The gusting winds cease, leaving in their place a thick, illusory fog clings to the deck where Arlynn disappeared moments ago, hiding her from view. The lizardfolk glares in her direction, his slitted eyes narrowing in frustration.
He turns to the Fane, her fluid, precise movements betraying something to the lizardfolk. His lips curl in a toothy sneer as he hisses to himself, seeming to recognize that she is an opponent who's defenses he has no hope of besting. The sound of a body hitting the deck draws his attention, and he glances at the last remaining human pirate—now lifeless, felled by Eron'sblades.
Alone. The realization sinks in. His claws flex against the handles of his spear and shield, and his tail lashes angrily. The lizardfolk’s posture stiffens as he inhales sharply, his chest swelling with bitter anger. In broken Common, he snarls what sounds like an oath, his words guttural and venomous:
"Thisss 'sss not over. By Krrtathak'sss clawsss, my people will die by thisss—my people will sssuffer for thissss ... but we endure! "
"I will not forgive—or forget! You are true thiefsss!"
Without waiting for a reply, he steps backward, his golden eyes burning with fury. With a sharp, guttural whistle, he calls for the pseudodragon. The lizardfolk casts one last hateful glare at the party, then pivots and leaps over the railing, vanishing into the dark sea with a loud splash. The tiny flying reptile flits down from above, circling above the sea's surface and then flying off, in the direction of shore.
The party is left in silence, save for the gentle rocking and creaking of the ship and the faint rustling of sails.
The marines, after circling the ship and dispatching a pair of struggling, swimming pirates with their crossbows, pull alongside the Sea Ghost, climb aboard and join the party. Together, they join the team in securing the vessel, taking stock of its supplies, weaponry, and damage.
It will be hours yet before dawn and the marines recommend everyone wait for sunrise before attempting to bring the ship back to Saltmarsh, shorthanded as you are. The party has some time to kill, as well as to explore the ship they have just seized.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Crows nest to bilge, stern to rudder. Eron will begin a thorough search, “You two (the marines) take the jolly back make sure Captain Fireborn doesn’t need help with that couple we passed heading out here!” Eron looks at the marines, “And good job you two did great, I’ll be sure Will and Tom hear it from me.”
Eron casts cure for +8hp then gets to learning the ‘Sea Ghost’.
As the lizardfolk leaves, the blue-haired half-elf lets the magical mist and the spectral tentacle vanish and she watches as the tiny dragon follows it's master. She quickly sends her own servant to invisibly follow them to hopefully see where they go and then report back. She then steps up to Eron and Fane with a victorious smile. "Perhaps we should offer the council to turn this into a privateer, I kind of miss being on a ship." She says with a wink. "Now, lets see what the talkative captain kindly left for us below." She adds, ready to follow the other two to explore the rest of the ship.
Perception if needed to find any good stuff: 17 Arlynn would also use Detect Thoughts to scan the ship for sentient beings.
As the lizardfolk jumps over board, Fane sheaths both swords and is about to drop into a spell. A few placed blasts should be effective, perhaps even taking out the little dragon. But she doesn't cast. "It was a fair fight and a fair retreat" she thinks, and then says out loud, "until next time then."
In preparation for this adventure, Fane is currently proficient in Navigator's Tools and Water Vehicles. She will go inspect the boat to understand it better, how to pilot it, what weapons it may have, etc. in case they need to move it or get in a fight.
[Each PC roll a D20 and describe what you are doing for the next hour or so.
I'll take Arlynn's13 (the roll she made as part of the perception check as her D20) and understand she is tossing the ship for treasure as well as scanning for thoughts aboard.
Fanecan roll a D20 and I understand she is examining and familiarizing herself with the ship.
Eroncan roll a D20 and describe what he is doing over the next hour or so.]
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Exploring the ship, you all learn the lay of the vessel.
The ship’s main deck. In the center, forward of the mast, a jolly boat is lashed to the deck with ropes. Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow’s nest above. To fore and aft, below the upper decks, stand vague outlines of doors. You can also see ladders that lead to the upper decks, the aft one on the port side, the forward one on the starboard.
Forecastle. A massive shape in the center of the deck area must be the ship’s capstan. From it, the anchor chain runs down the chain vent to port of the prow.
Poop deck. The tiller is the most prominent feature of this area, rising from the deck about six feet from the stern and having a horizontal arm some six feet long.
Galley Stores. From iron hooks set into the ceiling hang meats. Against the hull are three sacks. Set against the bulkhead beside the door are a cask and a ceramic jar. Against the other bulkhead are set a large and a small cask and another ceramic jar. There is an opening in the latter bulkhead about three feet square and with its lower edge about three feet above the deck.
Ship's Stores. Coiled lengths of rope and rolls of sailcloth lie on the deck alongside a large box. A large wooden cask stands next to six lengths of wood planking. Set into a wooden rack, fastened to the bulkhead by the door, are tools. There is an opening, about three feet square and with its lower edge about seven feet above the deck, in the other bulkhead.
Galley Kitchen. A crude metal stove, not lit, leans against the hull. It has an adjustable metal chimney that can be placed through a vent hole when it is opened. Next to the stove is an open metal bin containing sticks of wood kindling, and beside this is a large wood table, bolted firmly to the deck, with a thick top crisscrossed with score marks. The table has a large drawer. Hanging from hooks set into the hull above the table are two iron frying pans, two saucepans, and a skillet. Set against the bulkhead opposite is a large cask filled with clear liquid. Beside this stands a wooden cupboard. Against the bulkhead beside the forward door is a wooden upright chair.
Guest Quarters. This is the room from which the lizard man emerged. A distinct odor about this room reminds you of a marsh or a swamp — not fetid, not oppressive, but certainly noticeable. In the center of the area is a wood table, bolted to the deck. Around the table are set three upright wooden chairs. You can see three hammocks hung and another three rolled up in a corner.
Wizard's Quarters. This is the room where the halfling spellcaster emerged from during the fight. This seems to be one of the master cabins. The furnishings and fittings are of good quality, and the place is tidy. A single bunk, made up with bed linen, has its head against a bulkhead running along the centerline of the ship. A polished wood table stands in the center of the room, bolted to the deck. Set at the table are two upright wooden chairs and a padded leather chair.
Captain's Cabin. This cabin is clean, and its furniture in good repair. A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck. A writing desk is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Also on the desktop, just in front of the trays, is an inkpot, two quill pens, a small knife, and a pewter container that resembles a pepper pot. Against the desk is set an upright wooden chair. Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck.
Crew Quarters. Various unpleasant odors of humanoid occupation compete for recognition here. These crew quarters fill the entire forward part of this deck. A companionway staircase leads up from a point about six feet from the bulkhead. Near it, more to starboard, is a door. Around the perimeter of the cabin, slung between hooks on the bulkhead and on supporting poles, are eight hammocks. Beneath each hammock is a brass-bound wooden sea chest — most are closed, but two have open lids and appear to contain clothes.
In the center of the cabin stands a long, plain wooden table with a bench along each of its longer sides. They all appear to be bolted to the deck in an attempt to keep everything in place. The table is stained and cluttered and has an untidy pile of dirty tin plates and cups roughly stacked in a large tin bucket below it. Against the starboard side, an area has been curtained off by cheap, dirty cloth hangings.
Cargo Hold. Lantern light reveals an orderly cargo hold. Through the center runs the base of the main mast; beside it, narrow wooden stairs lead up to the hatch above. Against the aft bulkhead are stacked bolts of cloth, lashed by ropes to brackets bolted to the deck so they are secure. On each side are stacked a large number of small casks, also secured by ropes to the deck.
Master Cabin. In the center of the cabin sits a plain wood tableg. Beside the table is a wooden chair. Also hanging from the ceiling, at the aft end of the cabin, is a large cage that holds a parrot, apparently asleep. Next to the hull hangs an unoccupied hammock.
Master Cabin. This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an enclosed companionway. At its foot, a door in the central bulkhead leads to the other part of the stern. A single bunk, the bed linen heaped in a pile, is set against the hull. In the center of the cabin, a plain wooden table is bolted to the deck. Beside the table is a wooden chair. In the ceiling, just aft of the table, is a hatch measuring three feet on a side.
We'll get to that in a moment
We'll get to that in a moment
Bilge. From the hatchway, you can see a little of what lies in the gloom below. This area stretches the full width of the ship and, for all you can see, the full length, for no bulkheads are in view. What must be the bottom of the ship is covered with a thick layer of wet sand (presumably ballast) on top of which is an inch or so of green, greasy water.
A scuttling noise toward the stern indicates there is some life down here — perhaps living off the garbage thrown in occasionally by the lazy crew, for there are heaps of trash immediately below the hatch that have formed small islands in the fetid water. A particularly large one has accumulated at the base of the mast. As you move your light back and forth, you catch a yellow reflection in one of the garbage piles.
[I'll post more with the result of the roles a little later.]
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
She spends the next hour+ searching the ship. In her wanderings, she is able to secure all the valuable-looking items she comes across.
Bodies:
From the bodies of the slain on the decks of the ship, she doesn't see much. Most of the leather armor of the pirates was in ill-repair, or had been damaged in the fight. The Captain, for instance, had a nice-looking coat which doubled as leather armor, but it is torn to ribbons by Fane and Eron's blades. She is able to secure the following from the bodies:
A fancy pirate captain hat, black (Captain's body)
A finely crafted pair of knee-high black leather boots (Captain's body)
A golden compass, which appears to be smashed and broken (Captain's body)
A potion of some sort (Captain's body)
A set of keys (Captain's body)
A set of Thieves Tools (First Mate's body)
A single key (First Mate's body)
She also locates the following items in her search of the ship....
A large metal lockbox (Captain's Quarters; unlocked with one of the captain's keys)
The lockbox contains 10 heavy electrum ingots
Bills, receipts, personal letters and correspondence (Captain's Quarters)
Seven maps of various sea and coastal localities, prepared by professional cartographers. On additional other map, crudely drawn. (Inside a locked drawer in the Captain's Quarters; unlocked with one of the Captain's keys)
A dose of antitoxin (Inside a locked drawer in the Captain's Quarters; unlocked with one of the Captain's keys)
Two potions of healing (Inside a locked drawer in the Captain's Quarters; unlocked with one of the Captain's keys)
Another fancy pirate captain hat, maroon (Captain's Quarters)
A fine grey cloak (Captain's Quarters)
A gem-encrusted bronze peg leg sitting on a display stand (Captain's Quarters)
Men's fine leisure clothes and slippers (Captain's Quarters)
A locked, wooden brass-bound chest. (Wizard's Quarters)
She finds the key hidden inside the heel compartment of a pair of small black boots sitting beside the chest. Inside she finds the following:
A locked wooden box carved of some sort of exotic hardwood. Large and heavy. (Guest Quarters)
A pack of well-used, greasy playing cards (examination reveals the deck has two aces of spades) (Crew Quarters)
Two sets of dice, one of them loaded (Crew Quarters)
A book titled Grog Hovels, which describes taverns and inns along the coastline suitable for patronage by a pirate (Crew Quarters)
50 bolts of silk (Cargo Hold)
40 casks of brandy (Cargo Hold)
40 casks of fine wine (Cargo Hold)
1 large crate of high-quality mining tools (Cargo Hold)
A brass bound sea chest, locked; no key (Masters Cabin)
A poorly-taxidermized parrot (Masters Cabin)
A fine blue cloak (Masters Cabin)
Books (Masters Cabin)
Principles of Navigation by Da Korma
Legal Distinctions in Letters of Marque by Tazaar
An unlocked sea chest (Masters Cabin)
A pirate's wardrobe, used but clean
A locked wooden box (Masters Cabin; unlocked with the first mate's key)
Contains 500sp in loose coins
Also, you cast detect thoughts and quickly walk the length of the ship. Other than Fane, Eron, and the two marines, you detect the thoughts of at least two other sentient creatures.
The 'pink' mind is fearful and hurt, hoping to hang on remain quiet.
The 'blue' mind is delirious, with thoughts of deep, dark waters.
She can't locate the pink mind before the spell wears off, but she is able to locate the blue mind. Hidden behind a secret door in one of the Masters Cabins (unlocked by the key from the Wizards chest) she finds a dark, cramped area only four feet wide at most, squeezed in between the ship’s stern and the adjacent cabin. It appears to be a holding cell. A slim humanoid figure is half submerged in a tub of brine, one of its arms chained to the hull. The lower half of the humanoids body is that of a fish or sea-serpent. It looks to be a merfolk, and it is badly dehydrated and malnourished.
Finally, the presence of this room suggests there may be another hidden room behind the adjacent cabin and - sure enough - there is. Inside this other compartment, Arlynn finds another area, only four feet wide at the widest, sandwiched between the adjacent cabin and the ship’s stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck, as though thrown in casually from the doorway. Peeking inside, she sees that each bundle contains newly fashioned steel weapons; longswords, morningstars and javelins, along with several shields.
Fane:
As Fane examines the ship, both above and below deck to assess the condition of the Sea Ghost, the faint smell of brine and tar fills the air. The ship itself is sturdy and well-maintained, with only minor scuffs and scratches from its smuggling activities and the recent battle. The timbers creak softly as the vessel rocks gently in the water, but no major structural damage is evident. Indeed, whoever else these smugglers may have been, they were clearly disciplined in maintaining their vessel.
In the ship’s stores, she discovers a tidy and organized collection of supplies essential for repairs and maintenance:
Two metal-headed hammers with solid wooden handles, their heads well-used but still in excellent condition.
Two wooden mallets, their surfaces nicked from repeated use, perfect for working with softer materials or pounding nails.
Two saws, their blades sharp and ready for cutting planks or spars.
An adze, its curved blade gleaming and clearly cared for, useful for shaping wood.
A large box brimming with copper nails, enough for numerous repairs.
A 1-pound block of wax, its surface marred by the impressions of shipwright hands, used for sealing and smoothing.
5 100-foot coils of hempen rope, coiled neatly and ready for rigging or mooring.
An ample supply of wood planking, stacked against the wall, prepared for emergency repairs to the hull or deck.
A neatly folded collection of cloth and thread for patching sails, including sturdy needles stored in a small tin box.
A sturdy cask that, upon inspection, proves to be three-quarters full of hard, dry tar, essential for sealing seams and waterproofing.
The stores are clearly well-stocked, indicating the smugglers took great care to ensure their ship was seaworthy and prepared for long voyages. With these supplies, the party and the marines could handle most repairs that might arise, given enough time. At present, no such repairs are necessary.
Eron:
As Eron goes looking for lanterns, he is also able to assess the galley stores, and the contrast between the well-maintained ship supplies and the state of the food becomes starkly evident.
The galley itself smells faintly of salt and decay, and the stores offer slim pickings for a long voyage:
Three long strings of sausages, their casings greasy and slightly discolored, hanging limply on hooks.
A large ham, with a faint sour smell, its rind starting to turn slimy.
A hunk of unidentifiable mystery meat, its surface pale and mottled, with an odor strong enough to turn the stomach.
Three sacks of dried beans, mercifully untouched by spoilage and still viable as a food source.
Several jars of salt and honey, sealed and intact, their contents still good.
A jug of olive oil that has gone rancid, its contents cloudy and sour-smelling.
A sack of flour crawling with weevils and clearly unsuitable for use.
Further exploration reveals the ship's illumination situation:
Hooded lanterns are a common fixture, with nearly every cabin boasting one hanging from a ceiling hook. However, their usefulness is severely hampered by the lack of oil.
Most of the lanterns are completely dry, and a thorough search reveals that no lamp oil is stored on board.
It becomes clear that while the ship itself is in excellent condition and equipped for repairs, it was either poorly provisioned for its crew or has been out at sea too long without resupplying.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Luckily Eron is packing one last flask of oil, which he uses in any lantern he thinks will work for signaling shore.
“We may need to hire a cook.” He throws over any bad or questionable food stock.
If he is informed about the bound merfolk, Eron’s pity for them is beyond reason, he immediately takes action to free them from their bonds. Even using his last spell slot to cast cure wounds on them, and offering rations.
This post has potentially manipulated dice roll results.
Arlynn would report to her companions about all that she found, leaving to them to decide what should be claimed and what should simply be left on the ship. She assumes the weapons found was meant for the lizardfolk but that the council would prefer to confiscate them too.
Eventually she would take an interest in the captain's letters, the crudely drawn map.
"Who are you and why are you held here?"The blue-haired half-elf tries in common with a friendly but concerned smile, trying to release it from it's chains, using all keys found if necessary, then offering it some water from her waterskin. She definitely wants to let the poor thing back into the sea but waits until her companions have had their say.
Persuasion to make friendly contact: 21 Another roll if advantage thanks to helping and freeing it: 14
After the prisoner is dealt with she would bring the others to try to locate the fearful and hurt creature.
After coming together and everyone giving their report, "I say we help the Merfolk, then find this hidden voice before they do some damage. Perhaps we should stay together until we find them? Then we can go through the items and see where that leads us."
If needed, Fane will ritual cast Comprehend Languages in order to talk to the Merfolk. We will ask them what they know of their captures, the Lizardfolk. Etc.
Assuming we talk to and release the Merfolk, Let's go searching for the other voice.
"How often can you cast Detect Thoughts Arylnn?" Fane asks.
Before we search, Fane will ritual cast Detect Magic. Additionally, she'll look over the rooms, chests, etc. that were found. [This can be after we find the voice too, just want to point out she'll have Detect Magic on.]
If we haven't already done so, Fane will pull up the ladder we came up on so no one can enter the boat that way.
Eron walks back and forth pacing as the freed merfolk recovers and perhaps communicates its story, observing the horrible conditions of their confinement brings up a lot of unpleasant memories if there is no response after a few minutes Eron will excuse himself to the main deck.
Inside a hidden cell at the stern if the ship, they discover a copper tub shoved into the corner, filled with brine. A gaunt merfolk, his blue-green scales dull and flaking, lies slumped inside, chained to the wall of the ship with rusting iron shackles. His fins are torn, his once-powerful tail lies limp, and his gills flutter weakly as he struggles for breath. He blinks blearily, trying to focus on the figures before him, croaking a few incomprehensible words in a liquid, musical language.
After breaking the shackles and lifting him free, Eron uses healing magic and Arlynnoffers fresh water to revitalize him. Slowly, his eyes sharpen with awareness, and he begins to move with greater strength. He sits up, examining his rescuers with curiosity and cautious gratitude.
Though his broken Common is barely comprehensible, the Fane casts Comprehend Languages, bridging the gap. His voice, now clear and resonant [to Fane, at least, and she is able to translate] in Aquan, flows like the tide:
"I am... Oceanus, scout of the Azure Shoals. I watched this ship... its anchor routinely tears at our sacred reef. I followed... too close. They pulled me from the waves, mocking... my failure. They spoke of spies and treason. They thought me part of some plot against them, but I was alone... none knew I had followed them, and none knew to rescue me."
He touches his scaled chest, drawing a shaky breath before continuing.
"They chained me here, kept me alive in their cruel brine. Days passed... my mind clouded. They asked who sent me. I told them nothing. They are greedy, cruel. I thank you, strangers, for freeing me."
Oceanus reveals that he overheard the pirates discussing their illicit trade with various clients, including lizardfolk and others he could not identify. He knows they were planning to trade with some of their co-conspirators, and then dock soon to offload weapons. The pirates considered these weapons a great score and routinely cheered that the buyers had no idea on the proper value of simple weapons, but he cannot recall more details due to his weakened state during captivity.
As he regains his strength, Oceanus pledges a boon to the party for saving his life. He wishes to know more about you and how you came to be here. He also needs to return to his tribe to report on his absence and let his family know he is alive.
Fane, you observe that the following items have magical properties:
Both of the pirate captain hats (maroon and black) - Transmutation
The potion from the captain's body - Necromancy (this reads a lot like a healing potion, but stronger somehow)
The taxidermized parrot - Necromancy
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Listening attentively to Fane's translation, the blue-haired half-elf nods and gives the gaunt merfolk a reassuring smile, nodding as he speaks. She is not overly concerned with any boons but wouldn't turn them down either, instead ready to help Oceanus into the sea when he is ready for that. She would give the brave merfolk scout a goodbye wave as he disappears beneath the waves, hoping he would make it back safely to his tribe.
Arlynn would then suggest the companions search for and find the entity still hidden on the ship.
Eron renews his search of the ship also once Oceanus has had a chance to recover and begins his return journey. “Did your mind reading indicate if this hidden individual is another pirate or perhaps a stowaway?”
Arlynnand Eron walk the aft of the ship, where Arlynn'heard' the thoughts of the mysterious stranger. Checking all decks, turning out boxes and crates, and listening for hidden breathing... they find nothing. Searching everywhere there is no sign of anyone hiding, visible or invisible, in any of the rooms on the ship. And they find no sign of any more hidden rooms.
Erondoes notice something. High in the rigging, a lonely parrot perches, swaying gently in the sea breeze.
[I think Arlynnstill has one use of detect thoughts. I see: 1 spell slot for Gust of Wind, 1 at will use of Silent Image, 1 spell slot use of Detect Thoughts, and that should leave 1 remaining use of Detect Thoughts, before a rest will be required.
It has now been two hours since the capture of the ship. There is at least another two hours before dawn.]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Eron, in response to your entreaties, the parrot alofts, circles once closer to the deck, then repositions itself higher up, near the crow's nest. It doesn't respond.
It doesn't seem to have any unusual physical or magical features, but its behavior is suspicious for a normal bird.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
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The gusting winds cease, leaving in their place a thick, illusory fog clings to the deck where Arlynn disappeared moments ago, hiding her from view. The lizardfolk glares in her direction, his slitted eyes narrowing in frustration.
He turns to the Fane, her fluid, precise movements betraying something to the lizardfolk. His lips curl in a toothy sneer as he hisses to himself, seeming to recognize that she is an opponent who's defenses he has no hope of besting. The sound of a body hitting the deck draws his attention, and he glances at the last remaining human pirate—now lifeless, felled by Eron's blades.
Alone. The realization sinks in. His claws flex against the handles of his spear and shield, and his tail lashes angrily. The lizardfolk’s posture stiffens as he inhales sharply, his chest swelling with bitter anger. In broken Common, he snarls what sounds like an oath, his words guttural and venomous:
"Thisss 'sss not over. By Krrtathak'sss clawsss, my people will die by thisss—my people will sssuffer for thissss ... but we endure! "
"I will not forgive—or forget! You are true thiefsss!"
Without waiting for a reply, he steps backward, his golden eyes burning with fury. With a sharp, guttural whistle, he calls for the pseudodragon. The lizardfolk casts one last hateful glare at the party, then pivots and leaps over the railing, vanishing into the dark sea with a loud splash. The tiny flying reptile flits down from above, circling above the sea's surface and then flying off, in the direction of shore.
The party is left in silence, save for the gentle rocking and creaking of the ship and the faint rustling of sails.
The marines, after circling the ship and dispatching a pair of struggling, swimming pirates with their crossbows, pull alongside the Sea Ghost, climb aboard and join the party. Together, they join the team in securing the vessel, taking stock of its supplies, weaponry, and damage.
It will be hours yet before dawn and the marines recommend everyone wait for sunrise before attempting to bring the ship back to Saltmarsh, shorthanded as you are. The party has some time to kill, as well as to explore the ship they have just seized.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Crows nest to bilge, stern to rudder. Eron will begin a thorough search, “You two (the marines) take the jolly back make sure Captain Fireborn doesn’t need help with that couple we passed heading out here!” Eron looks at the marines, “And good job you two did great, I’ll be sure Will and Tom hear it from me.”
Eron casts cure for +8hp then gets to learning the ‘Sea Ghost’.
As the lizardfolk leaves, the blue-haired half-elf lets the magical mist and the spectral tentacle vanish and she watches as the tiny dragon follows it's master. She quickly sends her own servant to invisibly follow them to hopefully see where they go and then report back. She then steps up to Eron and Fane with a victorious smile. "Perhaps we should offer the council to turn this into a privateer, I kind of miss being on a ship." She says with a wink. "Now, lets see what the talkative captain kindly left for us below." She adds, ready to follow the other two to explore the rest of the ship.
Perception if needed to find any good stuff: 17
Arlynn would also use Detect Thoughts to scan the ship for sentient beings.
As the lizardfolk jumps over board, Fane sheaths both swords and is about to drop into a spell. A few placed blasts should be effective, perhaps even taking out the little dragon. But she doesn't cast. "It was a fair fight and a fair retreat" she thinks, and then says out loud, "until next time then."
In preparation for this adventure, Fane is currently proficient in Navigator's Tools and Water Vehicles. She will go inspect the boat to understand it better, how to pilot it, what weapons it may have, etc. in case they need to move it or get in a fight.
[Each PC roll a D20 and describe what you are doing for the next hour or so.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
If there is any extra time after investigating, she will keep watch/guard as the others search the ship and do their thing.
16
Eron acquaints himself with the ship, if he can find a matched signal lantern he will signal back to the mansion. ‘Is it safe’
D20 roll 5
Exploring the ship, you all learn the lay of the vessel.
The ship’s main deck. In the center, forward of the mast, a jolly boat is lashed to the deck with ropes. Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow’s nest above. To fore and aft, below the upper decks, stand vague outlines of doors. You can also see ladders that lead to the upper decks, the aft one on the port side, the forward one on the starboard.
In the center of the cabin stands a long, plain wooden table with a bench along each of its longer sides. They all appear to be bolted to the deck in an attempt to keep everything in place. The table is stained and cluttered and has an untidy pile of dirty tin plates and cups roughly stacked in a large tin bucket below it. Against the starboard side, an area has been curtained off by cheap, dirty cloth hangings.
A scuttling noise toward the stern indicates there is some life down here — perhaps living off the garbage thrown in occasionally by the lazy crew, for there are heaps of trash immediately below the hatch that have formed small islands in the fetid water. A particularly large one has accumulated at the base of the mast. As you move your light back and forth, you catch a yellow reflection in one of the garbage piles.
[I'll post more with the result of the roles a little later.]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Arlynn:
She spends the next hour+ searching the ship. In her wanderings, she is able to secure all the valuable-looking items she comes across.
Bodies:
From the bodies of the slain on the decks of the ship, she doesn't see much. Most of the leather armor of the pirates was in ill-repair, or had been damaged in the fight. The Captain, for instance, had a nice-looking coat which doubled as leather armor, but it is torn to ribbons by Fane and Eron's blades. She is able to secure the following from the bodies:
She also locates the following items in her search of the ship....
50 bolts of silk (Cargo Hold)
Principles of Navigation by Da Korma
Legal Distinctions in Letters of Marque by Tazaar
Also, you cast detect thoughts and quickly walk the length of the ship. Other than Fane, Eron, and the two marines, you detect the thoughts of at least two other sentient creatures.
The 'pink' mind is fearful and hurt, hoping to hang on remain quiet.
The 'blue' mind is delirious, with thoughts of deep, dark waters.
She can't locate the pink mind before the spell wears off, but she is able to locate the blue mind. Hidden behind a secret door in one of the Masters Cabins (unlocked by the key from the Wizards chest) she finds a dark, cramped area only four feet wide at most, squeezed in between the ship’s stern and the adjacent cabin. It appears to be a holding cell. A slim humanoid figure is half submerged in a tub of brine, one of its arms chained to the hull. The lower half of the humanoids body is that of a fish or sea-serpent. It looks to be a merfolk, and it is badly dehydrated and malnourished.
Finally, the presence of this room suggests there may be another hidden room behind the adjacent cabin and - sure enough - there is. Inside this other compartment, Arlynn finds another area, only four feet wide at the widest, sandwiched between the adjacent cabin and the ship’s stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck, as though thrown in casually from the doorway. Peeking inside, she sees that each bundle contains newly fashioned steel weapons; longswords, morningstars and javelins, along with several shields.
Fane:
As Fane examines the ship, both above and below deck to assess the condition of the Sea Ghost, the faint smell of brine and tar fills the air. The ship itself is sturdy and well-maintained, with only minor scuffs and scratches from its smuggling activities and the recent battle. The timbers creak softly as the vessel rocks gently in the water, but no major structural damage is evident. Indeed, whoever else these smugglers may have been, they were clearly disciplined in maintaining their vessel.
In the ship’s stores, she discovers a tidy and organized collection of supplies essential for repairs and maintenance:
The stores are clearly well-stocked, indicating the smugglers took great care to ensure their ship was seaworthy and prepared for long voyages. With these supplies, the party and the marines could handle most repairs that might arise, given enough time. At present, no such repairs are necessary.
Eron:
As Eron goes looking for lanterns, he is also able to assess the galley stores, and the contrast between the well-maintained ship supplies and the state of the food becomes starkly evident.
The galley itself smells faintly of salt and decay, and the stores offer slim pickings for a long voyage:
Further exploration reveals the ship's illumination situation:
It becomes clear that while the ship itself is in excellent condition and equipped for repairs, it was either poorly provisioned for its crew or has been out at sea too long without resupplying.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Luckily Eron is packing one last flask of oil, which he uses in any lantern he thinks will work for signaling shore.
“We may need to hire a cook.” He throws over any bad or questionable food stock.
If he is informed about the bound merfolk, Eron’s pity for them is beyond reason, he immediately takes action to free them from their bonds. Even using his last spell slot to cast cure wounds on them, and offering rations.
+15hp
Arlynn would report to her companions about all that she found, leaving to them to decide what should be claimed and what should simply be left on the ship. She assumes the weapons found was meant for the lizardfolk but that the council would prefer to confiscate them too.
Eventually she would take an interest in the captain's letters, the crudely drawn map.
"Who are you and why are you held here?" The blue-haired half-elf tries in common with a friendly but concerned smile, trying to release it from it's chains, using all keys found if necessary, then offering it some water from her waterskin. She definitely wants to let the poor thing back into the sea but waits until her companions have had their say.
Persuasion to make friendly contact: 21 Another roll if advantage thanks to helping and freeing it: 14
After the prisoner is dealt with she would bring the others to try to locate the fearful and hurt creature.
Perception if needed: 17
After coming together and everyone giving their report, "I say we help the Merfolk, then find this hidden voice before they do some damage. Perhaps we should stay together until we find them? Then we can go through the items and see where that leads us."
If needed, Fane will ritual cast Comprehend Languages in order to talk to the Merfolk. We will ask them what they know of their captures, the Lizardfolk. Etc.
Assuming we talk to and release the Merfolk, Let's go searching for the other voice.
"How often can you cast Detect Thoughts Arylnn?" Fane asks.
Before we search, Fane will ritual cast Detect Magic. Additionally, she'll look over the rooms, chests, etc. that were found. [This can be after we find the voice too, just want to point out she'll have Detect Magic on.]
If we haven't already done so, Fane will pull up the ladder we came up on so no one can enter the boat that way.
Eron walks back and forth pacing as the freed merfolk recovers and perhaps communicates its story, observing the horrible conditions of their confinement brings up a lot of unpleasant memories if there is no response after a few minutes Eron will excuse himself to the main deck.
"Um, well, need to rest a bit first but pretty often if need be I guess." The blue-haired half-elf explains.
Merfolk:
Inside a hidden cell at the stern if the ship, they discover a copper tub shoved into the corner, filled with brine. A gaunt merfolk, his blue-green scales dull and flaking, lies slumped inside, chained to the wall of the ship with rusting iron shackles. His fins are torn, his once-powerful tail lies limp, and his gills flutter weakly as he struggles for breath. He blinks blearily, trying to focus on the figures before him, croaking a few incomprehensible words in a liquid, musical language.
After breaking the shackles and lifting him free, Eron uses healing magic and Arlynn offers fresh water to revitalize him. Slowly, his eyes sharpen with awareness, and he begins to move with greater strength. He sits up, examining his rescuers with curiosity and cautious gratitude.
Though his broken Common is barely comprehensible, the Fane casts Comprehend Languages, bridging the gap. His voice, now clear and resonant [to Fane, at least, and she is able to translate] in Aquan, flows like the tide:
"I am... Oceanus, scout of the Azure Shoals. I watched this ship... its anchor routinely tears at our sacred reef. I followed... too close. They pulled me from the waves, mocking... my failure. They spoke of spies and treason. They thought me part of some plot against them, but I was alone... none knew I had followed them, and none knew to rescue me."
He touches his scaled chest, drawing a shaky breath before continuing.
"They chained me here, kept me alive in their cruel brine. Days passed... my mind clouded. They asked who sent me. I told them nothing. They are greedy, cruel. I thank you, strangers, for freeing me."
Oceanus reveals that he overheard the pirates discussing their illicit trade with various clients, including lizardfolk and others he could not identify. He knows they were planning to trade with some of their co-conspirators, and then dock soon to offload weapons. The pirates considered these weapons a great score and routinely cheered that the buyers had no idea on the proper value of simple weapons, but he cannot recall more details due to his weakened state during captivity.
As he regains his strength, Oceanus pledges a boon to the party for saving his life. He wishes to know more about you and how you came to be here. He also needs to return to his tribe to report on his absence and let his family know he is alive.
Fane, you observe that the following items have magical properties:
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Listening attentively to Fane's translation, the blue-haired half-elf nods and gives the gaunt merfolk a reassuring smile, nodding as he speaks. She is not overly concerned with any boons but wouldn't turn them down either, instead ready to help Oceanus into the sea when he is ready for that. She would give the brave merfolk scout a goodbye wave as he disappears beneath the waves, hoping he would make it back safely to his tribe.
Arlynn would then suggest the companions search for and find the entity still hidden on the ship.
Another perception if needed: 13
Eron renews his search of the ship also once Oceanus has had a chance to recover and begins his return journey. “Did your mind reading indicate if this hidden individual is another pirate or perhaps a stowaway?”
Perception 23
Arlynn and Eron walk the aft of the ship, where Arlynn 'heard' the thoughts of the mysterious stranger. Checking all decks, turning out boxes and crates, and listening for hidden breathing... they find nothing. Searching everywhere there is no sign of anyone hiding, visible or invisible, in any of the rooms on the ship. And they find no sign of any more hidden rooms.
Eron does notice something. High in the rigging, a lonely parrot perches, swaying gently in the sea breeze.
[I think Arlynn still has one use of detect thoughts. I see: 1 spell slot for Gust of Wind, 1 at will use of Silent Image, 1 spell slot use of Detect Thoughts, and that should leave 1 remaining use of Detect Thoughts, before a rest will be required.
It has now been two hours since the capture of the ship. There is at least another two hours before dawn.]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Eron upon noticing the parrot uses Primal awareness to speak with animals. “Hey food, no danger, friend.”
He also uses hunter’s sense to learn if this is more then a simple beast.
Eron, in response to your entreaties, the parrot alofts, circles once closer to the deck, then repositions itself higher up, near the crow's nest. It doesn't respond.
It doesn't seem to have any unusual physical or magical features, but its behavior is suspicious for a normal bird.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War