he's focused on the task ahead. He'll get someone in to work the place, start the building he has planned, and more - when they return.
He also keeps what he's learned so far to himself. He doesn't want folks to lose focus on the matter at hand. The sahuagin are going to be tough fighters. They'll need all they have to succeed.
"I don't want to abuse the potions. But do we want to go in invisibly to get a jump on the gate? Or just charge forward at best speed to focus their ire on us and give our teams a bit more breathing room to get into position?"
| Baron Belwick Donnamoor |
"The element of surprise is a great boon. We should consider every tool one that should be used."
| Dungeon Master Tony |
The day of the assault arrives.
It is a sunny day with light wind. Early, you're dropped off by jollyboat at the same causeway where you entered the fortress two weeks ago. The sight is familiar to you. If the Sahuagin have made changes or improvements to the security, it isn't visible from this side.
You stand on a rock ledge about thirty feet wide. Ahead, set into the vertical rock surface, is a pair of large stone doors, each ten feet high and five feet wide. The surface of the doors is featureless, with no visible handles, except for a rectangular aperture six inches wide by four inches high cut in the center of the left-hand door, about six feet above ground level. A flat metal plate covers this aperture from the inside.
What do you do?
| Baron Belwick Donnamoor |
"Last time we knocked on the door, only to use a bit of magic to send the guard away. It allowed us to use brute force to knock down the door. We could knock again, then use magic to compel the create beyond to open the door," Belwick suggests.
"Alternately, Alisanne or I can drink one of the invisibility potions, then knock so that the guard beyond opens the peephole. We can then teleport to the other side and open the door," The wizard thinks about this for a time. "Which I might be best equipped to do, honestly."
| Baghotir Nightthane |
"Those are both good plans. I like the second the most. Can you take anyone with you? It'd be good to have backup you know?"
| Baron Belwick Donnamoor |
"I can't take someone with me, but I can potentially swap spots with someone. It's not a simple bit of magic, so I sort of need to be close."
If no one objects to the plan then Belwick will drink the potion of invisibility, wait for everyone to move out of view of the door, and then he'll knock on the door.
And when the peephole opens he'll use Benign Transposition to teleport into the room. With the idea of being close to the door so that he can open it for the others.
But before he does any of this he'll cast Comprend Languages as a ritual (if possible).
| Alisanne Skullfist |
Sounds like a reasonable plan to get us in and start things off. I just want to remind everyone that we're here to make some noise and do as much damage as we can. The cavalry will come from below. I'm ready whenever you are, Belwick.
| Baron Belwick Donnamoor |
With the group (including familiars) safely out of view, Belwick retrieves the potion of invisibility from his backpack. "Well, here goes."
He pulls the stopper and drinks the potion, immediately disappearing from sight. Then, he knocks on the door. And waits.
| Dungeon Master Tony |
The Baron doesn't wait long.
Assuming the others are hiding out of sight...
The metal plate slides open almost immediately. Belwick gets a quick look at a room filled with Sahuagin Warriors. He has moments to act...
| Baron Belwick Donnamoor |
Belwick keeps it together. He briefly considers hurling a fireball into the mass of sahuagin, then performs a benign transposition to put himself into the room by the door.
| Dungeon Master Tony |
Belwick casts his spell, the action breaking the benefit of Invisibility, but he reappears on the inside of the door next to a Sahuagin Warrior who was turning back to tell his companions in the Sahuagin tongue...
"There's nobody..."
And the Assault begins!
ROUND 1
1. Caelius GO
2. Belwick GO
3. Venn GO
4. Alisanne GO
5. Baghotir GO
6. Sahuagin Coral Smashers SURPRISED
7. Embers GO
8. Sahuagin Champions SURPRISED
9. Sahuagin Warriors SURPRISED
The door is closed and barred. Removing the bar is an interact.
Party up!
| Dungeon Master Tony |
AS per slack... Holding on entering initiative.
Belwick used a Conjurer feature, not The Cast A Spell Action. Belwick is on the inside and invisible. I'll keep init results if we need to enter combat.
What's next?
| Baron Belwick Donnamoor |
Per Slack, Belwick is still invisible
With sweat beading on his brow, Belwick removes the bar and opens the door. He then moves back out rejoin the party.
| Dungeon Master Tony |
"...There?"
The door opens, seemingly by itself and the bar vanishes as Belwick lifts and carries it. Belwick, you're encumbered while you have it. Half speed. Move your pog.
Wisdom (Perception): 1d20 + 1 ⇒ (1) + 1 = 2
HA! HAHAHAHAHAHAHAHAHA!
Wisdom (Perception): 1d20 + 1 ⇒ (14) + 1 = 15
Wisdom (Perception): 1d20 + 1 ⇒ (20) + 1 = 21
Wisdom (Perception): 1d20 + 1 ⇒ (3) + 1 = 4
The warriors stand about dumbfounded. A Sahuagin Champion's eyes go wide as he spies Caelius against the rock. Through is Comprehend Languages ritual, Belwick gets:
"...INVADERS! KILL THEM!"
The Coral Smashers look bewildered.
ROUND 1
1. Caelius GO
2. Belwick GO (HIDDEN)
3. Venn GO
4. Alisanne GO
5. Baghotir GO
6. Sahuagin Coral Smashers SURPRISED
7. Embers GO
8. Sahuagin Champions TBD
9. Sahuagin Warriors SURPRISED
| Caelius Burningseeker |
Caelius moves to hold the door. "Burn them all quick Belwick. I'll hold what I can at the door."
+1 Longsword of Kord vs Sahuagin: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 + 5 ⇒ (9) + 5 = 14
+1 Longsword of Kord vs Sahuagin: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d10 + 5 ⇒ (7) + 5 = 12
HP 58/58
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Second Wind 1/1
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 4/4
| Dungeon Master Tony |
Caelius scores the first kill of the assault! 2 hits--the creature is dead before it hits the stone.
Party still up!