The orange light eventually fades from Kulogall's eyes. He takes deep breaths, occasionally a gust of wind coming from his chest, he was truly enraged. He walks over to the stairs and walks down, comes up on the upper deck on the other side. "Make sure to gag his mouth. He could potentially harm you with a word." Kulogall bends down and searches the wizard, removing any wand or spellbook, removes his component pouch, anything that looks like an arcane focus. "These slavers disgust me."
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
All - With the Captain and the Deck Wizard killed or otherwise incapacitated, the rest of the crew of the Sea Ghost quickly surrender to you. After a quick interrogation of the crew and a thorough search of the ship, you manage to find a young male Triton named Oceanus behind a hidden door that was to be sold into slavery. You learn the following from Oceanus:
Oceanus is a member of the tribe of Manaan, which inhabits an undersea settlement about twenty miles southeast of Saltmarsh. He was stripped of his weapons and armor when imprisoned, but though bruised and hungry, he has suffered no great injury and his spirit is undaunted.
His tribe has noted, from a distance, the periodic travels of the Sea Ghost at night along a supposedly deserted coastal area. Suspicious of this behavior, the tribal chief ordered Oceanus to keep watch on this area, slip aboard when the ship arrived, and follow the ship back to its port of origin to discover what he could of these strange proceedings. This Oceanus did, and at the vessel’s home port he witnessed the stowing aboard of a small arsenal of weaponry. He was then discovered, knocked out, and taken prisoner. He awakened some time later, chained to the ship’s hull in this compartment.
Your search also yields the following treasures:
Silver jug worth 25gp, 2000ep worth of Electrum ingots, a leather purse containing 50 gp, a spell scroll of gust of wind, 200 sp, a spear, a dagger, and 500 sp.
And the following contraband goods:
50 bolts of silk (50 gp each), 40 casks of brandy (10 gp each), 40 casks of fine wine (7 gp each), 1 large crate of high-quality mining tools (200 gp)
Now that the land and sea halves of the smuggling and slaving operation have been dealt with, the illicit activities cease in the area around Saltmarsh. The residents hail you all as heroes, not only for breaking up the crime ring but also for your help with driving off the Gnolls.
Daveth retires from his short lived adventuring life and settles down with Lara. The two take over operation of the re-built Wicker Goat, allowing Mia and Lankus to retire.
The smugglers are all sent on to Neverwinter for judgement and sentencing, excluding Xolo who is allowed to serve his sentence in Saltmarsh. After his sentence has been served he performs community service to pay the fines that were also part of his punishment. He becomes a usual and accepted face around town after a while, and decides to stay in Saltmarsh.
As for each of you, Saltmarsh seems saved. There is little need for adventurers in town anymore, other than small tasks around the mine or scouting patrols in the Mere of Dead Men and Dreadwood. Whether or not you stay or move on is up to you. Whatever you decide, it is known that you provided a great service to Saltmarsh and its people. You are each regarded as heroes and have attained a level of celebrity in the area. The people of Saltmarsh sleep easier thanks to your brave and selfless actions.
The End.
Rollback Post to RevisionRollBack
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"Good job everyone!" Elwyn/Sanbalet says and hurries up on the foredeck to help Wake with tying up the wily wizard.
(Try any door really :-)
Ariana winces from the slash mark but tries to hide from the others that she is wounded. Deception 6
She rifles through the pirate captain's pockets in search of any valuables, especially keys to chests. Investigation 5
The orange light eventually fades from Kulogall's eyes. He takes deep breaths, occasionally a gust of wind coming from his chest, he was truly enraged. He walks over to the stairs and walks down, comes up on the upper deck on the other side. "Make sure to gag his mouth. He could potentially harm you with a word." Kulogall bends down and searches the wizard, removing any wand or spellbook, removes his component pouch, anything that looks like an arcane focus. "These slavers disgust me."
A wizard is never late, nor is he early, he arrives precisely when he means to.
All - With the Captain and the Deck Wizard killed or otherwise incapacitated, the rest of the crew of the Sea Ghost quickly surrender to you. After a quick interrogation of the crew and a thorough search of the ship, you manage to find a young male Triton named Oceanus behind a hidden door that was to be sold into slavery. You learn the following from Oceanus:
Oceanus is a member of the tribe of Manaan, which inhabits an undersea settlement about twenty miles southeast of Saltmarsh. He was stripped of his weapons and armor when imprisoned, but though bruised and hungry, he has suffered no great injury and his spirit is undaunted.
His tribe has noted, from a distance, the periodic travels of the Sea Ghost at night along a supposedly deserted coastal area. Suspicious of this behavior, the tribal chief ordered Oceanus to keep watch on this area, slip aboard when the ship arrived, and follow the ship back to its port of origin to discover what he could of these strange proceedings. This Oceanus did, and at the vessel’s home port he witnessed the stowing aboard of a small arsenal of weaponry. He was then discovered, knocked out, and taken prisoner. He awakened some time later, chained to the ship’s hull in this compartment.
Your search also yields the following treasures:
Silver jug worth 25gp, 2000ep worth of Electrum ingots, a leather purse containing 50 gp, a spell scroll of gust of wind, 200 sp, a spear, a dagger, and 500 sp.
And the following contraband goods:
50 bolts of silk (50 gp each), 40 casks of brandy (10 gp each), 40 casks of fine wine (7 gp each), 1 large crate of high-quality mining tools (200 gp)
Now that the land and sea halves of the smuggling and slaving operation have been dealt with, the illicit activities cease in the area around Saltmarsh. The residents hail you all as heroes, not only for breaking up the crime ring but also for your help with driving off the Gnolls.
Daveth retires from his short lived adventuring life and settles down with Lara. The two take over operation of the re-built Wicker Goat, allowing Mia and Lankus to retire.
The smugglers are all sent on to Neverwinter for judgement and sentencing, excluding Xolo who is allowed to serve his sentence in Saltmarsh. After his sentence has been served he performs community service to pay the fines that were also part of his punishment. He becomes a usual and accepted face around town after a while, and decides to stay in Saltmarsh.
As for each of you, Saltmarsh seems saved. There is little need for adventurers in town anymore, other than small tasks around the mine or scouting patrols in the Mere of Dead Men and Dreadwood. Whether or not you stay or move on is up to you. Whatever you decide, it is known that you provided a great service to Saltmarsh and its people. You are each regarded as heroes and have attained a level of celebrity in the area. The people of Saltmarsh sleep easier thanks to your brave and selfless actions.
The End.