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

Belwick watches the exchange without adding any words. He just pulls his warmer clothing tighter about himself.
Spending the 2gp

When the group resumes their travels he says, "Any objections to opening the door with the undead behind it? I know it's inviting trouble, but I think a head on approach is best."


Character Sheet

"I dunno..." Baghotir says uneasily, "We know there are a half dozen or so smugglers around here somewhere. I'd rather deal with them first and secure the house before we go opening a door the opposition can't get through."

He draws his battleaxe, "But I'll not shirk from a battle mind you." he smiles.

Is it bludgeoning or slashing for skeletons? he wonders idly, not expecting to know the answer.
Investigation: 1d20 - 1 ⇒ (5) - 1 = 4 (+2 if it's a Religion check)

...And he doesn't!

He keeps his brand new battleaxe in his hands and waits to see what the group wants.


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

"Very wise, my dwarven friend," Belwick says, all magnanimity. "Let's see to the smugglers first."


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

Well, Jekka and Pete's friends in the caves will be on guard since they didn't check in. They might have even found the old man's body. There wasn't any activity with the lights last night, that I'm aware of, so there might not be a smuggling run ongoing at the moment. We might have opportunity to explore the house proper before needing to go down into the caves.


Map

I have revealed areas on the map because of the intelligence provided by Jekka and Pete. I have placed everyone in the entryway for the first floor, though you can come in through the back if you like.

If you enter the House:
As you enter the first floor, you hear a loud banging against the ceiling. Something is thumping on the floor in the upstairs east wing. Plaster dust and bits occasionally rain down.

If you don't go into the house, what's next?


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

Venn doesn't like starting something and not seeing it through to the end. He enters the house.

He eyes the falling plaster, "Spear of Trithereon!" He unshoulders his mighty blade and makes for the stairs.


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

Eager to see what new the house has in store for them, Alisanne enters through the front door.

She cautiously heads to the stairs and motions the others to follow.

Stealth: 1d20 + 5 ⇒ (17) + 5 = 22


Map

Venn charges up the stairs and reaches the landing. There are three doors on the right. You hear the noise coming from the furthest down.


Map
Alisanne Skullfist wrote:

Eager to see what new the house has in store for them, Alisanne enters through the front door.

She cautiously heads to the stairs and motions the others to follow.

[dice=Stealth]1d20+5

The rest of the party follows Venn, moving at half speed. Alisanne is sneaking. The others can check.


Character Sheet

Baghotir climbs the stairs as well, following behind the loud Venn and the quiet Alisanne. He tries to be quiet, a little.

Stealth: 1d20 + 0 ⇒ (9) + 0 = 9 Stealth: 1d20 + 0 ⇒ (10) + 0 = 10 (disadvantage)

Does being stealthy slow down my move? If so, Baghotir may not even try to be quiet as he doesn't want to miss the action.


Map
Baghotir Nightthane wrote:

Baghotir climbs the stairs as well, following behind the loud Venn and the quiet Alisanne. He tries to be quiet, a little.

[dice=Stealth]1d20+0 [dice=Stealth]1d20+0 (disadvantage)

Does being stealthy slow down my move? If so, Baghotir may not even try to be quiet as he doesn't want to miss the action.

Officially it's half-speed. But spoiler alert: It doesn't particularly matter on this one. ;)


Map

The door to the last room on the right, at the end of the hall, is locked. There is a key on the floor in front of the door.


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

As Venn charges up, Alisanne stands up. So much for that.

She races up the stairs after the Ranger. Before he can burst into the room, she puts a hand on his shoulder to stall him. She gives the key and the door a quick look over.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

If everything looks clear, she'll pick up the key and try to use it to unlock the door.


Map

Alisanne falls back on skills that used to pay her bills. She finds nothing dangerous or odd--no tripwires, traps, hairs, alarms.

The key slides into and unlocks the door. The lock has been oiled recently.

In the southeast corner of this decayed bedroom lies a man; he is alive, though bound and gagged. He is clad only in undergarments and appears to have no weapons or equipment.

He has also been tied to a simple framed bed. His thrashing about is what is thumping on the floor. He turns to look at you.


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

Caelius rushes over and quickly begins to untie the man. "What happened here?" He begins to question the situation as he checks the man over for any serious injuries. "This some sort of kidnapping or did you just meet the wrong woman in the tavern last night?"


Map

Caelius rushes over... And the floor collapses!

DC 12 Dexterity Saving Throw or fall through the floor. Success means you leap to safety just in time. Failure and you land in the room below this one, falling prone and take Falling Damage: 1d6 ⇒ 3

The area on the map's floor that is shaded drops down lands in the room below.


Map

Botting Dex Save because T's not online...

Caelius Jumps to Safety?: 1d20 + 2 ⇒ (7) + 2 = 9

Caelius falls through the floor and lands on his back in the room below.


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

Caelius groans from below in a bit of pain as the wind is knocked from his body. "Ugh...what happened?" He shoves a floorboard off of his chest.


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 rushes to the hole. She looks down to see Caelius moving and groaning. She stifles a giggle.

Uh, Caelius, you ok, buddy?

She skirts the hole in the floor and approaches the man. She removes his gag.

And who might you be?


Map

He coughs and gags a little. His voice quakes and quavers from the chill in the air.

*garg, gasp, caugh* Oh, thank you! I... I've been here like this all night. My name is Ned. I'm a merc out of Seaton. This is... My you have really nice eyes, he stammers and then realizes he said that out loud. Ah, right. So, I was coming from Seaton and headed to Saltmarsh. Word was there might be some opportunity for some treasure hunting and mercenary work--make it as an adventurer, you know? So I'm headed to Saltmarsh yesterday and it was starting to get dark and freezing!. I came upon this house, and even though I was only a couple of hours out, I figured why risk it? So I slipped in the back door and was looking for a fireplace when I get konked on the back of the head. I... Think I remember some bloke badgering me. They took my clothes, said something about stashing them back there...

Ned motions, with his head, to the back of the house.

Then I blacked out. When I came to, I was trussed up like this. I heard someone come in and I started making as much noise as I could. Untie me! Please! I'm bloody freezing!


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 considers his words and gives him a once over.

Insight: 1d20 + 1 ⇒ (12) + 1 = 13


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

Venn lets the others talk whilst he looks for the erstwhile mercenaries merch. Given the weakened floor and wounded teammate, he moves slowly.


Character Sheet

Baghotir the un-nimble stays by the door where he does eye the man cautiously. He measures his story.

Insight: 1d20 + 6 ⇒ (8) + 6 = 14

"There are, or were, some smugglers here in the house yesterday. Had you come but a day later, we might have rousted them completely and you'd have had nothing but a chilly night. As it is, you look raw, and that lump on your head must smart!"

"We've been hired by the town to roust these miscreants. If your gear is nearby, we're happy to pass it over, but you should hang back a bit. Their compatriots didn't come quietly."

He takes out a couple blankets from his pack and tosses them to the man for warmth until they can find his clothes.


Map

Really!? Dang! Hey, can you untie me?

Insight: His story is plausible. He's clearly been out and nearly naked for some time in the cold and he does have a big knot on the back of his head. He's quick and alert. Looks like he's built more for speed then raw power. No stronger than your average joe. He's got a pleasant, smooth demeanor once he warms up.


Map
Venn Greenbough wrote:
Venn lets the others talk whilst he looks for the erstwhile mercenaries merch. Given the weakened floor and wounded teammate, he moves slowly.

How far do you go? There are two nearby doors in this wing or you can move to another wing.


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

Belwick follows all this with interest. He carefully follows Alisanne's route into the room, waiting to back her up should she untie the man and need assistance.

"I will say, Ned, that so far there's been more giant weasels than there is treasure, but I'd love to know more about what rumours you've heard. Perhaps we can talk about it over a drink?" The baron then asks, "Where did you say your gear was?"


Map

Untie me, wrap me in blankets and find my wineskin and I'll tell you anything you like! I think I heard they were tossing my stuff in one of the back rooms over there.


Character Sheet

Baghotir will move to the hallway junction, presuming those in the room will untie the poor mercenary. He keeps watch there waiting for Caelius to rejoin the party.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

When we're all together, he'll move to the next unchecked room and look for the gear. I should carry a wineskin of beer for lunch, he admonishes himself silently.


Map

There's a great crash as the floor gives out under Baghotir. He falls to the foyer below and takes Falling Damage: 1d6 ⇒ 2. Baghotir is prone on the first floor in the entryway. There is now a 7 foot gap in the floor here.


Map

Ned grimaces and cringes at the noise. Maybe we should get to town, eh? This place must be ready to come down on us!


Character Sheet

Baghotir cries out from his back, shaking his fist at the ceiling, "Damn feeble wood! They should'a made this place out of stone or brick. Much longer lasting stuff that!"

He climbs to his feet and climbs back up the stairs. He expects they're going to have to go around through the kitchen, so he waits for the others at the top of the stairs.

"Let's head up the other staircase, shall we?"

Status:
HP 8/10, AC: 20
- - -


Map

Down and back up the kitchen stairs is absolutely doable. Just tell me which room you want to investigate next and we can go to there.


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

Caelius slowly makes his way back up. "Few weak spots in teh floor it seems." A small cut on his eye trickles down his face as his face is covered in dust and soot. He coughs several times as he begins to catch is breath.

"Let's take it slow and prod the floor for weak spots." He draws his sword to oke around for more rotted floorboards.


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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 moves back down the hall and jumps over the new hole in the floor.

5e Long Jump: With a 10' move, you can jump your Str ability score in feet automatically. Half that without the move.


Map

Alisanne is 100% correct. Where to? If someone explores a room, I'll tell you what's there.


Character Sheet

Baghotir takes the stairs, feeling that dwarves shouldn't jump if they don't have to. Grounded, that's the better way. Still, the stairs creak and the bannister rattles as he climbs the stairs in the back of the house and meets up with Alisanne.

He'll check the northern-most room first and then the room immediately south of it. He's looking for clothing and supplies.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (2) + 4 = 6

He gives the first room but a cursory glance and scarcely looks in the other either.


Map

Baghotir:

You come up the back stairs:

Along the north wall of this area, a staircase descends to the ground floor of the rear of the house. The treads appear to be loose and perilous.

Another staircase along the east wall climbs to the upper level. This stair has mostly collapsed — only the lowest six steps are still intact, and there is no easy access to the hole in the ceiling to where the staircase used to lead. A heap of rotten timber lies in the northeast corner.

Then moving south:

This room appears to have been used for storage. A large, ill-made oak chest stands under the window, its lid closed. Elsewhere in the room lie three broken wooden chairs, two splintered wooden buckets, and a mildewed sack. Just inside the door is a heap of clothing; these garments have collected little dust, appearing to have been placed here only recently.

It appears you've found Ned's clothing.

Then moving south again:

Damp mold covers portions of the walls and ceiling in this large bedroom, and rubbish is strewn liberally around the floor. In the center is a single mattress that has been badly torn, from which stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.


Character Sheet

Baghotir will take Ned's clothing and return it to him so he can get a bit warmer.

Then, when the party is ready, he'll head to the western rooms and see what's what. He's mindful of the floor and will use a pole (old mop handle?) if he can find one to help probe.


Map

Ned is grateful and dresses, shivering. He asks if his wineskin or supplies were with his traveling clothes, or his sword.

Can any of you loan me a blade? I'm not going to be very useful to you if all I have is witty banter.

Headed into the West Wing, first door on the left:

What was once a fine master bedroom now stands decayed. Some of the floorboards are missing, and there is rubbish scattered around. A tall wooden wardrobe stands against the wall opposite the fireplace, its door closed.


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

Don't underestimate the power of a well timed insult, Alisanne quips.

She draws and hands over her rapier.

Don't lose that. It's a family heirloom.


Map

I can't imagine anyone objecting to a good tongue-lashing, he answers, accepting the blade. Ned takes a safe step back and tests the blade's weight and balance, getting a feel for it. She'll do. I shall call her, 'Edwina'. Much obliged.


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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 frowns.

Give me the sword back.


Map

Ned laughs and then his face falls.

I can't tell if she's joking...? Are you joking?


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

"May I suggest we leave the school yard games to children? Death could lurk on the other side of any door here. Give Ned the weapon - though honestly Ned, it would be best if you simply retreated to town for a bit."


Map

You're right, of course. I'll behave. (To Alisanne) Please accept my apology--I meant no offense. But I'd like to stay and try to get the bastard that hit me and took my stuff. If for no other reason, I can't even afford a night at the inn until I get my purse back.


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

Belwick keeps up with Alisanne, chuckling at the banter. He adds to it by saying, "Venn, don't be so serious. Yes, danger abounds. But it's the life we chose. If you can't enjoy it while you're living, you can bet that you won't when you're dead."


Map

Just so we don't forget it... Baghotir is in the West Wing checking one of the two rooms.

What was once a fine master bedroom now stands decayed. Some of the floorboards are missing, and there is rubbish scattered around. A tall wooden wardrobe stands against the wall opposite the fireplace, its door closed.


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

After we clear this floor.

Alisanne cautiously heads over to Baghotir and follows him to the wardrobe.


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 nods to Ned and turns away.

Let's go up. Should be where the smugglers have been signaling ships as they come in. Maybe something we can wreck to hamper their operation. Can I borrow someone's rope? I'll pop up and lower it down. Hopefully, there'll be something to anchor it to.


Character Sheet

Baghotir waits for the others to catch up before checking the floor and then crossing to the wardrobe to see what may lie inside.

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