((@Spider, I think so? The bolts of silk probably aren't bigger than the mouth of the bag and the casks can't be that big if they only are worth 10 gold, right? I looked up cask sizes and I'm doubting things. That is some low grade brady if they are the big casks!
@Grwobert, yep except that it would be fine for them to send someone to check out the place to confirm the story!))
Ben, Ess would respond "Yer right. They'd ask way more questions if we told 'em the truth! That scroll was just weird and dude I don't want to be having to answer any questions about it either. Yeah. Sure. We found a scroll buried on a beach protected by crocs riddling us to come to Marshswamp, to that house. Yeah. Right. ha ha ha! Ok man... cool, that sounds good. You can do the talking."
starting a new post because I am fighting with the formatting in this one. grr!
I also checked out the cask size, and given the 2ft mouth diameter and 4ft depth it would hold the cask. So it could be used for sure to bring the casks/bolts/bodies (LOL) upstairs, probably one cask at a time since it only holds 500lbs, but maybe a few bodies at a time.
((OOC: Just want to check, is it: eat, finish the grave, bundle everything into the waggon and bag of holding, walk the prisoners back to town, hand them in with most of the goods (keeping 3x barrels and 1x silk). Tell them our story, tell them not to mess with the house/cave because we have a plan about the boat... is that it? ... and then: local heroes!!
Perfect! Ok, it will be around 9pm when you get to town. Council is not in session, most of them have retired for the evening, although there might be one or two that could be available.
Where exactly will you go with the carriage loaded with everything? I think the options would be:
- Captain Eliander's house (he will be at home) #4
- The town jail (the jailer is there who you haven't met yet) #2
- Council hall (Eda Oweland will be there, this is a councilor who talked to you when you had the meeting earlier in the day) #14
Let me know which one and let me know how you might RP the initial bringing in of the prisoners and the goods etc. to whichever option you choose. Or feel free to do something totally different.
Then I will RP back with the response from the given selection that you make.
((regarding using the lantern to signal the ship, Sanbalet would've told you all of that with the previous rolls from in the cavern which I will explain more about once this next meeting happens. That is when all of that will likely be discussed.))
Ben would direct them to Captain Eliander place. Once there he will have everyone place some of the smuggled loot out before lining up the smugglers behind it, bound up.
Once that is arranged he walk over a give a knock on the door. Upon Eliander opening Ben will give a flourish back towards the smugglers and loot,
"Sorry it took me so long! There were more than we expected! Only managed to capture four of them the rest, well, they didn't make it."
He gestures to Sanbalet,
"That one is a wizard and the ringleader here onshore. They were hold up at that 'haunted' mansion. Honestly, I'm surprised that wasn't the first place you'd look for smugglers! My companions and I put it together almost immediately. What do we do with the recovered goods and them? Does Marshswamp have a jail?"
Ash will try to keep a medium-to-low profile, entering the town: hood up but face showing, hands and feet showing, and tail. She’s not drawing attention to herself, but not overly hiding that she’s a Tabaxi.
She will gather towards the back of the party when they knock the door, but wear a proud Cheshire Cat grin, and maybe offer a polite ‘half-curtsy-half-bow’ as Ben presents the loot and prisoners.
((Bandits blindfolded, turn them over first, then handle the return of goods once they are in custody.))
Korrik's leaning casually against the wagon, lighting up a smoke and offering one to Ess. Just playing it cool and casual, as if foiling smuggling rings is just another Tuesday. He raises an eyebrow and jiggles the pack at Ash if she'd like one.
I need to get the response together to make this next bit as realistic as possible! Ben and Ess were just talking to the captain and council members about this, and now the same night they are bringing in some smugglers and some stolen goods.
Captain's going to be curious to say the least, guys!
This post has potentially manipulated dice roll results.
Alright - I think deception is the one that is going to be the most at play here, and with the minimum of 17, I think this entire thing goes over relatively smoothly.
I've been thinking about this interaction in my mind over the past day or two to get it to make sense. Here's how I reconcile it. I think given Ben's cool demeanor, that minimum 17 roll taking care of any potential white lies he needs to make when the council members question you about all of this, the fact that you're returning a bunch of the town's stolen goods, the fact that you're also bringing in culprits AND have info about their entire operation will trump the strangeness that Ben and Ess were here just this afternoon asking about this.
That being said... they definitely think it is odd how all of this went down and now seeing the 4 of you all together they might be thinking you're some type of spy/adventurers or perhaps bounty hunters or some other type of adventuring group.
Bottom line is that they all think this is super weird how this all went down, but are going with it because you've been such a great help to the town and seem like you want to continue to do so with taking out the entire operation. This may or may not come up again though depending on how the game plays out. This is all meta of course!
Ess takes a smoke from Kay and leans on the carriage as well, not saying anything but nodding at the captain when they make eye contact since he met him earlier that day. Ess is going to nudge Ash getting her attention so she can respond if she wants a smoke. (lol picturing a tabaxi smoking LOL)
Ben, Eliander is stunned to see you and the others with the carriage. He's not dressed. "BEN! What the BLAZES! By the gods! Alright. Give me some time. We'll take these scum to the jail and then I'll call an emergency meeting at the hall. As for the goods, I will get some hands to take it away. We will settle the payouts at the meeting, don't worry." he says as he anticipates you asking for the payment.
Eliander would advise one of his understudies to go get/wake up all of the council members at their homes and tell them that an emergency meeting is happening and to meet at the council hall. He'd also have some of them take away the stolen goods likely to a safe warehouse by the docks. He'd then take you all to the town jail. #2 on the map. Ben, Ess and Kay drove by it when they entered the town for the first time!
Jail Flavor ->
Built on a low hill, the Marshswamp barracks are also its jail. It is one of the few structures in Marshswamp with an underground level. The jailer, Kraddok Stonehorn (I've added him to the NPC tab) is an old comrade of Eliander.
The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers, and other troublemakers who need to cool off for a few nights. The lock is high quality, and the door is built of stout wood with a small window to allow guards to check in on their charges.
A side passage holds six individual cells with higher-quality locks and solid doors that lack windows. One cell was long ago warded against both teleportation and divination magic. Spellcasters are kept here, blindfolded and manacled. Occasionally Eliander uses this cell to conduct meetings that require the utmost secrecy.
The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are transferred to the prison at Seaton, a larger, heavily fortified port to the south.
There are 7 guards outside the jail, even at this hour.
Sanbalet and the other goons try and mumble and sulk their way out of all of it, but there's not even a roll that can get them out of this situation. All the evidence is there. For some flavor, once this is all proven, Sanbalet and the others will get 14 years of imprisonment and will likely be sent to Seaton, the provincial capital located south of Marshswamp. (Marshswamp Region tab)
After that, the emergency town council meeting starts at 10:30pm and probably lasts until close to midnight.
I've added the other council members who would've been at this meeting to the NPC tab as well as their faction. Info about factions is on 'Marshswamp Overview' tab. Both the traditionalist and loyalist council members are concerned about the smuggling ring, although it is the loyalists that would be leading the charge with the plan and who would be working with the party to take out the smuggling ring. As far as the Scarlet Brotherhood council member, you don't know that he is part of that organization, nor does anyone else for that matter. For all you know, he is just a regular person on council. All of this is all just simply some flavor and totally meta and more just to give more flavor for the Marshswamp setting and all of the players in the town as a whole as we get deeper into this.
I can tell you that none of the council members are involved in this particular smuggling ring if you were wondering.
Anyhow, during this meeting, they'd send some scouts to confirm your findings at the house. The captain would seem a bit embarrassed and say "BY THE GODS. I always knew that dump of a mansion was not haunted. I don't even believe in that nonsense." Some of the other councilmembers probably roll their eyes at the captain. Everyone in the town has heard the rumors of that house and no one has had the guts to go. Manistrad Copperlocks speaks up "Never mind him. Heck I'll even admit I thought the place was haunted. I suppose it took an outsider with a fresh set of eyes to figure this all out, yeah? You've all done this town an honorable service and the council thanks you."
Ok - the next hour or so would be the council telling you their thoughts on the potential next steps and I will also lay out the specific details that you obtained from Sanbalet before he was thrown in the slammer. These are those details:
- They would pay you the 200gp they told you about for uncovering this smuggling ring and returning some stolen goods. They will re-offer you the 400gp for continuing on with completely taking out the gang. They said they will pay you more (undisclosed amount) depending on what you also bring back. None of this will be in writing.
- So the council is asking you to take the fight to this gang. You are new to the city, very oddly came asking about the happenings in the city, and then come back with the thing cracked wide open. They sense something might be up with you all, but they are letting this ride for now anyway. You seem eager to do this work, so they are letting you have at it even though you seem a bit strange. Meta, but they are using you just as much as you might be using them for riches etc.
- The party and the council reasons that the smugglers on the vessel are, as yet, unaware of the capture or death of their land-based colleagues, and a return visit by them might well be expected. Since the last consignment was offloaded only a short while ago, another one is not expected for some time — perhaps during the next new moon, which begins in about two weeks’ time. (some repeat info)
- The council arranges for members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling to risk the lives of volunteers by ordering them to take the ship and its crew by force. As soon as an approaching vessel is spotted, the council expects the characters to perform the actual task of boarding.
- IF you accept the undertaking, the council puts a small fishing boat at your disposal and provides them with any reasonable amount of nonmagical equipment that they feel they require. The boat is large enough to accommodate the entire party plus two. The council also provides the services of two members of the guard to sail the boat for them when needed.
- Here is the Signaling System that Sanbalet told you about that that you partially learned about in the window of the mansion. This will be handy should you try and use it from the mansion should you want to start the next bit from there.
the signaling system utilizes the bullseye lantern to communicate the following messages by combining long and short flashes:
Long–short–short–short: “Is it safe?” (The ship initiates the exchange with this signal.)
Short–long–short–long: “Everything safe.” (The smugglers respond with this signal.)
Long–long–long: “Ready to unload; come to the ship.” (The ship confirms a reply with this signal.)
The arrangement calls for someone aboard the ship to flash the first signal. The shore party replies by flashing the second signal, after which the third signal flashes from the ship. It drops anchor and waits for the arrival of a boat from shore. A small group of smugglers approaches the ship in a rowboat. When it arrives, the ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the operation.
It has been arranged for the first signal to be repeated every 10 minutes for an hour. If the ship gets no response, it is assumed that there is some delay and the Sea Ghost sails away, returning the next night.
The smugglers will drop anchor if the characters send any kind of return signal to the ship — not necessarily the correct one. The crew of the Sea Ghost is accustomed to seeing an improper signal from time to time, because the gang on the shore often operates the lantern clumsily.
So - it seems there are a few potential options that could be next.
I will leave this massive amount of info with you all - let me know what the party thinks the best plan might be given all of this information.
Ash is interested in how she is received by those in town and by the council members in particular (being a Tabaxi). She’ll maintain a pleasant and professional demeanour, greeting people kindly and confidently. She’ll leave most of the discussions to Ben (being new and strange in town herself), for now, but chip in as needed.
Earlier on, she would have accepted a cigarette from Ess, but instead of smoking it she’d sniff it deeply before biting about an eighth off the end, chewing that into her cheek, and stowing the rest for later. (She’ll be sure to spit it out discretely before they go indoors, but she welcomes the clarity it gives everything for the next few moments anyway).
As the party discuss everything with the council she will do a couple of things:
- She’ll try and get a read on each of the council members ((insight check: 9 (passive 11). )).
- And every now and then, while discussing benign facts (like high tide times, and the phases of the moon, etc), she’ll overlay her speech (like she always does with new people) with a little Thieves’ Cant... saying just “We’re - genuinely - here - to - help”, and “Feel - free - to - reach - out - to - me - now - or - later”. She’s not necessarily expecting any response. And anyone who doesn’t know Thieves’ Cant wouldn’t even notice these couple of messages. She makes a point though of checking for any involuntary reactions to these messages too.
((Later on, Ash is happy to sleep wherever in town the boys suggest. She’ll prefer her own room if there is one free at this hour. She would be very keen to share a drink and some food with the rest of the party and unwind if they are still doing food. She’ll also ask if there are bathing facilities in the rooms or if there are shared facilities somewhere in the building she could use. She’ll request plenty of hot water and buy soap if there is any available)).
((Also, I suggest we RP through the next day or two in town in case we find anything else out or get wind of any new jobs etc, but then spin forward to the boat if nothing much comes up))
This post has potentially manipulated dice roll results.
"I am going to level with you Captain, we already had this cleared up when we came to town this morning. When we were watching the house last night to see about the 'ghosts' we put it together and, well, took care of it. They tried to shoot my friend Kay back. No, not the tall skinny one, the one next to him. No look down, that's him. What we didn't know is how far we could trust Sanbalet's, the wizard, story. So I came into town to verify what I could and try to make sure people weren't in on it. That was what that push for documents and information was all about. Sanbalet is also the guy that told us about the Lizardfolk, for whatever that is worth."
He gives wide smile,
"In any case, once I and Ess were confident you and the council weren't in on it and that we could safely turn these four and their ill-gotten gains over we decided to do just that. I had feeling that I could trust you Captain, and I hope that trust wasn't misplaced! You are most welcome to check the mansion for corroboration of our story and I will gladly share whatever information Sanbalet shared with us."
Later...
"I think we can preliminarily accept the job of handling the Sea Ghost for the amount offered plus the boat, excuse me," he looks over at Kay, "Vessel, should we manage to capture it. Any stolen contraband would be returned to its rightful owners. You also don't need to offer up a fishing boat for the mission, we have the smuggler's boat, which we would like to receive as additional compensation. It makes the most sense that we would use that boat in any case, why would we show up in a new boat?"
Persuasion (min of 17) for them letting us keep the little boat: 27
"I guess in the mean time, we have two weeks to burn. Is there any task you need a group of skilled investigators to look at? I have some obligations at Hanna's inn tomorrow, and would prefer to stay near town, but we would entertain job suggestions."
Also insight on the council: 16
((Agree on the roll playing for the next couple of days in game before fast forwarding in case of a job, also Ben has a show to do tomorrow night!))
Ash, the townsfolk would react with a mixture of curiosity and fear. You likely get a good amount of stares as you enter the town. However, the council members do not share the same reaction, similar with when they see the tiefling. It may make them think that you all are in fact a band of travelling adventurers given the tabaxi and tiefling in the group, but they are not put off by you or anything like that.
Ash, these are your insights towards the council members:
Eliander Fireborn - honorable and values law and order and the crown.
Eda Oweland - seems very loyal to the town itself and it's people above anything else.
Gellan Primewater - well spoken, elegant, seems very popular among the town
Manistrad Copperlocks - seems like a very hard worker. She's all about the mines.
Anders Solmor - young, inherited wealth.
Ash, you get no response with your thieves cant. She makes a point though of checking for any involuntary reactions to these messages too. -> Ash please roll a perception check.
((lol "no look down, that's him."))
Ben, the captain responds "BAH! I KNEW IT!" (like he's so smart for figuring it out) "I knew there was more to the story with you folks! Heh Heh Heh! Anyhow, it's still great work what ye all did and I can, no, I will speak for everyone here when I say thank you. These blasted smugglers have been a thorn in my side for years. I am confident with your help we can bring them down completely. And heck I know the townsfolk will be happy to know that damn house isn't haunted. Say, did you happen to come across any riches in there? So many rumors of the old rotten alchemist turning things to gold in there and whatnot, it's what brought folks to the place to begin with. Damn smugglers likely cleaned the place out years ago if there was something in there anyway. Well, I do appreciate your honesty now, even after the fact." he gives a wide smile back. "So yeah, you all find anything in there?"
"I will indeed be checking the mansion, I've got a special team set to head out there at the crack of dawn. Yeh. Sure, go ahead and keep their boat. That's a good idea anyhow."
Yeah let's RP the next few days. There will be at least one event that happens before the 2 weeks is up. Maybe even two.
Ok so I am going to start a new post with more info. I still owe:
- Ben's insights on the council
- Potential jobs for the party from the captain. There are definitely a few!
Questions for you all:
1. will you stay at the inn for the 2-ish weeks? Hanna would give you a deal which I will tell you about if you stay there.
2. Regarding the sea ghost, are you planning to head back to the house in about two weeks and then do the light pattern/communication with the ship from there once it arrives, or are you going to strike it leaving from the town once the guards see it? The thing is, if you are still in town when the guards see the boat, you won't have time to get to the house and will have to use the town's boat. Of course you will not know when the boat comes back. it might even be tomorrow. You've only been told it's set to come back in about 2 weeks. Nothing is certain.
Eliander Fireborn - honorable and values law and order and the crown. Eliander is a faithful servant of the crown. The law must be obeyed, as faithful service and iron discipline are the surest ways to maintain peace and order. He recognizes that Saltmarsh is on the verge of tremendous growth, but he sees the potential risk from hostile outsiders that may come along with this.
Eda Oweland - seems very loyal to the town itself and it's people above anything else. Eda is keenly interested in expanding Saltmarsh’s fishing industry, her sights set on a wild section of the coast where she hopes to build a new dock. She is suspicious of the dwarves’ mining enterprise and doubts it will amount to much. She believes community binds people together and allows them to ride out the fiercest storm.
Gellan Primewater - well spoken, elegant, seems very popular among the town. With his cunning instincts, he has positioned his family to become the most prominent merchants in town. Gellan is the wealthiest man in town, he garners a great deal of popular support from the many feasts, entertainments, and other 'diversions' he supports with expenditures and donations. You sense there could be something more to Mr. Gellan Primewater.
Manistrad Copperlocks - seems like a very hard worker. She's all about the mines. Manistrad is a competent leader, as well as a savvy miner. Manistrad is a woman of few words. She is curt and quick, yet she gives every person who comes before the council a fair accounting. She’s nobody’s fool.
Anders Solmor - young, inherited wealth. Brash and inexperienced. Anders is sunny and optimistic. Likely easily manipulated.
I know it's more information than insights, but thought it might be the best way to do this. If there is a particular council member who one of you might want to privately speak with, let me know.
Some more background info:
The Traditionalists in Play
The traditionalists simply want things to remain the same. If they had their way, the dwarves would go home, the guard would stick to dealing with monsters rather than hassling honest traders, and the crown would go back to dreaming of conquests in the north. The more things change, the more this faction resorts to open protest and resistance.
The Loyalists in Play
The loyalists are focused on two things: ensuring that the dwarven mine is a success, and clamping down on smuggling. The mine is the most precious commodity in the region for this faction, and its members do everything they can to support it.
The Scarlet Brotherhood in Play
The Scarlet Brotherhood is an opportunistic faction. ???????????????
As for jobs during the two weeks (maybe!), these would be the options. Let me know which one(s) you might want to entertain and then I will give you specific details about them.
Carousing - Marshswamp has several taverns that provide plenty of opportunities for adventurers to spend their money on fine food and strong drink. Carousing gives the characters a chance to make contacts in town.
Research - Krag the gravekeeper is always open to recruiting someone to help organize Eliander’s library and take care of things in the graveyard. In return for help with his day job, Krag grants access to the library and can help conduct research. You can learn lore and info about the surrounding areas, and also probably earn money.
General employment - work on a fishing boat, Joining the guard, Mining or other forms of manual labor with the dwarves, Laboring on the docks, loading and unloading ships
Mercenary work - good coin!
Like I said, let me know which one you might want to do and then I will explain them in detail. These are not in-depth quests as well just so you know. Most of them are just a few simple rolls! it's cool how the module did this part. I feel you will have time for 2 activities which would take the 2 weeks (should the ship take that long to come back).
Also, once you all respond to these 2 large posts, then I will close up this in-game night (it'll be about 12:30am in the morning after the meeting) and then you will head to the inn and I will make that post with details once we get there. (Ash had questions/details about the room, etc.)
I am thinking also that the council will take care of your rooms at the inn while you're staying here waiting for the ship as well as meals. Just not booze :) They will make the appropriate arrangements with Hanna.
"Trying to think of a way to use that second boat. If it's dark enough, I may be able to hide our approach, might be able to get them to send their boat in to shore if it looks like Sanbalet's boat is having some sort of problem that they can't get into the water, while we make it to the ship in the borrowed boat. Take out those on the ship real quick and quiet like, before the other boat of folks return?"
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
((OOC: Idea about staying in town and going for the boat)):-
So it sounds like when the boat comes, it flashes lights at the house and heads off to return the next day if it gets no response. So Ash would suggest that they stay in the inn, wait for the guards/patrols to report seeing the boat, then they head to the house ASAP and stake it out ready for the next day.
Ash has a strong preference for ‘carousing’ and and mild preference for ‘research’, out of the jobs on offer, although she could easily be swayed too, into other activities... :-)
At some point, she’d also be keen to dig into her background (spy/criminal) feature, ‘Criminal Contact’ (or at least start to put a few feelers out):
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
((Do the barrels, silk, bodies fit in the bag of holding? Would certainly make the carrying them upstairs bit a LOT easier.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((@Spider, I think so? The bolts of silk probably aren't bigger than the mouth of the bag and the casks can't be that big if they only are worth 10 gold, right? I looked up cask sizes and I'm doubting things. That is some low grade brady if they are the big casks!
@Grwobert, yep except that it would be fine for them to send someone to check out the place to confirm the story!))
Ben, Ess would respond "Yer right. They'd ask way more questions if we told 'em the truth! That scroll was just weird and dude I don't want to be having to answer any questions about it either. Yeah. Sure. We found a scroll buried on a beach protected by crocs riddling us to come to Marshswamp, to that house. Yeah. Right. ha ha ha! Ok man... cool, that sounds good. You can do the talking."
starting a new post because I am fighting with the formatting in this one. grr!
I also checked out the cask size, and given the 2ft mouth diameter and 4ft depth it would hold the cask. So it could be used for sure to bring the casks/bolts/bodies (LOL) upstairs, probably one cask at a time since it only holds 500lbs, but maybe a few bodies at a time.
((OOC: Just want to check, is it: eat, finish the grave, bundle everything into the waggon and bag of holding, walk the prisoners back to town, hand them in with most of the goods (keeping 3x barrels and 1x silk). Tell them our story, tell them not to mess with the house/cave because we have a plan about the boat... is that it? ... and then: local heroes!!
Perfect! Ok, it will be around 9pm when you get to town. Council is not in session, most of them have retired for the evening, although there might be one or two that could be available.
Where exactly will you go with the carriage loaded with everything? I think the options would be:
- Captain Eliander's house (he will be at home) #4
- The town jail (the jailer is there who you haven't met yet) #2
- Council hall (Eda Oweland will be there, this is a councilor who talked to you when you had the meeting earlier in the day) #14
Let me know which one and let me know how you might RP the initial bringing in of the prisoners and the goods etc. to whichever option you choose. Or feel free to do something totally different.
Then I will RP back with the response from the given selection that you make.
((regarding using the lantern to signal the ship, Sanbalet would've told you all of that with the previous rolls from in the cavern which I will explain more about once this next meeting happens. That is when all of that will likely be discussed.))
Ben would direct them to Captain Eliander place. Once there he will have everyone place some of the smuggled loot out before lining up the smugglers behind it, bound up.
Once that is arranged he walk over a give a knock on the door. Upon Eliander opening Ben will give a flourish back towards the smugglers and loot,
"Sorry it took me so long! There were more than we expected! Only managed to capture four of them the rest, well, they didn't make it."
He gestures to Sanbalet,
"That one is a wizard and the ringleader here onshore. They were hold up at that 'haunted' mansion. Honestly, I'm surprised that wasn't the first place you'd look for smugglers! My companions and I put it together almost immediately. What do we do with the recovered goods and them? Does Marshswamp have a jail?"
Ash will try to keep a medium-to-low profile, entering the town: hood up but face showing, hands and feet showing, and tail. She’s not drawing attention to herself, but not overly hiding that she’s a Tabaxi.
She will gather towards the back of the party when they knock the door, but wear a proud Cheshire Cat grin, and maybe offer a polite ‘half-curtsy-half-bow’ as Ben presents the loot and prisoners.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
((Bandits blindfolded, turn them over first, then handle the return of goods once they are in custody.))
Korrik's leaning casually against the wagon, lighting up a smoke and offering one to Ess. Just playing it cool and casual, as if foiling smuggling rings is just another Tuesday. He raises an eyebrow and jiggles the pack at Ash if she'd like one.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
I need to get the response together to make this next bit as realistic as possible! Ben and Ess were just talking to the captain and council members about this, and now the same night they are bringing in some smugglers and some stolen goods.
Captain's going to be curious to say the least, guys!
Stay tuned. Likely won't be until tomorrow :(
((We're just THAT good.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
haha!
Remind me, does Ben always get a minimum of 17 on any CHA checks?
((Nope, just persuasion and deception, the king and queen of the charisma rolls. Performance, the prince, would have been nice, but alas no.))
Alright - I think deception is the one that is going to be the most at play here, and with the minimum of 17, I think this entire thing goes over relatively smoothly.
I've been thinking about this interaction in my mind over the past day or two to get it to make sense. Here's how I reconcile it. I think given Ben's cool demeanor, that minimum 17 roll taking care of any potential white lies he needs to make when the council members question you about all of this, the fact that you're returning a bunch of the town's stolen goods, the fact that you're also bringing in culprits AND have info about their entire operation will trump the strangeness that Ben and Ess were here just this afternoon asking about this.
That being said... they definitely think it is odd how all of this went down and now seeing the 4 of you all together they might be thinking you're some type of spy/adventurers or perhaps bounty hunters or some other type of adventuring group.
Bottom line is that they all think this is super weird how this all went down, but are going with it because you've been such a great help to the town and seem like you want to continue to do so with taking out the entire operation. This may or may not come up again though depending on how the game plays out. This is all meta of course!
Ess takes a smoke from Kay and leans on the carriage as well, not saying anything but nodding at the captain when they make eye contact since he met him earlier that day. Ess is going to nudge Ash getting her attention so she can respond if she wants a smoke. (lol picturing a tabaxi smoking LOL)
Ben, Eliander is stunned to see you and the others with the carriage. He's not dressed. "BEN! What the BLAZES! By the gods! Alright. Give me some time. We'll take these scum to the jail and then I'll call an emergency meeting at the hall. As for the goods, I will get some hands to take it away. We will settle the payouts at the meeting, don't worry." he says as he anticipates you asking for the payment.
Eliander would advise one of his understudies to go get/wake up all of the council members at their homes and tell them that an emergency meeting is happening and to meet at the council hall. He'd also have some of them take away the stolen goods likely to a safe warehouse by the docks. He'd then take you all to the town jail. #2 on the map. Ben, Ess and Kay drove by it when they entered the town for the first time!
Jail Flavor ->
Built on a low hill, the Marshswamp barracks are also its jail. It is one of the few structures in Marshswamp with an underground level. The jailer, Kraddok Stonehorn (I've added him to the NPC tab) is an old comrade of Eliander.
The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers, and other troublemakers who need to cool off for a few nights. The lock is high quality, and the door is built of stout wood with a small window to allow guards to check in on their charges.
A side passage holds six individual cells with higher-quality locks and solid doors that lack windows. One cell was long ago warded against both teleportation and divination magic. Spellcasters are kept here, blindfolded and manacled. Occasionally Eliander uses this cell to conduct meetings that require the utmost secrecy.
The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are transferred to the prison at Seaton, a larger, heavily fortified port to the south.
There are 7 guards outside the jail, even at this hour.
Sanbalet and the other goons try and mumble and sulk their way out of all of it, but there's not even a roll that can get them out of this situation. All the evidence is there. For some flavor, once this is all proven, Sanbalet and the others will get 14 years of imprisonment and will likely be sent to Seaton, the provincial capital located south of Marshswamp. (Marshswamp Region tab)
After that, the emergency town council meeting starts at 10:30pm and probably lasts until close to midnight.
I've added the other council members who would've been at this meeting to the NPC tab as well as their faction. Info about factions is on 'Marshswamp Overview' tab. Both the traditionalist and loyalist council members are concerned about the smuggling ring, although it is the loyalists that would be leading the charge with the plan and who would be working with the party to take out the smuggling ring. As far as the Scarlet Brotherhood council member, you don't know that he is part of that organization, nor does anyone else for that matter. For all you know, he is just a regular person on council. All of this is all just simply some flavor and totally meta and more just to give more flavor for the Marshswamp setting and all of the players in the town as a whole as we get deeper into this.
I can tell you that none of the council members are involved in this particular smuggling ring if you were wondering.
Anyhow, during this meeting, they'd send some scouts to confirm your findings at the house. The captain would seem a bit embarrassed and say "BY THE GODS. I always knew that dump of a mansion was not haunted. I don't even believe in that nonsense." Some of the other councilmembers probably roll their eyes at the captain. Everyone in the town has heard the rumors of that house and no one has had the guts to go. Manistrad Copperlocks speaks up "Never mind him. Heck I'll even admit I thought the place was haunted. I suppose it took an outsider with a fresh set of eyes to figure this all out, yeah? You've all done this town an honorable service and the council thanks you."
Ok - the next hour or so would be the council telling you their thoughts on the potential next steps and I will also lay out the specific details that you obtained from Sanbalet before he was thrown in the slammer. These are those details:
- They would pay you the 200gp they told you about for uncovering this smuggling ring and returning some stolen goods. They will re-offer you the 400gp for continuing on with completely taking out the gang. They said they will pay you more (undisclosed amount) depending on what you also bring back. None of this will be in writing.
- So the council is asking you to take the fight to this gang. You are new to the city, very oddly came asking about the happenings in the city, and then come back with the thing cracked wide open. They sense something might be up with you all, but they are letting this ride for now anyway. You seem eager to do this work, so they are letting you have at it even though you seem a bit strange. Meta, but they are using you just as much as you might be using them for riches etc.
- The party and the council reasons that the smugglers on the vessel are, as yet, unaware of the capture or death of their land-based colleagues, and a return visit by them might well be expected. Since the last consignment was offloaded only a short while ago, another one is not expected for some time — perhaps during the next new moon, which begins in about two weeks’ time. (some repeat info)
- The council arranges for members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling to risk the lives of volunteers by ordering them to take the ship and its crew by force. As soon as an approaching vessel is spotted, the council expects the characters to perform the actual task of boarding.
- IF you accept the undertaking, the council puts a small fishing boat at your disposal and provides them with any reasonable amount of nonmagical equipment that they feel they require. The boat is large enough to accommodate the entire party plus two. The council also provides the services of two members of the guard to sail the boat for them when needed.
- Here is the Signaling System that Sanbalet told you about that that you partially learned about in the window of the mansion. This will be handy should you try and use it from the mansion should you want to start the next bit from there.
the signaling system utilizes the bullseye lantern to communicate the following messages by combining long and short flashes:
Long–short–short–short: “Is it safe?” (The ship initiates the exchange with this signal.)
Short–long–short–long: “Everything safe.” (The smugglers respond with this signal.)
Long–long–long: “Ready to unload; come to the ship.” (The ship confirms a reply with this signal.)
The arrangement calls for someone aboard the ship to flash the first signal. The shore party replies by flashing the second signal, after which the third signal flashes from the ship. It drops anchor and waits for the arrival of a boat from shore. A small group of smugglers approaches the ship in a rowboat. When it arrives, the ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the operation.
It has been arranged for the first signal to be repeated every 10 minutes for an hour. If the ship gets no response, it is assumed that there is some delay and the Sea Ghost sails away, returning the next night.
The smugglers will drop anchor if the characters send any kind of return signal to the ship — not necessarily the correct one. The crew of the Sea Ghost is accustomed to seeing an improper signal from time to time, because the gang on the shore often operates the lantern clumsily.
So - it seems there are a few potential options that could be next.
I will leave this massive amount of info with you all - let me know what the party thinks the best plan might be given all of this information.
Ash is interested in how she is received by those in town and by the council members in particular (being a Tabaxi). She’ll maintain a pleasant and professional demeanour, greeting people kindly and confidently. She’ll leave most of the discussions to Ben (being new and strange in town herself), for now, but chip in as needed.
Earlier on, she would have accepted a cigarette from Ess, but instead of smoking it she’d sniff it deeply before biting about an eighth off the end, chewing that into her cheek, and stowing the rest for later. (She’ll be sure to spit it out discretely before they go indoors, but she welcomes the clarity it gives everything for the next few moments anyway).
As the party discuss everything with the council she will do a couple of things:
- She’ll try and get a read on each of the council members ((insight check: 9 (passive 11). )).
- And every now and then, while discussing benign facts (like high tide times, and the phases of the moon, etc), she’ll overlay her speech (like she always does with new people) with a little Thieves’ Cant... saying just “We’re - genuinely - here - to - help”, and “Feel - free - to - reach - out - to - me - now - or - later”. She’s not necessarily expecting any response. And anyone who doesn’t know Thieves’ Cant wouldn’t even notice these couple of messages. She makes a point though of checking for any involuntary reactions to these messages too.
((Later on, Ash is happy to sleep wherever in town the boys suggest. She’ll prefer her own room if there is one free at this hour. She would be very keen to share a drink and some food with the rest of the party and unwind if they are still doing food. She’ll also ask if there are bathing facilities in the rooms or if there are shared facilities somewhere in the building she could use. She’ll request plenty of hot water and buy soap if there is any available)).
((Also, I suggest we RP through the next day or two in town in case we find anything else out or get wind of any new jobs etc, but then spin forward to the boat if nothing much comes up))
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
"I am going to level with you Captain, we already had this cleared up when we came to town this morning. When we were watching the house last night to see about the 'ghosts' we put it together and, well, took care of it. They tried to shoot my friend Kay back. No, not the tall skinny one, the one next to him. No look down, that's him. What we didn't know is how far we could trust Sanbalet's, the wizard, story. So I came into town to verify what I could and try to make sure people weren't in on it. That was what that push for documents and information was all about. Sanbalet is also the guy that told us about the Lizardfolk, for whatever that is worth."
He gives wide smile,
"In any case, once I and Ess were confident you and the council weren't in on it and that we could safely turn these four and their ill-gotten gains over we decided to do just that. I had feeling that I could trust you Captain, and I hope that trust wasn't misplaced! You are most welcome to check the mansion for corroboration of our story and I will gladly share whatever information Sanbalet shared with us."
Later...
"I think we can preliminarily accept the job of handling the Sea Ghost for the amount offered plus the boat, excuse me," he looks over at Kay, "Vessel, should we manage to capture it. Any stolen contraband would be returned to its rightful owners. You also don't need to offer up a fishing boat for the mission, we have the smuggler's boat, which we would like to receive as additional compensation. It makes the most sense that we would use that boat in any case, why would we show up in a new boat?"
Persuasion (min of 17) for them letting us keep the little boat: 27
"I guess in the mean time, we have two weeks to burn. Is there any task you need a group of skilled investigators to look at? I have some obligations at Hanna's inn tomorrow, and would prefer to stay near town, but we would entertain job suggestions."
Also insight on the council: 16
((Agree on the roll playing for the next couple of days in game before fast forwarding in case of a job, also Ben has a show to do tomorrow night!))
Ash, the townsfolk would react with a mixture of curiosity and fear. You likely get a good amount of stares as you enter the town. However, the council members do not share the same reaction, similar with when they see the tiefling. It may make them think that you all are in fact a band of travelling adventurers given the tabaxi and tiefling in the group, but they are not put off by you or anything like that.
Ash, these are your insights towards the council members:
Eliander Fireborn - honorable and values law and order and the crown.
Eda Oweland - seems very loyal to the town itself and it's people above anything else.
Gellan Primewater - well spoken, elegant, seems very popular among the town
Manistrad Copperlocks - seems like a very hard worker. She's all about the mines.
Anders Solmor - young, inherited wealth.
Ash, you get no response with your thieves cant. She makes a point though of checking for any involuntary reactions to these messages too. -> Ash please roll a perception check.
((lol "no look down, that's him."))
Ben, the captain responds "BAH! I KNEW IT!" (like he's so smart for figuring it out) "I knew there was more to the story with you folks! Heh Heh Heh! Anyhow, it's still great work what ye all did and I can, no, I will speak for everyone here when I say thank you. These blasted smugglers have been a thorn in my side for years. I am confident with your help we can bring them down completely. And heck I know the townsfolk will be happy to know that damn house isn't haunted. Say, did you happen to come across any riches in there? So many rumors of the old rotten alchemist turning things to gold in there and whatnot, it's what brought folks to the place to begin with. Damn smugglers likely cleaned the place out years ago if there was something in there anyway. Well, I do appreciate your honesty now, even after the fact." he gives a wide smile back. "So yeah, you all find anything in there?"
"I will indeed be checking the mansion, I've got a special team set to head out there at the crack of dawn. Yeh. Sure, go ahead and keep their boat. That's a good idea anyhow."
Yeah let's RP the next few days. There will be at least one event that happens before the 2 weeks is up. Maybe even two.
Ok so I am going to start a new post with more info. I still owe:
- Ben's insights on the council
- Potential jobs for the party from the captain. There are definitely a few!
Questions for you all:
1. will you stay at the inn for the 2-ish weeks? Hanna would give you a deal which I will tell you about if you stay there.
2. Regarding the sea ghost, are you planning to head back to the house in about two weeks and then do the light pattern/communication with the ship from there once it arrives, or are you going to strike it leaving from the town once the guards see it? The thing is, if you are still in town when the guards see the boat, you won't have time to get to the house and will have to use the town's boat. Of course you will not know when the boat comes back. it might even be tomorrow. You've only been told it's set to come back in about 2 weeks. Nothing is certain.
Ok, here's the rest of what I owe:
Ben's insights:
Eliander Fireborn - honorable and values law and order and the crown. Eliander is a faithful servant of the crown. The law must be obeyed, as faithful service and iron discipline are the surest ways to maintain peace and order. He recognizes that Saltmarsh is on the verge of tremendous growth, but he sees the potential risk from hostile outsiders that may come along with this.
Eda Oweland - seems very loyal to the town itself and it's people above anything else. Eda is keenly interested in expanding Saltmarsh’s fishing industry, her sights set on a wild section of the coast where she hopes to build a new dock. She is suspicious of the dwarves’ mining enterprise and doubts it will amount to much. She believes community binds people together and allows them to ride out the fiercest storm.
Gellan Primewater - well spoken, elegant, seems very popular among the town. With his cunning instincts, he has positioned his family to become the most prominent merchants in town. Gellan is the wealthiest man in town, he garners a great deal of popular support from the many feasts, entertainments, and other 'diversions' he supports with expenditures and donations. You sense there could be something more to Mr. Gellan Primewater.
Manistrad Copperlocks - seems like a very hard worker. She's all about the mines. Manistrad is a competent leader, as well as a savvy miner. Manistrad is a woman of few words. She is curt and quick, yet she gives every person who comes before the council a fair accounting. She’s nobody’s fool.
Anders Solmor - young, inherited wealth. Brash and inexperienced. Anders is sunny and optimistic. Likely easily manipulated.
I know it's more information than insights, but thought it might be the best way to do this. If there is a particular council member who one of you might want to privately speak with, let me know.
Some more background info:
The Traditionalists in Play
The traditionalists simply want things to remain the same. If they had their way, the dwarves would go home, the guard would stick to dealing with monsters rather than hassling honest traders, and the crown would go back to dreaming of conquests in the north. The more things change, the more this faction resorts to open protest and resistance.
The Loyalists in Play
The loyalists are focused on two things: ensuring that the dwarven mine is a success, and clamping down on smuggling. The mine is the most precious commodity in the region for this faction, and its members do everything they can to support it.
The Scarlet Brotherhood in Play
The Scarlet Brotherhood is an opportunistic faction. ???????????????
As for jobs during the two weeks (maybe!), these would be the options. Let me know which one(s) you might want to entertain and then I will give you specific details about them.
Carousing - Marshswamp has several taverns that provide plenty of opportunities for adventurers to spend their money on fine food and strong drink. Carousing gives the characters a chance to make contacts in town.
Research - Krag the gravekeeper is always open to recruiting someone to help organize Eliander’s library and take care of things in the graveyard. In return for help with his day job, Krag grants access to the library and can help conduct research. You can learn lore and info about the surrounding areas, and also probably earn money.
General employment - work on a fishing boat, Joining the guard, Mining or other forms of manual labor with the dwarves, Laboring on the docks, loading and unloading ships
Mercenary work - good coin!
Like I said, let me know which one you might want to do and then I will explain them in detail. These are not in-depth quests as well just so you know. Most of them are just a few simple rolls! it's cool how the module did this part. I feel you will have time for 2 activities which would take the 2 weeks (should the ship take that long to come back).
Also, once you all respond to these 2 large posts, then I will close up this in-game night (it'll be about 12:30am in the morning after the meeting) and then you will head to the inn and I will make that post with details once we get there. (Ash had questions/details about the room, etc.)
I am thinking also that the council will take care of your rooms at the inn while you're staying here waiting for the ship as well as meals. Just not booze :) They will make the appropriate arrangements with Hanna.
Let me know if I missed anything!
When it is just the four of them.
"Trying to think of a way to use that second boat. If it's dark enough, I may be able to hide our approach, might be able to get them to send their boat in to shore if it looks like Sanbalet's boat is having some sort of problem that they can't get into the water, while we make it to the ship in the borrowed boat. Take out those on the ship real quick and quiet like, before the other boat of folks return?"
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Perception check (for any involuntary reactions from the council to Ash’s Thieves’ Cant messages): 18 (passive 15)
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
((OOC: Idea about staying in town and going for the boat)):-
So it sounds like when the boat comes, it flashes lights at the house and heads off to return the next day if it gets no response. So Ash would suggest that they stay in the inn, wait for the guards/patrols to report seeing the boat, then they head to the house ASAP and stake it out ready for the next day.
Would that work?
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Ash has a strong preference for ‘carousing’ and and mild preference for ‘research’, out of the jobs on offer, although she could easily be swayed too, into other activities... :-)
At some point, she’d also be keen to dig into her background (spy/criminal) feature, ‘Criminal Contact’ (or at least start to put a few feelers out):
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss