Hiramat sees the lone Lizardman laying on the ground, for a second he considers if it's unfair to attack him while he's down, but he pushes those feelings deep down and swings away.
This post has potentially manipulated dice roll results.
As Archibald sees the prone lizardfolk prone on the ground, his pupils roll back into his eyes and go white much like that of a great white shark. The hunter goes in for the potential kill.
Dagger 1: Attack: 23 Damage: 7
Dagger 2: Attack: 14 Damage: 1
Driven by his newfound blood lust, Archie is able to hurt the prey, but unable to finish the job.
Like a ******** initiation, the last Lizardman gets pummeled by you all, with Wilmot getting the killing blow. Hell yeah, G. As you catch your breath and search the ship, you come across some interesting information. By reading notes and other documents, you learn that smugglers are providing weapons to a colony of lizardfolk. The lizardfolk colony is located within ten miles of Saltmarsh. This weapon smuggling appears to have been going on for some months. Saltmarsh would indeed be very interested in this information.
Judging by what you have discovered, The smugglers were very successful. Their main source of income was the sale of stolen goods, especially those marked with a royal seal or similar identifier that would make dealing with legitimate merchants impossible. They also took in goods from ships they have waylaid, usually spices, weapons, poisons, and other contraband that is either illegal or heavily taxed in this region. Currently, the ship’s hold is crowded with mining equipment and kegs of brandy stolen from a royal shipment meant for a crown-sponsored mining operation in this region, along with silks that were originally destined for a royal trade mission.
Representatives of the crown in Saltmarsh will pay 200 gp for the return of the silk and brandy stored in the caves, and 500 gp for the merchandise aboard the Sea Ghost. You can keep the Sea Ghost. If you wish to continue the adventure, go ahead and level up, otherwise:
THUS CONCLUDES THE ADVENTURE: THE SINISTER SECRET OF SALTMARSH!
Once the ship has been thoroughly searched and the bodies stowed, Gracy limps forward to stand next to Archie on the bow. 'There's more afoot here than simple smuggling I suspect. I wonder if we shouldn't have kept one of those Lizardmen alive for questioning....'
BACKGROUND After taking care of the "Haunted Mansion", word got out of your deeds around the town. Judging from a crude map found aboard the smugglers’ vessel it seems likely that the lizardfolk are preparing for war. The council of Saltmarsh wants to hire you to investigate the lizardfolk lair and learn why the creatures are arming themselves. The council’s main priority is to keep the town safe from a possible lizardfolk attack. The council members hope that the townspeople are not the intended target, but they greatly fear this possibility.
The site of the lizardfolk colony has been tentatively identified as a coastal promontory adjacent to a small river, the Dunwater, some ten miles southwest of Saltmarsh. The council considers it essential that a scouting party be sent to reconnoiter the area and ascertain the strength and size of this colony, as well as the intentions of the lizardfolk. You are approached to undertake this mission.
The leader of the council impresses upon you all that you are not required to act with hostile intent — in fact, quite the opposite. Their assignment is one of information gathering, with the additional hope that they can return with knowledge of what the lizardfolk are up to. A reward of 700 gp each is offered for the successful completion of the mission.
Wilmot shrugs, "Well, we've got a boat might as well put it to use, right?" The firbolg cleric lights his pipe of remembrance, mixing the sweet smell of smoke with a flurry of magical smoke-crafted images of the group's recent success. "After all," he says chuckling between tokes, "we're heroes now."
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Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd) Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist) Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
“Sounds good to me pal, sounds good to me. Maybe we aught to stock up some before we head out? Also gonna need a few hands to man this ship. Maybe that boy who tested so well in the cave would want to sign up. Any of you other than me have any experience on the high seas?”
Klaus looks ruefully at his armor, past and present, then at Hiramat’s:
”While it served us well, Hiramat or I could stand to improve our armor. Two sets of splint mail would be nice. I would be willing to give up my share of the loot from future endeavors until I repay the group for the loan of the necessary funds.”
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Zmeya sends a roundhouse kick & a following punch to Lizardfolk2, attempting to finish it off.
1 - 22 damage: 5
2 - diverting to Lizardfolk1 if the first takes care of Lizardfolk2; 20 damage: 5
SLEEVES ARE BULLSHIT
Zmeya22, Gracy23, Klaus20, Wil'sondeck20, Lizardfolk2(18)(AC15/HP2), Hiramat11, Archibald9, Lizardfolk1(6)(AC15/HP16)
Zmeya's blows are deflected!
Klaus swings for L2
Attack: 21 Damage: 11
shoves L1 22
SLEEVES ARE BULLSHIT
Zmeya22, Gracy23, Klaus20, Wil'sondeck20, Lizardfolk2(18)(AC15/HP2), Hiramat11, Archibald9, Lizardfolk1(6)(AC15/HP16)
That's a hit! Lizardman2 drops! Here's the save: 10
SLEEVES ARE BULLSHIT
Zmeya22, Gracy23, Klaus20, Wil'sondeck20, Hiramat11, Archibald9, Lizardfolk1(6)(AC15/HP16)PRONE
Hiramat sees the lone Lizardman laying on the ground, for a second he considers if it's unfair to attack him while he's down, but he pushes those feelings deep down and swings away.
Attack: 16 Damage: 3
As Archibald sees the prone lizardfolk prone on the ground, his pupils roll back into his eyes and go white much like that of a great white shark. The hunter goes in for the potential kill.
Dagger 1: Attack: 23 Damage: 7
Dagger 2: Attack: 14 Damage: 1
Driven by his newfound blood lust, Archie is able to hurt the prey, but unable to finish the job.
SLEEVES ARE BULLSHIT
Zmeya22, Gracy23, Klaus20, Wil'sondeck20, Hiramat11, Archibald9, Lizardfolk1(6)(AC15/HP5)
Lizardfolk1 grabs and bites Archibald!
Attack: 21 Damage: 3
Attack: 6 Damage: 5
SLEEVES ARE BULLSHIT
Zmeya22, Gracy23, Klaus20, Wil'sondeck20, Hiramat11, Archibald9, Lizardfolk1(6)(AC15/HP5)
Zmeya approaches, going for two merciful shots, straight at the neck.
Attack 1 - 10 damage: 5
Attack 2 - 12 damage: 6
SLEEVES ARE BULLSHIT
Zmeya22, Gracy23, Klaus20, Wil'sondeck20, Hiramat11, Archibald9, Lizardfolk1(6)(AC15/HP5)
The lizardman puts up quite the fight! It just won't go down!
Klaus tries to rally again!
Attack: 10 Damage: 11
Shove: 9
Archibald uses his last spell slot to throw up a shield to make his AC 21.
Archibald jumps back in.
"Why won't you die?!!"
Dagger 1: Attack: 8 Damage: 5
Dagger 2: Attack: 20 Damage: 2
Wilmot clubs away with his staff.
Attack: 9 Damage: 4
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Like a ******** initiation, the last Lizardman gets pummeled by you all, with Wilmot getting the killing blow. Hell yeah, G. As you catch your breath and search the ship, you come across some interesting information. By reading notes and other documents, you learn that smugglers are providing weapons to a colony of lizardfolk. The lizardfolk colony is located within ten miles of Saltmarsh. This weapon smuggling appears to have been going on for some months. Saltmarsh would indeed be very interested in this information.
Judging by what you have discovered, The smugglers were very successful. Their main source of income was the sale of stolen goods, especially those marked with a royal seal or similar identifier that would make dealing with legitimate merchants impossible. They also took in goods from ships they have waylaid, usually spices, weapons, poisons, and other contraband that is either illegal or heavily taxed in this region. Currently, the ship’s hold is crowded with mining equipment and kegs of brandy stolen from a royal shipment meant for a crown-sponsored mining operation in this region, along with silks that were originally destined for a royal trade mission.
Representatives of the crown in Saltmarsh will pay 200 gp for the return of the silk and brandy stored in the caves, and 500 gp for the merchandise aboard the Sea Ghost. You can keep the Sea Ghost. If you wish to continue the adventure, go ahead and level up, otherwise:
THUS CONCLUDES THE ADVENTURE: THE SINISTER SECRET OF SALTMARSH!
Archibald stands near the bow of the ship and inhales the sea air.
“Now I’d call that a good days work crew. Now, what do we rename my...um..our ship?”
Once the ship has been thoroughly searched and the bodies stowed, Gracy limps forward to stand next to Archie on the bow. 'There's more afoot here than simple smuggling I suspect. I wonder if we shouldn't have kept one of those Lizardmen alive for questioning....'
EPISODE TWO: DANGER AT DUNWATER
BACKGROUND
After taking care of the "Haunted Mansion", word got out of your deeds around the town. Judging from a crude map found aboard the smugglers’ vessel it seems likely that the lizardfolk are preparing for war. The council of Saltmarsh wants to hire you to investigate the lizardfolk lair and learn why the creatures are arming themselves. The council’s main priority is to keep the town safe from a possible lizardfolk attack. The council members hope that the townspeople are not the intended target, but they greatly fear this possibility.
The site of the lizardfolk colony has been tentatively identified as a coastal promontory adjacent to a small river, the Dunwater, some ten miles southwest of Saltmarsh. The council considers it essential that a scouting party be sent to reconnoiter the area and ascertain the strength and size of this colony, as well as the intentions of the lizardfolk. You are approached to undertake this mission.
The leader of the council impresses upon you all that you are not required to act with hostile intent — in fact, quite the opposite. Their assignment is one of information gathering, with the additional hope that they can return with knowledge of what the lizardfolk are up to. A reward of 700 gp each is offered for the successful completion of the mission.
Wilmot shrugs, "Well, we've got a boat might as well put it to use, right?" The firbolg cleric lights his pipe of remembrance, mixing the sweet smell of smoke with a flurry of magical smoke-crafted images of the group's recent success. "After all," he says chuckling between tokes, "we're heroes now."
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
“Sounds good to me pal, sounds good to me. Maybe we aught to stock up some before we head out? Also gonna need a few hands to man this ship. Maybe that boy who tested so well in the cave would want to sign up. Any of you other than me have any experience on the high seas?”
Klaus looks ruefully at his armor, past and present, then at Hiramat’s:
”While it served us well, Hiramat or I could stand to improve our armor. Two sets of splint mail would be nice. I would be willing to give up my share of the loot from future endeavors until I repay the group for the loan of the necessary funds.”