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

Venn strikes true one time!


Character Sheet

Status:
HP 26/51, AC: 20
Condition: Spirit Guardians (6m, Wis DC 15, 3d8, 15'r)
- - -

Baghotir tries again to injure the nasty sahuagin before he kills someone. That's not something he can fix at the moment...

He tries another Sacred Flame
Dex DC 15: 2d8 ⇒ (1, 4) = 5


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 throws a scathing insult at the Baron, hoping to throw off his composure some.
Vicious Mockery, Wis15: 2d4 ⇒ (2, 3) = 5 and DisAdv on its next melee attack roll.

Big Bimz, keep him away from us for as long as you can! I believe in you!

Bardic Inspiration to the dwagon

Big Bimz tries to grab hold of the Baron.
Grapple, Athletics: 1d20 + 4 ⇒ (18) + 4 = 22 + Inspiration: 1d8 ⇒ 4 or Inspiration: 1d8 ⇒ 4
Total = 26

Big Bimz then drags the Baron back(South), slamming him into the wall.


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

At the beginning of the Baron's turn, Big Bimz will impose a 10' speed penalty to the Baron.


Map

Dang!

1d20 + 4 ⇒ (5) + 4 = 9

Big Bimz grabs ahold of the Baron and drags him south, holding him against the back wall. The Baron is Grappled.

1d20 + 5 ⇒ (5) + 5 = 10 Sacred Flame rains down upon the Baron. He roars in frustration and takes 5 Radiant Damage.


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Map

Forgot a Save...

1d20 + 4 ⇒ (2) + 4 = 6

...Huh.

The Baron, beaten down by Dwagin, succumbs to Alisanne's mockery. Combined with the cloth-yard shafts embedded in him... It's too much. The mockery breaks the frenzy, and now that the Baron is aware, he is aware that he is dying. He gasps one final breath and collapses beneath Big Bimz.

Everyone earns 1233 Experience Points

The remaining guardsmen shake themselves out of their stupor and watch their lord, the chosen of Sekolah, fall before feeble land dwellers. Their morale breaks, and they flee at full speed into the darkness, screaming in fear.

Behind you, you hear the Saltmarsh regulars rush the gate. In moments, you're surrounded by Saltmarsh Guardsmen. All are silent while they survey the scene. The six of you, standing, wounded but triumphant. The king of The Sahuagin is dead beneath a magically animated stuffed animal.

Silence.

Then a cheer breaks out from the Saltmarsh guard and they rush out into the darkness.

The last five minutes felt like hours, and it hurts to breathe. But for now, your battle is over. You have taken the first level of the fortress.

Belwick recieves a sending through his shell... The Merfolk have begun their assault, but The Sahuagin are leaderless, disorganized, and distracted by your very loud battle... It is a matter of time.

You have achieved a TOTAL VICTORY and JUST earned enough points to reach the top score bracket. Congratulations, Heroes of Saltmarsh and Keoland.


Human Noble Wizard 6 (HP: 37/37) | 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 is filled with emotions as the rush of battle fades. Pride at the great work of his team. Relief that they're all healthy, including Iliza's team. Exhaustion, both mental and physical, at the trial that they've just been through. But most of all happiness.

"My friends, we have done a great thing this day. The safety our actions will bring to the region will span generations. On behalf of Keoland, I thank you."

He wipes at his eyes with the back of his hand, the moment clearly getting the better of him.


Flan Pathfinder (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 stands over the gore, over the dead, over the vanquished. He's quick to reply to the Baron, "The rent is still due tomorrow Belwick."

He then softens a bit, "Maybe not tomorrow. You are correct, we have scored a major victory this day, and it will take a LONG time before another foe troubles the people here so."

Venn does allow himself a bit of elation at the victory. He looks the Baron's body over for spoils.


Map

Treasure:

The Baron wears an exquisite platinum armband on one of his four arms. It looks quite valuable. Around his impossibly fat neck is a curious looking necklace.

Also there is The Baron's larger-than-life trident. The Sahuagin Blademaster's corpse is also in this room. His alien looking plate armor could be stripped from him and sold or repaired. His blade, a truly beautiful but also alien longsword is by his body. It is etched with old runes which none of you recognize. It isn't magical but...

History or Arcana DC20:
It is a Sahuagin Wavecutter. Not magical, but in the hands of a warrior, it does 2d8 Slashing Damage or 2d10 if held in both hands. Versatile, and otherwise a longsword.

A cursory search of the dead here reveals Sahuagin spears and weapons, scraps and supplies, and a coral box which contains 4 potions of healing.


Human Noble Wizard 6 (HP: 37/37) | 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 joins Venn, curious as the ranger goes through the spoils.
Arcana: 1d20 + 7 ⇒ (8) + 7 = 15

"Facinating. I could probably figure this out, but it'd take some time to research it."

He will use Detect Magic and Identify as ritual spells to spot whatever is magical and then identify it.


Map

You confirm that the blademaster's sword isn't enchanted.

The necklace is a Necklace of Adaptation


Character Sheet

"Now that's a job well done - and that's a fact!"

Baghotir keeps waiting for more hostiles to arrive, and when the cavalry does instead, he quickly dampens his spell by stopping concentration. No need to injure the allies.

"We've saved lives here today my friends. Not only those of the warriors coming behind us, but also those in Saltmarsh, and beyond. Very well done."

He'll collect three potions of healing to replace those he gave away, and offers the last to the Baron for his donation.

However, if there's trouble, or even the hint of trouble, he passes them around to the most wounded...

He has no understanding of history or arcana, being a bit of a dim bulb, but he does admire the craftsmanship of the top folks gear.


Human Noble Wizard 6 (HP: 37/37) | 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

"This victory is one worth celebrating. Once we've secured whatever resources there are here, I suggest we return to Saltmarsh and invite our allies for a fête for the ages!"


Map

The battle... Is decisive.

Your taking of the first level, so quickly, and slaying of both The Blademaster and the Baron caused a wide-spread ripple of panic throughout the Sahuagin--they started to abandon the fortress even before the sea forces started their assault. The Tritons also appeared, and with their help the Merfolk, Locathah and Lizardfolk mopped up nearly all the Sahuagin. The Sahuagin defense was in total chaos then they arrived. Those few that escaped... Will likely never be heard from again!

-----
Saltmarsh rewards you with (Everyone can pick one, no repeats):

A Cloak of Protection

A Cloak of Elvenkind

Boots of Elvenkind

A +1 Weapon of your choice

A +1 Shield

A Wand of The War Mage +1

A Tan Bag of Tricks

--------

In addition, for slaying the Baron, the Party recieves a Silver Raven statuette.

The celebration in Saltmarsh will last AT LEAST a week. Enjoy it, you've earned it.

The Party will take downtime. How much is up to you. Then we need to discuss next steps--I'd like everyone to tell me what your character's goals are. They are heroes, they are a force in the area. What is next for you? What endeavors will you pursue?

AND... What shall we do with Embers. Options are:

-Keep her as an NPC with the party. She gets an equal share of money and XP.

-One of you gets to run her as a sidekick. She gets whatever treasure you give her, she counts for calculating XP. Basically she gets a share.

-She leaves the party and we adventure with 5 instead of Six.


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Character Sheet

Baghotir eyes the cloak of protection, but will allow someone else that precious item. Too useful! Instead he'll claim a shield +1, and happily strap it to his back. He puts his old shield up on the wall of his apartment.

He spends lavishly during the week, enjoying himself temporarily spending as a wealthy dwarf!

4gp/day (wealthy) plus 5gp for the guild = 33gp spent

When the festivities begin to die down, he plans to work on his bastion. There is much to do, and he wants to see it's started off on the right foot.

He's got hirelings and defenders to hire, and he wants to start on Phase II (washroom, kitchen, and dining room). He'd love to start on Phase III, but he doesn't have the cash as yet. So that will remain a dream for now.

He donates 2,650gp of his own hard earned cash to begin construction of phase two - a Washroom (cramped), Kitchen (roomy) and Dining Room/Meeting Hall (roomy). The spaces are boxy, but fit together well enough around the central courtyard. So far, everything is on one floor, but he knows he's going to need to expand upward eventually. Phase three - second story!

In his free time, he works some of the stone of the building himself. Though a skilled mason in his own right, he doesn't step on the toes of the site foreperson. Though he may be paying for it, there are those with greater skill in such things as he's well aware. Still, in his idle time, he can be found carving scroll-work into lintels, jams, and even walls as he seeks to beautify the space. He'll even use his new spell - stone shape - to get things precisely the way he wants them.

As he works, humming along, he imagines the library, storehouse, pub (with his own brew!), and guild hall. Oh, it shall be glorious indeed - in time!

Once that has been started, he plans to spend his time in the mines. It may no longer be his job exactly, but it is his calling. He'll check in with the guild, of which he maintains membership, and see if there's anything he can do for some time (not sure how long you want us to plan for downtime) to support. Keep his hand in as it were.


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Human Noble Wizard 6 (HP: 37/37) | 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 returns to Saltmarsh, thinking about the battle. It was a success, but one that's left him with questions. Did they find a sea elf, the one who had been conversing with the leader, amongst the dead? How did the sahuagin find such strength? Who has been helping them, and for what purpose?

He resolves to write a detailed letter, which he will send to the King Skotti, as soon as he is back in Saltmarsh.

The celebration is a welcome distraction, the nobleman moving from group to group to share words of praise. Of course, he seeks out Iliza first, this time using the magic of his cloak to join her amongst her people in the water.

He spares little expense during the week, living like a proper aristocrat. 10gp/day, totalling 70gp over the course of the week

Though the celebration keeps him distracted, he does spend enough time to ask Elmo to perform research. Specifically, on the nature of the sahuagin and their relationship with sea elves. He also tasks Heidi with concocting another healing draught to replace the one he gave to Caelius. These are my Bastion actions


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Map
Baghotir Nightthane wrote:

Baghotir eyes the cloak of protection, but will allow someone else that precious item. Too useful! Instead he'll claim a shield +1, and happily strap it to his back. He puts his old shield up on the wall of his apartment.

He spends lavishly during the week, enjoying himself temporarily spending as a wealthy dwarf!

4gp/day (wealthy) plus 5gp for the guild = 33gp spent

When the festivities begin to die down, he plans to work on his bastion. There is much to do, and he wants to see it's started off on the right foot.

He's got hirelings and defenders to hire, and he wants to start on Phase II (washroom, kitchen, and dining room). He'd love to start on Phase III, but he doesn't have the cash as yet. So that will remain a dream for now.

He donates 2,650gp of his own hard earned cash to begin construction of phase two - a Washroom (cramped), Kitchen (roomy) and Dining Room/Meeting Hall (roomy). The spaces are boxy, but fit together well enough around the central courtyard. So far, everything is on one floor, but he knows he's going to need to expand upward eventually. Phase three - second story!

In his free time, he works some of the stone of the building himself. Though a skilled mason in his own right, he doesn't step on the toes of the site foreperson. Though he may be paying for it, there are those with greater skill in such things as he's well aware. Still, in his idle time, he can be found carving scroll-work into lintels, jams, and even walls as he seeks to beautify the space. He'll even use his new spell - stone shape - to get things precisely the way he wants them.

As he works, humming along, he imagines the library, storehouse, pub (with his own brew!), and guild hall. Oh, it shall be glorious indeed - in time!

Once that has been started, he plans to spend his time in the mines. It may no longer be his job exactly, but it is his calling. He'll check in with the guild, of which he maintains membership, and see if there's anything he can do for some time (not sure how...

This is all AWESOME! I love that you're embracing the systems and are looking to integrate Baghotir in the operations of the town and area. Great job!


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

A Week in the Life of a City Guard Lieutenant

Day 1: Monday

Caelius starts his week early, as dawn’s light breaks over the city’s horizon. After donning his uniform and inspecting his gear, he makes his way to the city guard headquarters. The day’s agenda includes a briefing with the captain and other lieutenants. The city is in a relative state of peace, but recent reports suggest a rise in petty thefts near the docks. Caelius spend the morning coordinating with the patrols assigned to that area and devising strategies to enhance surveillance.

In the afternoon, he inspects the guard posts and ensure that all of his subordinates are adhering to protocol. He deals with a minor dispute between two guards and mediate a resolution that maintains morale. The evening brings a series of routine patrols, and he reviews the day’s reports before heading home, mentally preparing for another busy day ahead.

Day 2: Tuesday

Caelius' day begins with a review of the previous day’s patrols and incident reports. There’s been a complaint about a suspicious figure seen near the city’s main gate. He assigns a couple of guards to investigate and provide a detailed report by the end of the day. Midday brings a visit from a local merchant, who’s concerned about a series of break-ins at his shops. Caelius assures him that increased patrols will be dispatched to the area and take note of the merchant’s details for further action.

The afternoon involves a training session for new recruits. He oversees their drills, offering guidance on proper combat techniques and tactical maneuvers. By evening, he meets with the city’s council to discuss recent security concerns and update them on the guard’s activities.

Day 3: Wednesday

This morning, Caelius is called to a crime scene—a robbery in the marketplace that has left several stalls in disarray. He oversees the investigation, taking statements from witnesses and examining the evidence. His keen eye spots a clue that others might have missed, leading to a promising lead on the culprit.

In the afternoon, he coordinates with the city’s magistrate to arrange a lineup for the robbery suspects. Meanwhile, Caelius handles a series of minor infractions by citizens, ensuring that justice is served while maintaining the guard’s reputation. The day ends with a thorough review of the case files and a meeting with your squad leaders to discuss the day’s progress.

Day 4: Thursday

The day starts with a series of drills designed to keep the guard’s skills sharp. Caelius pushes his team through exercises that test their endurance and readiness. The midday hours are consumed by paperwork, as he log reports, updates patrol schedules, and handles administrative tasks.

In the afternoon, a local noble requests an escort for an important event. He assigns a trusted team to the task and ensure they’re briefed on security protocols. He spends the evening overseeing the noble’s event, keeping a vigilant eye out for any potential threats.

Day 5: Friday

Caelius begin with a briefing on the week’s events and prepare for the upcoming weekend, which often brings increased activity and potential disturbances. He is called to address a dispute between two factions in the city, which requires delicate negotiation and diplomacy. His efforts to mediate and reach a compromise are met with mixed reactions, but he manages to prevent further escalation.

The rest of the day involves inspecting the guard’s armory and ensuring that all equipment is in top condition. In the evening, he hosts a meeting with the other lieutenants to discuss any upcoming events or security concerns.

Day 6: Saturday

The weekend is always bustling with activity, and today is no exception. Caelius starts with early patrols to ensure that the festivities and markets run smoothly. A minor incident involving a rowdy group of adventurers requires your intervention, but he manages to defuse the situation with minimal disruption.

The afternoon is spent supervising a special event—a tournament or festival—where his role is to ensure security while allowing citizens to enjoy themselves. The day ends with a review of the day’s events and preparations for any potential disturbances.

Day 7: Sunday

The final day of the week is a quieter one, allowing for some reflection and strategic planning. Caelius reviews the week’s achievements and setbacks, preparing reports for his superiors and making notes on areas for improvement. He also takes time to conduct one-on-one meetings with his squad leaders to address any concerns and gather feedback.

The week wraps up with a final patrol and a debriefing session with his team, taking stock of their accomplishments and challenges, ready to start another week with renewed focus and determination.

Working the week to earn some extra gold to help out Baghotir.


Map

Speaking of, 'Extra Gold', I forgot to also award money for your successful military action. Party gets 2400 gold to split. Embers takes her share, netting you 2000.


Map

Let's make this clear for everyone:

The, "party", lasts two weeks. So Two Weeks of cost free carousing for everyone, and/or downtime and bastion, with no events or complications.

After that, let me know how long you want to spend in, "downtime", mode.


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Human Noble Wizard 6 (HP: 37/37) | 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

Day 1
On his first day back, Belwick spends the day celebrating in earnest with all of those who participated in the assault on the Sahuagin. He spends as much of that time as he can with Iliza and, if they'll have him, the merfolk. He wants to mend fences with them, though he's not sure he can.

Day 2
After the first day back in Saltmarsh, Belwick attends to some business. He visits Issac at the Adventurers Guild first. "My good man, I am curious as whether you have some specific magic that I'm after. A scroll with the magic for sending brief messages. I have an item that replicates this, so I know the magic exists."

Issac reveals that he has an interesting stock of magic items. Specifically:

  • Gem of Brightness
  • Figurine of Wonderous Power Silver Raven
  • Spell Scroll 1st Level
  • Potion of Fire Breath
  • Potion of Superior Healing
  • Potion of Supreme Healing
  • Potion of Supreme Healing

    After a lengthy discussion and a bit of good-natured bartering, Belwick buys the magical gem and asks the man to find him a specialty scroll for him.
    Spending 50gp to get access to the current items, 300gp to buy the Gem of Brightness, and paying for the 300gp upfront for a Scroll of Sending

    Day 3-14
    To be determined

    Day 15
    Belwick checks in with Issac and is pleased to find that the man has succeeded in acquiring the requested scroll. "I admit that I'd begun to worry, but this is excellent news! Thank you!"

    Having already paid the man, Belwick then sets about purchasing the rare inks needed to inscribe the magic from the scroll. He retires to his townhouse, spending the next six hours working through the notations to scribe the spell to his spellbook.
    150gp and 6 hours to scribe a 3rd level spell to his spellbook


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    Flan Pathfinder (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

    Previous Fortnight of Bastion Time:

    Bastion Turn 1:
    Recruit: 1d4 ⇒ 1
    Harvest: 1d4 ⇒ 4

    Bastion Turn 2:
    Recruit: 1d4 ⇒ 1
    Harvest: 1d4 ⇒ 4

    Upon returning to Saltmarsh, Venn takes his leave for some time. He's not the carousing type, and he has thoughts on his mind. He take a stead and rides for the wood where he's been reflecting, or more accurately, brooding. The wood is just a couple leagues Northeast of Saltmarsh, still solidly in the Viscounty of Salinmore.

    The scattered coppices of trees begin to come with rapidity, as if the Dreadwood was dripping trees South towards the equator. Venn knows the way well, despite not spending overmuch time there. It's time to check for progress....

    The Oeridian lad Cenwiu catches the Pathfinder up, introducing him to a pair of equally wet-behind-the-ears half-elven brothers, Findanerdh and Gildeth. After hearing their tale, Venn welcomes them formally to the Triskelion. He then gathers all eight of the defenders, "As you know the largess of civilization is as fragile as a butterfly wing. It is only made possible through the vigilance of Those Who Know. Our merry band is growing, and I just want you to know that I have secured the materials to build a Grand Hall where we can convene for reports, sport, and succor! I have spared no expense. You should have seen the looks I got when a simple Pathfinder dropped 300 griffons!"

    After the handshakes and hugs finish, Venn grabs Liamath and Luce to hunt for a meal for all. "Soon we will actually sit at tables like fat aristocrats!"

    The Venn of his band is a different man than the one who adventures with others, the one who stopped an army with heroes. Even taciturn men o'the woods need to uncoil from time to time.

    The Fort of the Triskelion Fellowship, AKA "The Triskelion" is still quite new, boasting little more than a barracks, a garden, and a ranger's kitchen. Still, it's the start of something.

    Bastion Turns:

    Bastion Turn 1:
    Recruit: 1d4 ⇒ 1
    Harvest: 1d4 ⇒ 1

    Bastion Turn 2:
    Recruit: 1d4 ⇒ 4
    Harvest: 1d4 ⇒ 2

    Dropping 3,000 gold for a Vast Dining Hall


    Human Noble Wizard 6 (HP: 37/37) | 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

    Posting quickly to cover Bastion turns

    Bastion Turns:
    Forgot to make some rolls for the previous two weeks.
    Garden (Maintain): 1d4 ⇒ 3
    Library (Research): 1d4 ⇒ 3
    Library (Maintain): 1d4 ⇒ 3

    And now for these two weeks.
    Garden (Harvest): 1d4 ⇒ 4
    Library (Maintain): 1d4 ⇒ 4
    Garden (Maintain): 1d4 ⇒ 1
    Library (Maintain): 1d4 ⇒ 3


    Character Sheet

    I was putting things together and getting my hires lined up for a couple weeks, so I'll just do two weeks of bastion actions for now.

    Bastion Points (2 weeks): 4d4 ⇒ (2, 4, 4, 2) = 12


    Map

    The weeks of celebration pass. For once, tensions between loyalists and traditionalists seem to fall away. The entire city celebrates the end of The Sahuagin threat, and the new peace betwixt members of The Alliance--The Merfolk, The Locathah, The Lizardfolk and the people of Saltmarsh. The Tritons themselves showed up for the battle but in the end, there was little for them to do but mop up.

    You all get the feeling that you're never buying your own drinks again.

    Caelius spends two weeks serving Saltmarsh and The Crown. As stories of the assault spread, he finds himself shadowed by more than one new, young recruit looking to learn from him, or prove themselves to him.

    Venn finds the two weeks to be useful. Indeed, Fort Triskelion is founded and is off to a very promising start, and will be an important base of operations and staging point for ventures into The Dreadwood and beyond.

    Embers purchases a ship for herself, and crews it with colorful friends. She steps down from adventuring and secures a license to Privateer in the name of His Majesty King Skotti and Keoland. Under Keoland colors, she will hunt pirates and sea-going monsters, protecting Keoish trade and merchants and lining her pockets with everyone elses. Her new vessel, The Conquest, stands ready to plunder and protect.

    Baghotir's manse and Guildhall is likewise thriving. His connection to the Copperlocks solidifies, and he attracts contracts and pilgrims alike, Dwarves interested in learning what Clangeddin Silverbeard sees in him, and if there is profit for them in aligning with the warpriest.

    Any attempt I make at telling Alisanne's story would pale in comparison to her own. I leave it to her to tell you what she's been up to.

    And Belwick spends his days split between magical study, searching for items of power and spending time with Iliza. She spends every moment she can with Belwick, and if he is willing, she also shares his bed. It is a blissful fortnight... A sort of honeymoon, though no vows have been exchanged. Though Belwick can sense her becoming increasingly restless until one morning he awakens to a pounding on the front door. Iliza is sprawled next to him, and is snoring. She sleeps deeply in the mornings, and Belwick has learned that he will need to take aggressive action for her to stir before she wakes on her own.

    Again, something pounds on the door. It is followed by the call of a... Coronet?


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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

    The door opened with a crash, startling the small woman sitting across the room. Alisanne stumbled through, leaving the door open and the wind to howl in after her. She allowed her longcoat to slough off of her shoulders and onto the floor. She collapsed on top of it and began tugging at her boot, which seemed to not want to leave her foot.

    “Alisanne, what are you doing?” asked the woman.

    “Sanna, they kept giving me drinks.”

    “Ah.”

    “I need to sleep.” Alisanne won the tug of war with her boot, tossing it into the corner of the room. She quickly tackled the removal of the next boot.

    “You can’t sleep here, Alisanne,” replied Sanna. “This is your library and lab. There’s no place for you to sleep.”

    “Then, what the Hells are you doing here so late?” Alisanne stopped her struggle with her shoe to track Sanna cross the room and close the door.

    “I’m busy doing the research you asked me for. What you’re paying me for, remember?” she replied.

    “I pay you?”

    Sanna sighed. “Yes. Very well, thank you. And if I’m to complete the task you’ve given me in a timely manner, then you need to go.” She walked over and picked up the errant boot. She brought it back to Alisanne and began helping her to put it back on.

    “Aw, where am I supposed to sleep then?” Alisanne stumbled to her feet with a helping hand from Sanna.

    “I’m sure Kreb has a bed you can crash in.”

    “But, all his beds smell like piss.”

    “I’m sure you’ll survive.” Sanna pushed Alisanne through the open door and back out into the windy night.

    -------------------------------------------------------------------------

    Alisanne will commission the addition of a small bedroom to her Bastion.

    While the group enjoys the fruits of their labors, Alisanne has Sanna begin researching the Sea Princes and their ties to Saltmarsh.

    Library(Research): 1d4 ⇒ 2
    Library(Research): 1d4 ⇒ 4
    Arcane Study(Maintain): 1d4 ⇒ 4
    Arcane Study(Maintain): 1d4 ⇒ 3

    She'll then have Sanna dive into what she can learn of the Scarlet Brotherhood here in Saltmarsh.

    Library(Research): 1d4 ⇒ 4
    Library(Research): 1d4 ⇒ 4
    Arcane Study(Maintain): 1d4 ⇒ 4
    Arcane Study(Maintain): 1d4 ⇒ 1

    Alissane herself lives large and spends her time performing for the masses, growing her renown.


    Human Noble Wizard 6 (HP: 37/37) | 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
    Dungeon Master Tony wrote:

    And Belwick spends his days split between magical study, searching for items of power and spending time with Iliza. She spends every moment she can with Belwick, and if he is willing, she also shares his bed. It is a blissful fortnight... A sort of honeymoon, though no vows have been exchanged.

    Though Belwick can sense her becoming increasingly restless until one morning he awakens to a pounding on the front door. Iliza is sprawled next to him, and is snoring. She sleeps deeply in the mornings, and Belwick has learned that he will need to take aggressive action for her to stir before she wakes on her own.

    Again, something pounds on the door. It is followed by the call of a... Cornet?

    "Kord's brown teeth," Belwick curses as he rolls out of his bed. He looks to Iliza, sound asleep, and leans down to whisper in her ear. "Wake up, darling. We have company."

    Knowing full well that a whisper won't be enough to wake her, he mutters a quick spell and places a hand on Iliza's shoulder. And then she turns invisible.

    Belwick pulls on his breeches quickly and goes to the front door. Not yet willing to open the door despite the sound, he calls out through the door. "Who is it that calls at this godless hour?"


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    Map

    The blasting horn answers!

    "I am the Herald of Gatren Em, Lord of Deep-Water Current, Prince of Shoals, and Knight of The Seas. My Lord seeks an audience with Baron Belwick Donnamoor, Ursurper, Thief, Brigand, Scum, Barnacle-biter, fish-eater, warlock, molester, and... Well it kinda goes on and on. My lord finishes with, '...Cad of a Dolphin' "


    Human Noble Wizard 6 (HP: 37/37) | 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

    Presumably Belwick has never heard of Gatren Em? I'll give you a History roll just in case he has.
    History: 1d20 + 7 ⇒ (14) + 7 = 21


    Map

    DC to know anything was 20...

    You recognize that the name, "Gatren Em", is a Merfolk Male name, and your relationship with Iliza has left you with tidbits of information, such as the honorifics listed for Gatren are actual high honors and not empty boasts. If he's claiming, 'Knight of The Seas', he likely earned that title through deeds--the Merfolk version of feudalism isn't the same as yours. He didn't inherit it through blood or land ownership. Just as Iliza earned her title of, 'Salvager', which is no small thing itself.


    Human Noble Wizard 6 (HP: 37/37) | 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 is held by the indignity for a moment. "Those 'honorifics' he's bestowed are wildly inaccurate and uncalled for!"

    Then the potential gravity and complexity of the situation sets in. He once more considers Iliza's sleeping form. If I don't wake her..."

    "One moment for me to ready myself, and I will speak with you properly!" Belwick says, shouting loudly. Loud enough that he hopes to wake Iliza. "It is only right that I dress appropriately for an audience with the Lord of Deep-Water Current!"

    He then dresses himself properly in attire fit for a noble, dons his cloak of the manta ray and tucks his new wand into his belt. Several times during this process he'll nudge Iliza to see if she wakes.


    Map

    Iliza eventually awakes, thanks to your indignant shouting--though she throws pillows and household objects to you as you dress, hoping to make you go away.

    When you don't go away, she groans and slowly turns over and stretches. She seems half asleep, her hair an absolute twisted mess. She sits on the side of the bed and has her face in her hands until ...Something something blah blah blah Belwick talking why is he not bringing me... And then you say, ...Lord of Deep-Water Current and her eyes go wide and she's instantly awake, as if smacked or drenched in icy water.

    "What was that? Where did you hear that???"

    She springs out of bed before you can answer to her satisfaction and launches herself towards the front door, stringing together obscenities in a long skreed. She isn't quite decent, but that doesn't seem to bother her. She throws open your front door and then deflates with a groan.

    At the front door is a short (even for a Locathah) Locathah. He is dressed in a ridiculous approximation of surface finery, but the effect is just gaudy and over-dressed. There are ruffles and cravats (plural) and medals and ribbons and a fantastic tall hat with feathers. When his fishy eyes see Iliza he falls over in a bow to the floor.

    "Salvager Iliza! You are not... Chained. I was led to believe... Oh, here, Milady", he says while presenting her with a conch. She looks at her feet and puts it to her ear. After a time she plods back towards bed, leaving the conch within reach. She gets into bed and hides under the covers.

    The Locathah doesn't raise himself up but he does shift, uncomfortable.

    "Milady Salvager... May I... Rise?"

    Iliza's answer is just to yell wordlessly into the bedding. Which doesn't appear to be enough of an answer for the Locathah.

    The shell is on the ground.

    Do you listen?:
    To The Miscreant Robber-Baron Belwick Donnamoor: You have seduced, kidnapped and hold captive my betrothed, A Merfolk Salvager of unblemished virtue. I demand her immediate return, and am prepared to ransom her, as that is the only thing your people care about. If Salvager Iliza is unspoiled and unharmed, the matter shall be settled. If she has been harmed in any way, I will take your head, and stuff your body into the deepest trench I can find. It is a better fate than you deserve. The Sea Remembers. Sir Gatren Em, Knight of The Seas.


    Human Noble Wizard 6 (HP: 37/37) | 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

    "You are in my presence, on the steps to my domicile. You may stand."

    Belwick then picks up the shell, curious as to what Iliza was listening to. And when he hears what he hears, he too puts it back down. "Well now. That's a surprising bit of news."

    He turns back to the locathah at his door. "Your message has been delivered. Was there anything else? If not, you may take your leave."


    Map

    Alisanne's Research:

    The Sea Princes 1) Have no ties to Saltmarsh and are enemies of the state. It is a pirate nation made up of Captains who style themselves, "Princes". They have been feeding off of all other nations sea trade, claiming booty and slaves who are sold to anyone who can pay the price. (counting that as one)

    2) "A bit of Lore/History: In 453 CY, King Tavish III of Keoland led an army through the hot, diseased Hool Marsh and to the city of Westkeep, where they lay siege. In the short conflict that followed, Tavish III died, and his legendary family sword, Vilharian, was lost. After the pirates (somewhat indecisively) lost the Battle of Jetsom Island to Keoland in 464 CY, the pirate captains decided to settle down and be princes rather than brigands. The Hold of the Sea Princes began to flourish, with an economy based on vast plantations and the trade of slaves captured from the Amedio Jungle to the south." (copy/paste from the Greyhawk Wiki, FYI)

    3) Sanna uncovers a... Story. Something of a myth: Something like a 150 years after the above happened, this began to be whispered among sailors. One day, an Ambassador from an unknown nation arrived to treat with the Sea Princes. The mysterious person wearing a deep red hooded cloak that hid their face demanded the princes bend the knee and pay homage. The captains laughed and dismissed this as bad comedy. Some rumors say the hooded person took, and ignored, three crossbow bolts to the chest. Their only response to the attack was to present a list of captains and petty nobles. The hooded figure left, but by dawn the following morning everyone on the list was dead--assassinated. Legend says that two weeks later, the Hold of The Sea Princes belonged to the Hooded One and became puppets of the mysterious kingdom.

    The Scarlet Brotherhood in Saltmarsh:

    1) Strange graffiti with swirling symbols has been found here and there in Crabber's Cove. These symbols are rumored to be connected to The Scarlet Brotherhood and match one historical account of a merchant who claims to have escaped the brotherhood.

    2) A former resident of Crabber's Cove from way back was suspected to be a member of The Scarlet Brotherhood. He was arrested but died of suicide while awaiting transport to Seaton for trial. Nobody followed up further.

    3) The Brotherhood would lose influence if Keoland continues to develop and take an interest in Saltmarsh.


    Map
    Baron Belwick Donnamoor wrote:

    "You are in my presence, on the steps to my domicile. You may stand."

    Belwick then picks up the shell, curious as to what Iliza was listening to. And when he hears what he hears, he too puts it back down. "Well now. That's a surprising bit of news."

    He turns back to the locathah at his door. "Your message has been delivered. Was there anything else? If not, you may take your leave."

    "Ah... Just... This."

    He jumps what feels like an impossible height and smacks Belwick with a fin. He lands, harumphs, tosses a scarf over his back (having no real shoulders) and departs post haste.


    Human Noble Wizard 6 (HP: 37/37) | 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
    Dungeon Master Tony wrote:

    "Ah... Just... This."

    He jumps what feels like an impossible height and smacks Belwick with a fin. He lands, harumphs, tosses a scarf over his back (having no real shoulders) and departs post haste.

    Belwick is stunned by the slap, moreso because of the sheer audacity than from any real pain. "How dare he!"

    The nobleman watches the messenger leave for several seconds before closing the front door. He rubs the side of his face as he walks back to his bed, where Iliza seems to trying to smother herself in the sheets. "I'm guessing that is an ex-boyfriend of some sort? A relatively high-ranking one at that?"


    Map

    Iliza groans.

    "You have to promise you won't hate me."

    Slowly she is coaxed from the safety of the covers. She looks guilty and ashamed.

    "We don't really have, 'boyfriends'. We are free to pursue and withdraw from our passions and relations. Merfolk are free that way. But when we... Commit... Through agreement, or... (gulp)... Vow... Things get serious. But I don't really want serious--Er--That is, I didn't. So I just kinda... Ignored it. There was lots of time and no real rush. I threw myself into my duties and would occasionally distract him with some silly quest or another to prove his affections--go fetch me this or that from this beast's lair and what not. Then the Sahuagin and Saltmarsh put things on hold. And this, she says, indicating both you and her legs.

    "This part wasn't exactly planned. And it's rare. Gatren likely believes you used magic to change my form to keep me captive. That's far more common for mermaids than what actually happened. So the big idiot is worried about me AND his honor. And now... Decisions really do have to be made."

    She looks at you. Unspoken questions hang in the air.


    Map

    She quickly adds, "I'm so sorry I didn't tell you."


    Human Noble Wizard 6 (HP: 37/37) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

    Belwick's face flushes red, embarrassment and hurt filling him as Iliza speaks. After a pregnant pause the nobleman wobbles over to a chair and sits. "So... you're betrothed to another? Was it truly serious?"

    Before she can answer he adds in a rush, "Should I challenge him to a duel? Do we need to run away? I... want more of what we have. What do you want?"


    Map

    She is speechless for a moment. She starts to mouth words but then catches herself. Finally she answers, "Ok, one at a time. I am *technically* betrothed to another. It is real and serious, but I'm not IN love with him. If I was, I probably would've married him by now. He's just... You know a really good option, and we've known each other for-ever. But now there's you." She says, giving you some looks. She collects herself and continues, "You should definitely NOT challenge him to a duel. He's pretty impressive. I'm not running anywhere. What do I want? Well... What do you want? What does, '...More of what we have...', mean?"


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    Human Noble Wizard 6 (HP: 37/37) | 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 exhales, letting out a breath that he did not know he was holding. "Well, I would fight him if I needed to. It's occasionally how disputes are settled here. Not a practice I condone, I should say."

    He looks at Iliza, gaze intense as he speaks. "I respect that freedom is important to you, and is a custom for merfolk. Humans have this too, though perhaps to a lesser degree. And then there's what's expected of the nobility. Being honest, I can tell you that you and I as... what we are... is at best frowned upon. I have no idea how my sister Rosie would take this."

    "But I say to the Nine Hells with tradition," Belwick says, balling his fists. "It's not like tradition has been kind to me. What I want is for us to be together, forever. My intentions are true, and if you'd have me I would marry you. It's scary to you, I'm sure. And complicated, and nerve-wracking. And then scary some more. But I can't explain it more than to say that I feel like there's something special between us, and I would hold onto it until my last, dying breath."


    Human Noble Wizard 6 (HP: 37/37) | 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

    Persuasion: 1d20 + 5 ⇒ (5) + 5 = 10 OR
    Persuasion (Advantage) : 1d20 + 5 ⇒ (13) + 5 = 18

    Belwick waits patiently to learn the impact of his words...


    Map

    Iliza holds her breath for a an eternity. She resolves herself and speaks with gentle tone.

    "I... Oh, Bell. I want that, and I want you, but if you ask now, I need to say no. So don't ask me now. Ask me again when I'm ready. When I'm free. Ask me when my past isn't hanging over us, when you want to, and not because you think you need to. We both deserve it that way. If you want to ask me, we should speak to Gatren."

    She steels herself.

    "If that is too much for you and for us... I will understand."

    DC, given her current circumstances is set at 20.


    Human Noble Wizard 6 (HP: 37/37) | 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 nods. "Of course. When the time is right, and not before."

    "That said, how do we handle this... situation? Should we seek out Gatren now to correct the misunderstanding? Send him a message of some sort? I can make ready to travel, and I can check with my friends to provide added protection. I'm certain that they're quickly growing bored anyhow."


    Character Sheet

    Baghotir yawns as he gets out of bed at a decent hour. The sun is long up, which is as it should be.

    He rolls out of bed and onto his knees - staying there until the warmth of his god flows over him... and then a little longer. Thank you Clangeddin Silverbeard for all your gifts!

    He gets up and wanders down for breakfast, er brunch. Well, OK, lunch. He looks forward to staying in his bastion eventually, but for now, staying at the adventurer's guild has some advantages and ready-made food is one of them.

    Over the meal though his thoughts start itching. Yeah, what about that Sea Prince - Scarlet Brotherhood connection? That shouldn't be allowed to fester. He mulls it over in his mind, and by the end of his ale he's sure of it. Something must be done, and soon.

    He goes looking for the Baron, who seems to have his finger on the pulse of things. He pounds on his door.


    Human Noble Wizard 6 (HP: 37/37) | 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 is about to make a suggestion to Iliza when his thoughts are disrupted by a loud banging at his door. "What now?"

    He moves to the door, bracing himself to find yet another angry locathah. When he opens the door and sees Baghotir, he relaxes. "Come in, my friend. Please take a seat."

    Not waiting, Belwick takes a seat himself. "I have some of my own news to share, but it can wait. To what do I owe this visit?"


    Character Sheet

    After the usual pleasantries that nobles seem to enjoy, Baghotir gets to the point. "So, what about that Sea Prince - Scarlet Brotherhood connection? That shouldn't be allowed to fester. Besides, I said I'd help you with it, and I shall. What do you know?"

    He hesitates a moment, studying the Baron...
    Insight: 1d20 + 7 ⇒ (4) + 7 = 11

    ...but doesn't notice anything amiss in his demeanor.


    Human Noble Wizard 6 (HP: 37/37) | 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

    "Uh, yes. Absolutely. That must be dealt with. It might be good to get the others together on this, if only to make sure that we're all onboard with pursuing this. As I recall, when I brought this up there was a somewhat... tepid reception. Perhaps see the others and we gather at the adventurer's guild for dinner tonight?"

    Baghotir can tell that Belwick seems a bit distracted. But with Iliza in the room, that's about normal.


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

    The mention of the Scarlet Brotherhood piques Caelius's interest. "The Brotherhood's reach is this far?" Caelius had only herd rumors and yths about the assassins but luckily never encountered one. "I thought the Brotherhood was a Myth?" He seems a bit scared and unsure if he was the right choice or ready to fend off against a trained assassin in case it were true.


    Character Sheet

    "Dinner. Aye. See you there!"

    Baghotir will spend the day at his bastion, working. His mind is free from worry as he builds something. Around mid-afternoon, he realizes that the Baron tasked him with getting everyone together. He grabs a few of his guards and sends them out with the messages to the party, giving them each a tip for the extra effort.

    He'll meet with the group over supper.

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