(Maya) Yes the Council treats the Party to a nice dinner before you go out on Patrol.
Later that night around Midnight the Group meets Captain Fireborn at Hoolwatch Tower, the base for the town watch. He informs you that he wants you to patrol the eastern most end of the docks. This is the area where most of the disappearances have taken place. As you make your way to your patrol area a fog rolls in from the sea. (Disadvantage on Wisdom (perception) checks that rely on sight.
Nothing happens in your patrol area, and sometime near dawn, the fog dissipates as quicly as it appeared. Making your way back to Hoolwatch Tower to report to Captain Firebrand (and collect your pay) you spot the captain, and some of his men standing outside the Tower urgently discussing something. As you draw nearer, a couple of guards point towards the western end of Saltmarsh. Eliander nods, then motions towards that end of town. The two guards, and four others take off in that direction. Eliander spots you, and motions for you.
After hearing your report he tells you, " Unfortunately. The patrol on the western end was ambushed. Four of my guards were killed, and the two adventurers I hired to accompany them are missing."
"Hey, always happy ta visit a crime scene where I ain't a 'person of interest'. West end a tha docks, ya say? Let's go! We'll invoice Firebrand later."
Eliander thanks you for your concern,. but informs you that the Council needs for the Party to depart by tomorrow for the sahuagin fortress. A modified keelboat similar to the one that took you to the lizardfolks lair has been made available.
"I can make us breathe under the water and in case of need we can use the same trick we did to escape the sunking ship, but I am not sure that would be a real advantage against the shauagin..."
Campaign News: I've really enjoyed running this game for you guys. It has given me a chance to DM without the trouble of meeting physically every week at the same time. That being said. I'm looking to end the Campaign in December. This will give me a couple of weeks to rest, and decide what I want to run next starting in January. (Considering, CoS, RotFM, or Homebrew.) Just wanted to give everyone a heads up.
(D’awe that’s bitter sweet. I am glad I at least share campaigns with two of you. Though I hope to still see the others around!)
“I might have a little trick up my sleeve that could help us pass without trace. And we can always gas Toonary again if we need to travel through the water again.”
(24 hours later) The crew of the keelboat dropped you off on the mainland a few miles east of your objective. after a short journey you now gaze upon the island and the fortress that sits atop.
The island is bare of vegetation, other than mosses, lichens, seaweed, and occasional clumps of coarse grass. No wildlife appears present, but for a few clouds of insects and small mollusks. In stark contrast to other sites along the coast, no seabirds can be seen near the island.
As reported by the scouts, a long stone causeway leads southward from the marshy coastline crossing the entire span just above the waterline. By looking south from the coast you can see that it ends at a ledge with a set of large stone doors just beyond.
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(Maya) Yes the Council treats the Party to a nice dinner before you go out on Patrol.
Later that night around Midnight the Group meets Captain Fireborn at Hoolwatch Tower, the base for the town watch. He informs you that he wants you to patrol the eastern most end of the docks. This is the area where most of the disappearances have taken place. As you make your way to your patrol area a fog rolls in from the sea. (Disadvantage on Wisdom (perception) checks that rely on sight.
As the fog begins to roll in, Maya would prepare her shield and take out her spear.
Perception (Advantage from shield negates the DA? Straight roll): 13
just an unstable unicorn.
Gridolpho draws his new hand crossbow and his new shortsword.
"Don' wander ta far away from me. My new sidearm should chirp out a warning if'n someone tries ta get tha drop on us."
DCI: 3319125026
(Maya) Correct , with your shield Perception checks are normal.
Nothing happens in your patrol area, and sometime near dawn, the fog dissipates as quicly as it appeared. Making your way back to Hoolwatch Tower to report to Captain Firebrand (and collect your pay) you spot the captain, and some of his men standing outside the Tower urgently discussing something. As you draw nearer, a couple of guards point towards the western end of Saltmarsh. Eliander nods, then motions towards that end of town. The two guards, and four others take off in that direction. Eliander spots you, and motions for you.
After hearing your report he tells you, " Unfortunately. The patrol on the western end was ambushed. Four of my guards were killed, and the two adventurers I hired to accompany them are missing."
"Well I, for one, will happily volunteer to go and find them at once."
Looking around at the surprise of his companions,
"What? This way he'll consider us ahead a' them for future jobs and success means our rates can go up!"
DCI: 3319125026
Maya would make the gesture, 'after you' with a bow to hide a small smirk. Gridolpho could lead the way since he seemed to eager.
just an unstable unicorn.
"Hey, always happy ta visit a crime scene where I ain't a 'person of interest'. West end a tha docks, ya say? Let's go! We'll invoice Firebrand later."
DCI: 3319125026
Eliander thanks you for your concern,. but informs you that the Council needs for the Party to depart by tomorrow for the sahuagin fortress. A modified keelboat similar to the one that took you to the lizardfolks lair has been made available.
"We otta use that foldy boat we got instead. Sneak up on 'em, quiet like. Wethead, ya got anything that can hide us on tha sea?"
DCI: 3319125026
"I can make us breathe under the water and in case of need we can use the same trick we did to escape the sunking ship, but I am not sure that would be a real advantage against the shauagin..."
PbP Character: A few ;)
(Flashback) During the War Council Vyth recommended a daylight landing at the river mouth.
Campaign News: I've really enjoyed running this game for you guys. It has given me a chance to DM without the trouble of meeting physically every week at the same time. That being said. I'm looking to end the Campaign in December. This will give me a couple of weeks to rest, and decide what I want to run next starting in January. (Considering, CoS, RotFM, or Homebrew.) Just wanted to give everyone a heads up.
NOOOOOOOOOOOOO!!!!!!!!!!!!!
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
( A pity to hear this but allow me to thank you for the game now! )
PbP Character: A few ;)
(DM) Don't worry too much, I'm working to make sure the campaign's conclusion is a memorable one.
(D’awe that’s bitter sweet. I am glad I at least share campaigns with two of you. Though I hope to still see the others around!)
“I might have a little trick up my sleeve that could help us pass without trace. And we can always gas Toonary again if we need to travel through the water again.”
(Gaseous Form)
just an unstable unicorn.
If no one has any business to conduct in Saltmarsh, I'll get the Party on its way.
(Onward!)
DCI: 3319125026
(24 hours later) The crew of the keelboat dropped you off on the mainland a few miles east of your objective. after a short journey you now gaze upon the island and the fortress that sits atop.
The island is bare of vegetation, other than mosses, lichens, seaweed, and occasional clumps of coarse grass. No wildlife appears present, but for a few clouds of insects and small mollusks. In stark contrast to other sites along the coast, no seabirds can be seen near the island.
As reported by the scouts, a long stone causeway leads southward from the marshy coastline crossing the entire span just above the waterline. By looking south from the coast you can see that it ends at a ledge with a set of large stone doors just beyond.