This post has potentially manipulated dice roll results.
GHOSTS OF SALTMARSH
Welcome to the forum thread for our Ghosts of Saltmarsh campaign. I will continue to update the first post with any campaign specific rules and references as needed. The game itself will start in the following post. For administrative matters, I have gone ahead and stolen a bunch of Josh's rules of conduct and examples from the previous campaign.
Play by Post Rules:
While this is not meant to overly consume our lives, please try to post once every other day. If we are in combat I reserve the right to end any player's round if we have been waiting an excessive amount of time for them to act.
As the Dungeon Master, I will handle initiative rolls, group rolls, and saving throws, while also tracking passive skills.
In combat there will be a single initiative roll for all player characters, and a single initiative roll for each group of non-player characters. If a characters action would be rendered meaningless due to the actions of another character, at my discretion that player may have an opportunity to change their action.
When you make an attack roll, or take any actions that may allow you to roll multiple sets of dice (such as spells), go ahead and conduct all of the rolls in case the attack hits or the spell isn't saved.
Let's all try to add some creativity to our posts. End of the day it is about having fun and creating an environment where the the entire group enjoys the experience.
Post Formats:
Speech in bold, pick a color for your character.
Gnippen shouts to the Guard, "We have rights, you can't just leave us in here to rot!"
Chosen Colors:
Caspia Aspergina
Khelnes Bahlnurath (no longer in use)
Angus McTavin (no longer in use, now a DMPC)
Gulin Runehammer
Reynnar Eversharp
Any Dungeon Master Player Characters (DMPC)
<If your speech is not in common (e.g. speaking in Elvish or another language) use greater/less than brackets.>
To avoid their jailer from eavesdropping, Gnippen speaks to Tim in Gnomish, <As soon as the guard goes on break, try to use your mage hand to grab the key>
Call out the type of rolls in bold italics, use the forum dice roller for the numbers, the forum will automatically color the number.
Attack: 18 Damage: 8
Out of character text in italics.
How will we ever escape this jail, does anyone have any ideas?
Use a spoiler tag for things that are not apparent to all characters, such as whispers or the results of a knowledge or perception skill. Combine the other above formatting as needed. Feel free to read each other's spoiler information, just make sure that your in game character choices reflect not have that knowledge.
Tim, from his shared cell with Gnippen, looks towardshis adventuring compatriots who are being held in the cell across the hall next to the Guard. Glancing back over to Gnippen, Tim whispers,
"The guard hasn't moved in hours, but I'll make a distraction... prepare to move when the Guard does. I'd try to warn our friends across the hall, but I'm afraid the Guard would overhear it!
Sunday Morning, Goodmonth 8th, 591 Common Year (CY)
Chapter 1: Saltmarsh
Saltmarsh, a small fishing village tucked away on the southern coast of the Kingdowm of Keoland. Several generations in the past Keoland was once a formidable military power. Its superior cavalry and bold knights expanded the kingdom's borders north. Each successful campaign increased both the kingdom's wealth and power, and drew the kingdom's attention even farther north. The southern coastal regions of Keoland remained an undeveloped backwater. The inhabitants of towns such as Saltmarsh kept to fishing, content on maintaining a low profile.
Due to the kingdom's neglect, piracy and banditry to flourished across the Azure Sea. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose confederacy known as the Hold of the Sea Princes. Over the years, the Hold of the Sea Princes have conducted increased raids on Saltmarsh and its neighboring towns, pillaging d the coast for more slaves to support their growing realm. Saltmarsh suffered heavily--the memories of those times loom heavily over the area, and the local's hatred of the Sea Princes runs deep.
In time, Keoland's victories in the north gave way to a string of defeats. With his enemies closing in, King Kimbertos Skotti returned his attention to his own holdings. Looking to the south the King saw unchecked banditry and a rising pirate nation, and as a result, struck peace treaties with its former foes to the north.
King Skotti has decreed that the pirates must be put down, the sea lanes secured, and trade cultivated. If Keoland cannot proposer as a military force, it must grow mightier as a center of trade.
Saltmarsh is entering a new phase of its life as it reacts to the king's plans. The crown's agents want to expand the village's port and make it a prime location for trade with the world beyond. A band of dwarves looking for precious metals--and bearing a decree from the king himself--have arrived and begun to excavate the hills and seaside cliffs near town. The mine stands to become a major factor in the village's prosperity.
Not all of Saltmarsh's residents feel the same way about the recent developments in and around their community. Although the recent changes stand to bring a new prosperity to the area, many locals don't want to see their home changed.
Gulin Runehammer:
Your journey towards Saltmarsh has been rather uneventful. The high summer made travel down the forest road to Gradsul rather pleasant. From there, you along with a small band of six dwarven miners, booked passage on the White Breaker, an unremarkable Sailing Ship. The other dwarves, members of the Copperlocks clan, had chartered the White Breaker to drop them off at their clan's mine just two leagues east of Saltmarsh.
The Azure Sea was surprisingly calm during the voyage. This may be party attributed to the White Breaker declining to venture further than eyesight from the southern shores of Keoland. Your fellow dwarves, unnerved by the sight of the vast openness of the Azure Sea to the south, stayed belowdecks and mostly kept to themselves.
After a few days on the water you awake to the light from the morning sun shining through the starboard portholes. You can hear reverberations of bells and the sailors laboring above you. Moments later you hear footsteps coming down from the main deck into the hold where you along with the other dwarves have been resting on cots. One of the crew, a scraggly teenage human with small thin patches of blond facial hair announces, "We have dropped anchor and will be sending our pair of Rowboats ashore to the Copperlock mine. If this is your stop please disembark. Otherwise we will arrive at Saltmarsh in the late morning."
The six dwarven miners look visibly relieved, and stir from their cots to start collecting their equipment. Noria, the informal leader of the small Copperlocks traveling band, looks much more pale than you remember. She exclaims, "Thank Moradin, it is about time we got back on solid ground! Another day of this ocean surely would have claimed my life!" Looking over to you she asks, "Will you be joining us Gulin? If not I'm sure we will run into each other sometime in the local taverns. If you are still heading to Saltmarsh and ever desire the company of your own kind, our mining company has established a small headquarters there."
"Aye, I'll be coming ashore with you. The Master of Mining asked me to help with repairing some of your equipment before I proceeded into Saltmarsh proper. I will see you on the topdeck shortly."
He returns to his bunk, gathering his equipment. Meticulously, he lays out his scale armor, a hauberk made of burnished steel with angular overlapping scales and solid guantlets, pauldrons, and heavy leather boots. He had not felt comfortable wearing the armor while on the ocean, he would already sink like a rock without adding an extra fifty pounds of metal to his person. Donning his travel clothes (a simple linen shirt and dark gray trousers) and the padded gray gambeson first, Gulin then slides on the armor and straps everything in place. To his belt, he attaches a tome by its holding ring, checking the iron bands to make sure they are secure, as well as a six-inch long belt pouch. He clasps his navy blue hooded cloak around his chest and shoulders, and checks that his smithy tools and other gear are secure in his bag. Finally, he grabs his heavy warhammer, quickly blowing out some dust from the engraved dwarven scripts that line the side of the angular head. He sees his reflection in the polished hammerhead - red beard in its three braids, bound by iron bands; ruddy complexion; sharp hazel eyes; red hair tied back.
He heads to the topdeck, first looking upward in the sky. He gives a smile as he sees a hawk gliding on the sea breeze, enjoying the swift air currents. He then looks around to the rest of the ship, both for the rowboats and the Captain.
This post has potentially manipulated dice roll results.
Gulin Runehammer:
"Gently! Gently you idiots! If you keep bashing the rowboat it will likely spring a leak! I'll take the cost of repairing the dinghys out of your wages and hide!" Captain Ramses yells towards the group of sailors working a winch and crane. With a loud splash the second rowboat settles on top of the water, roughly bumping against the hull of the White Breaker. A rope ladder is promptly unfurled and two sailors climb down to man the oars.
Next to Noria you silently watch from the White Breaker as half of the dwarven miners are rowed ashore. Captain Ramses comes by to make small talk with you and the remaining dwarves, he remarks on the abnormally good sailing weather and thanks you for your patronage. All traces of sour language seem to be gone when he converses with his guests. About fifteen minutes later the rowboats return. Noria and a miner climb down the rope ladder and board the first rowboat. It is then your turn along with the final miner to board the second rowboat. As you finish descending the rope ladder you gladly grab the outreached hand of the sailor in the rowboat attempting to ensure that you safely board.
The sailor uses an oar to push away from the side of the White Breaker, then places the oar back into the handle and sets off towards the shore. Less than fifty feet from the shore you are startled to hear the loud and violent ringing of the White Breaker's main signal bell.
You glance back and forth across the horizon, but you do not notice anything out of the ordinary. Suddenly, you hear Noria's voice scream from the other boat, "Get down! Quick!" Before you are able to react, a gust of wind knocks you against the bottom of the rowboat. The rowboat brutally careens to the port side, then begins rocking back and forth. You hear an ear-piercing screech. If it were not for the unnatural volume behind the sound you would have guessed that it could have come from a human.
As you scramble to sit back up-right in the boat, you see a monstrous bird-like creature circling in the air off your port side. The creature is truly bizarre. While the body and wings resemble a giant bird of prey, on top of the beasts wings sits a stag-like head with sharp antlers. Blood drips from the beasts claws. Below the beast visible in the surf lies the body of the sailor who kindly was rowing you ashore. Even from here you can see the giant gash running from the sailor's head, through his keck, and ending at his upper chest. There is a rapidly expanding cloud of blood in the water.
This post has potentially manipulated dice roll results.
Gulin sputters, face and beard soaked from the splash of seawater as the rowboat gets violently rocked. He bellows to the other boat, "SHORE! GET TO THE SHORE!" and turning to the miner on his small vessel, "Prepare yourself for another attack, keep it off us if you can!"
He slams into the rower's seat, grabbing the oars and pulling with the best of his ability. He glances over as he gets the boat moving again, trying to figure out what this abomination of a creature actually is.
It is dark. You hear the screaming voices of your friends echo from above you, however, you are unable to make out exactly what is happening. A flash of lightning briefly illuminates the area. You have been tossed overboard and are treading water right alongside the Grinning Merfolk. The hull of your massive Galley loudly creaks but it appears to be dead in the water. Before you can decide what to do next an intense wave of heat overcomes your entire body. The pain is incredibly severe. You immediately black out.
You are being dragged by your feet across land. Gravel and sand scratch at your arms. The wind howls and rain continues to pour across your body. You are soaked to the bone. As your body is being towed you hear the scratching sound of your armor being dragged across something sharp and hard. Moments later your un-helmed head bangs against a damp rock, the world goes dark once again.
Sunday Morning, Goodmonth 8th, 591 CY
Angus McTavin:
Three months ago the privateer Warship upon which you served--Gale of the Giants--docked in Saltmarsh to take on supplies. A day later when Gale of the Giants set sail, the ship was short one crew member.
For your own reasons, be it discovering a god, wanting a fairer shair of the gold, or merely just attempting to turn a new page in life, you stayed behind in the Saltmarsh. Your days have been spent in mostly silent contemplation at Saltmarsh’s Temple of Procan. In the evenings you have indulged in many of your past vices at the local drinking establishments, quickly building a reputation in the town as someone to be avoided.
The temple’s elderly one-legged leader, Wellgar Brinehanded, has had little use for your presence. However, you have received occasional help regarding the study of the divine from the roughly half-dozen novitiates laboring within the temple. You have discovered that many of the teachings have had similarities and applications to the martial arts that served you well during your privateering stint. Though ultimately you are unsure whether this religion is just what you needed to start your new life or just a bunch of hypocritical gibberish.
Five nights ago a terrible storm rolled through Saltmarsh. From your studies you have learned legends concerning such tempestuous weather representing the primordial embodiment of Procan. You practiced your divine martial arts on the beach while the wind howled and lightning danced across the dark Azure Sea. As the night grew darker the rumbling waves began to deposit large objects and debris scattered across the beach. Among the flotsam you found a badly charred plank of wood bearing the letters “inning Merfol” and an unconscious female Triton barely clinging to life. You dragged the Triton across the rainy beach and back to your small cabin. Over the last few days a local herbalist has been tending to the Triton. Unfortunately the ministrations have come with a steep monetary cost and you now find yourself running out of money.
If your luck doesn’t change you will need to seek out work, be it honest or otherwise. You stir a pot of soup over the fire as these thoughts mull within your mind. From the corner of the room you hear sounds of the Triton finally attaining consciousness.
Caspia Aspergina:
You awake in a tiny hut. A human male figure is bent over a fire, cooking. Your numb body is covered in blankets. Your hands reach up to your head and discover a fresh set of bandages. A million thoughts race through your mind. How did you get here? What happened? Where are your friends?
I try to sit up, but pain and dizziness keep me lying down. My memory is murky, but I remember my friends screaming. I have to find out what happened to them. I look at the human male, hoping he has answers.
Giving the thin soup one last stir, I stand and turn to the Triton female.
"You are in my house, just outside of a town that goes by the name Saltmarsh. I found you on the shore, amongst what I assume were the remains of your ship... what was it's name again... something Merfol. Besides me, you were the only other thing alive on the beach after that storm."
I return to the bubbling pot, before ladling half into a small wooden bowl and handing it to the Triton.
"I fear it is not much, but the medicine man who has been caring for you has left me an even poorer bastard than I was before"
I pick up the wooden cup on the little table before trying to take a drink, and realising it is empty.
"I guess it's just the stew for me too..." I mutter to myself
It has been four years since you last set foot in the Azure Sea. Following a harrowing incident in the ocean with a powerful and ancient aquatic entity you vowed to yourself never to return to the realm of your ancestral home.
For the last four years you have been living out of a small cave on a hill overlooking the Azure Sea, occasionally entering the nearby town of Saltmarsh to obtain odds and ends. While your life has drastically changed, not everything is bad. It was during one of your inland adventures that you came across the Ki-rin with whom you have forged your pact--to look after the needy and protect the weak, hoping that none shall ever befall the same circumstances from which you have suffered.
Over the years you have made a life for yourself and brought a little light into a section of normally dreary coast, helping the occasional needy passerby and providing general directions to the intermittent adventurers. You do however resent the Copperlocks for setting up their mine within eyesight of your cave. While they have not impeded your way of life, the five massive guard towers and sturdy stone gate are a blight upon your beautiful land.
Five nights ago you cowered in your cave as a particularly nasty storm raged overhead. Since then the weather has been uncharacteristically calm with nothing but clear cloudless skies overhead. Over these last few days you have spotted beasts flying overhead but you have continued to avoid their wrath by sticking within your cave.
It is now mid-morning. Like most of your days in the cave, you have been lounging around and haven't really accomplished anything. Not that there is anything wrong with that, you chose this lifestyle for a reason. Suddenly, your daydream is interrupted by an unnaturally loud shriek. Quickly peering out of your cave you catch sight of a monstrous bird with the head of an antlered deer dive down upon a small rowboat. You see the beast's talons dig into an unfortunate sailor as gore scatters across the water. The beast drags the sailor a few feet away from the boat, drops his quarry into the water, and circles around on another pass towards the seemingly helpless rowboats. These events are unfolding barely 100 feet away from the entrance to your cave.
As you stand there attempting to decide whether or not to intervene you feel a warm sensation overcome your body as the Ki-rin's divine magic flows through you.
This post has potentially manipulated dice roll results.
Gulin Runehammer:
Looking up at the beast Gulin recognizes the monstrosity as a Peryton. This bizarre creature prefers to feast upon unsuspecting humanoids, particularly fancying humans. According to legend Perytons are the result of humans suffering n transformation into the abominations they are now due to either a hideous curse or a magical experiment. While you are unsure whether these legends are true, such a baleful creation would explain their resistance to non-magical weapons.
Gulin Runehammer and Khelnes Bahlnurath:
Gulin's bellowing voice echoes over the water as his hands grasp for the oars. With all of his might he heaves the oars backwards and the long rowboat gracefully slides forward across the breaking waves. The sailor from the White Breaker in the first rowboat is similarly attempting to reach shore. Undoubtabley the sailor is trying to prevent further casualties among his passengers. The Copperlocks, most of whom have lived many years and faced many dangers within their mines and defending their clan's holdings up north promptly and professionally respond. You watch as the remaining two miners and Noria all reach for the light crossbows on their backs then hastily fire at the monstrosity.
Two of the crossbow bolts strike true, with the first solidly embedding itself within one of the beast's outstretched claws, and the second one punching through the beasts's outstretched wings followed by a poof of feathers. Despite the hits, the ferocity of this monstrous bird of prey does not appear to be dwindling, it finishes circling around and dives down upon the last remaining sailor.
Peryton Rolls: Hidden
It's beak rips across the sailor's left arm, cleaving it at the shoulder socket. Meanwhile the claws dig into the sailors chest. From the slack expression on the sailor's face and the blood spattered across Noria you doubt that there is any hope left for the sailor.
Gulin continues rowing, feeling the bottom of the hull scrape against the sand as the boat beaches, water splashing around the oars. Gulin times one last push with the swell of the wave, until the small boat will go no further. He releases the oars and hops out, holding his hammer in one hand.
"Stand together! He won't be able to pick us off as easily if we stay close!"
Gulin moves to near where the other boat will make landfall, ready.
Planned reaction - Shield, if the Peryton is going to land a hit on him
Peering out from my dimly lit cave to see the commotion, I think to myself,
"Ha, those miners must have stirred up a beast today at work. Serves them right. Wait a minute, that bird is grabbing a sailor! It looks very dangerous from here. I will wait and see what happens, it might be too late for me to intervene."
I remain in my cave lookout to stay away from the danger if it is potentially too great. I also am not too torn about staying back, as the miners have destroyed the land and the sailor who was grabbed may have been one of their associates.
This post has potentially manipulated dice roll results.
Gulin Runehammer and Khelnes Bahlnurath:
You watch as the Copperlocks notch fresh bolts into their light crossbows. Before the screams of the last sailor cease, they have already steadied their aim and let loose another barrage.
This post has potentially manipulated dice roll results.
Gulin Runehammer and Khelnes Bahlnurath:
Two of the crossbow bolts clearly miss the creature. From this distance it isn't clear whether the third shot was a light graze or a near miss. The creature pulls a graceful immelmann. As it reaches its apex, it dives back down towards one of the miners.
Peryton Rolls: Hidden
You are horrifyingly impressed as the beast cleaves a Copperlocks miner in half with it's beak while simultaneously slashing at Noria with its talons. By now even its wings are soaked blood red and it glistens in the early morning sun as it enters a steep climb. The two pieces of the miner who was standing next to Noria slide into the Azure Sea. Noria, looking worse for the wear, attempts to lay prone in the rowboat for cover.
You think to yourself, "this beach could possibly be my gravesite!" Looking around for cover, you are shocked and disappointed in the limited concealment offered by the local shore fauna and small rocks. You could make a break for the Copperlocks mine, but it has got to be around a tenth of a league away to your northwest On the verge of losing all hope you spot something that could be promising. A small cave mouth partially concealed by some large brush nearby. The cave is not more than 100 feet away. It is sitting roughly to your northeast slightly up a small hill.
Khelnes Bahlnurath:
You continue to watch the massacre safely from the cave mouth while the warm glow of the Ki-rin's divine energy begins to drain out of your body.
You hear a rasp on the door. Before Angus has the chance to answer it, the door is pushed open from the outside. An elderly halfling druid enters the cabin. He is dressed in a combination of animal skins and leather. Upon his shoulder sits a deep slimy green bull frog. It appears that he is about to say something to Angus, but upon noticing that Caspia is cognizant, he instead exclaims to his frog, "Oh good Lorys, it looks like she is finally awake."
The halfling walks over to the bed to inspect Caspia closer, "We were worried you wouldn't make it, especially given that you have been unconscious for almost a week. I tried to treat the burn wounds as best as I can. The damage shouldn't be immediately apparent from a distance, but there will always be small trace scars due to the severity to which your body was scalded." The halfling then inspects the back of Caspia's head, "The nasty wound you had just above your lower neck appears to be fully healed, and the infection has been staved off by my honey and garlic extract." As he continues to prod at Caspia a quizzical look comes over his face and he steps back. "I am so so sorry sorry. Where are my manners? I am Ferrin Kastilar, and this here is my ever faithful companion Lorys," while the halfling is finishing his sentence he begins to slowly pet the back of the bullfrog. "My lady, if there is anything else that I can do for you please just ask. I am glad you are now awake, however, if you excuse me for just one moment there is some business that I must attend to."
And with that Ferrin Kastilar turns to Angus. "Look McTavin, you have been saying for the last three days that you would pay me the next time I showed up. Well I am here now and I am still not seeing the 300 gold you promised. Burn-soothe ointment and wound-bind poultice isn't cheap, especially when you consider the fact that I have been applying it to your friend here for almost an entire week. I know your reputation, and am begrudgingly beginning to realize that I will most likely never see the gold you owe me. But maybe we could make a trade? In exchange for forgiving your debts, all I ask is that you restock my supplies of herbs, oils, and roots. I have already drawn up a list for you. If you however refuse this offer, I can assure you that I will use my local connections to arrange for you to never find work in this town again."
Glancing back to Caspia, Ferrin continues, "She should be on her feet sometime today. Based off the equipment I have seen in this cabin, you both appear to be capable adventurers. I'm sure together it wouldn't take more than a day of labor to find the items on my list. My lady, I am sorry for dragging you into this matter, but your friend here is, well, let's just leave it at less than trustworthy. I would feel much better if you helped him in replenishing my stores. Without my supplies I will not be able to assist others in Saltmarsh."
Gulin, looking disheartened to see one of the dwarves die at this creature's talons, sees only one way out of this.
Well, he sees several in his mind's eye. Some involve being digested by an overgrown elk-seagull, others involve a valiant last stand, others are just ridiculous.
By Moradin's clapping buttocks, he might as well go out with a smile on his face. He reaches a hand into his pouch, removing a small, somewhat stale lemon tart and a pigeon feather, which he crushes in his fist.
"EY! You know what they say about big birds like you? The bigger you are, the harder you fowl!"
Eh. He was never much for humor.
Cast: Hideous Laughter, DC 14 Wisdom.
Feeling the magic begin to take hold in his foe, he shouts, "Noria, Julark! Run to that cave!" and sprints that direction.
Angus sticks out his hand, and in an annoyed tone says:
"Come then healer, give us this list. I somehow don't believe it will be a day to collect all the supplies you've used here, especially when I don't know what half of them are."
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GHOSTS OF SALTMARSH
Welcome to the forum thread for our Ghosts of Saltmarsh campaign. I will continue to update the first post with any campaign specific rules and references as needed. The game itself will start in the following post. For administrative matters, I have gone ahead and stolen a bunch of Josh's rules of conduct and examples from the previous campaign.
Play by Post Rules:
Post Formats:
"The guard hasn't moved in hours, but I'll make a distraction... prepare to move when the Guard does. I'd try to warn our friends across the hall, but I'm afraid the Guard would overhear it!
For campaign specific rules and the map, see page 24. https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/54167-ghost-of-saltmarsh-play-by-post-sheenmccleans?page=40#c806
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Sunday Morning, Goodmonth 8th, 591 Common Year (CY)
Chapter 1: Saltmarsh
Saltmarsh, a small fishing village tucked away on the southern coast of the Kingdowm of Keoland. Several generations in the past Keoland was once a formidable military power. Its superior cavalry and bold knights expanded the kingdom's borders north. Each successful campaign increased both the kingdom's wealth and power, and drew the kingdom's attention even farther north. The southern coastal regions of Keoland remained an undeveloped backwater. The inhabitants of towns such as Saltmarsh kept to fishing, content on maintaining a low profile.
Due to the kingdom's neglect, piracy and banditry to flourished across the Azure Sea. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose confederacy known as the Hold of the Sea Princes. Over the years, the Hold of the Sea Princes have conducted increased raids on Saltmarsh and its neighboring towns, pillaging d the coast for more slaves to support their growing realm. Saltmarsh suffered heavily--the memories of those times loom heavily over the area, and the local's hatred of the Sea Princes runs deep.
In time, Keoland's victories in the north gave way to a string of defeats. With his enemies closing in, King Kimbertos Skotti returned his attention to his own holdings. Looking to the south the King saw unchecked banditry and a rising pirate nation, and as a result, struck peace treaties with its former foes to the north.
King Skotti has decreed that the pirates must be put down, the sea lanes secured, and trade cultivated. If Keoland cannot proposer as a military force, it must grow mightier as a center of trade.
Saltmarsh is entering a new phase of its life as it reacts to the king's plans. The crown's agents want to expand the village's port and make it a prime location for trade with the world beyond. A band of dwarves looking for precious metals--and bearing a decree from the king himself--have arrived and begun to excavate the hills and seaside cliffs near town. The mine stands to become a major factor in the village's prosperity.
Not all of Saltmarsh's residents feel the same way about the recent developments in and around their community. Although the recent changes stand to bring a new prosperity to the area, many locals don't want to see their home changed.
Gulin Runehammer:
Your journey towards Saltmarsh has been rather uneventful. The high summer made travel down the forest road to Gradsul rather pleasant. From there, you along with a small band of six dwarven miners, booked passage on the White Breaker, an unremarkable Sailing Ship. The other dwarves, members of the Copperlocks clan, had chartered the White Breaker to drop them off at their clan's mine just two leagues east of Saltmarsh.
The Azure Sea was surprisingly calm during the voyage. This may be party attributed to the White Breaker declining to venture further than eyesight from the southern shores of Keoland. Your fellow dwarves, unnerved by the sight of the vast openness of the Azure Sea to the south, stayed belowdecks and mostly kept to themselves.
After a few days on the water you awake to the light from the morning sun shining through the starboard portholes. You can hear reverberations of bells and the sailors laboring above you. Moments later you hear footsteps coming down from the main deck into the hold where you along with the other dwarves have been resting on cots. One of the crew, a scraggly teenage human with small thin patches of blond facial hair announces, "We have dropped anchor and will be sending our pair of Rowboats ashore to the Copperlock mine. If this is your stop please disembark. Otherwise we will arrive at Saltmarsh in the late morning."
The six dwarven miners look visibly relieved, and stir from their cots to start collecting their equipment. Noria, the informal leader of the small Copperlocks traveling band, looks much more pale than you remember. She exclaims, "Thank Moradin, it is about time we got back on solid ground! Another day of this ocean surely would have claimed my life!" Looking over to you she asks, "Will you be joining us Gulin? If not I'm sure we will run into each other sometime in the local taverns. If you are still heading to Saltmarsh and ever desire the company of your own kind, our mining company has established a small headquarters there."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin eyes Noria, nodding.
"Aye, I'll be coming ashore with you. The Master of Mining asked me to help with repairing some of your equipment before I proceeded into Saltmarsh proper. I will see you on the topdeck shortly."
He returns to his bunk, gathering his equipment. Meticulously, he lays out his scale armor, a hauberk made of burnished steel with angular overlapping scales and solid guantlets, pauldrons, and heavy leather boots. He had not felt comfortable wearing the armor while on the ocean, he would already sink like a rock without adding an extra fifty pounds of metal to his person. Donning his travel clothes (a simple linen shirt and dark gray trousers) and the padded gray gambeson first, Gulin then slides on the armor and straps everything in place. To his belt, he attaches a tome by its holding ring, checking the iron bands to make sure they are secure, as well as a six-inch long belt pouch. He clasps his navy blue hooded cloak around his chest and shoulders, and checks that his smithy tools and other gear are secure in his bag. Finally, he grabs his heavy warhammer, quickly blowing out some dust from the engraved dwarven scripts that line the side of the angular head. He sees his reflection in the polished hammerhead - red beard in its three braids, bound by iron bands; ruddy complexion; sharp hazel eyes; red hair tied back.
He heads to the topdeck, first looking upward in the sky. He gives a smile as he sees a hawk gliding on the sea breeze, enjoying the swift air currents. He then looks around to the rest of the ship, both for the rowboats and the Captain.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
"Gently! Gently you idiots! If you keep bashing the rowboat it will likely spring a leak! I'll take the cost of repairing the dinghys out of your wages and hide!" Captain Ramses yells towards the group of sailors working a winch and crane. With a loud splash the second rowboat settles on top of the water, roughly bumping against the hull of the White Breaker. A rope ladder is promptly unfurled and two sailors climb down to man the oars.
Next to Noria you silently watch from the White Breaker as half of the dwarven miners are rowed ashore. Captain Ramses comes by to make small talk with you and the remaining dwarves, he remarks on the abnormally good sailing weather and thanks you for your patronage. All traces of sour language seem to be gone when he converses with his guests. About fifteen minutes later the rowboats return. Noria and a miner climb down the rope ladder and board the first rowboat. It is then your turn along with the final miner to board the second rowboat. As you finish descending the rope ladder you gladly grab the outreached hand of the sailor in the rowboat attempting to ensure that you safely board.
The sailor uses an oar to push away from the side of the White Breaker, then places the oar back into the handle and sets off towards the shore. Less than fifty feet from the shore you are startled to hear the loud and violent ringing of the White Breaker's main signal bell.
Gulin Perception: 2
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin Runehammer:
You glance back and forth across the horizon, but you do not notice anything out of the ordinary. Suddenly, you hear Noria's voice scream from the other boat, "Get down! Quick!" Before you are able to react, a gust of wind knocks you against the bottom of the rowboat. The rowboat brutally careens to the port side, then begins rocking back and forth. You hear an ear-piercing screech. If it were not for the unnatural volume behind the sound you would have guessed that it could have come from a human.
As you scramble to sit back up-right in the boat, you see a monstrous bird-like creature circling in the air off your port side. The creature is truly bizarre. While the body and wings resemble a giant bird of prey, on top of the beasts wings sits a stag-like head with sharp antlers. Blood drips from the beasts claws. Below the beast visible in the surf lies the body of the sailor who kindly was rowing you ashore. Even from here you can see the giant gash running from the sailor's head, through his keck, and ending at his upper chest. There is a rapidly expanding cloud of blood in the water.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin sputters, face and beard soaked from the splash of seawater as the rowboat gets violently rocked. He bellows to the other boat, "SHORE! GET TO THE SHORE!" and turning to the miner on his small vessel, "Prepare yourself for another attack, keep it off us if you can!"
He slams into the rower's seat, grabbing the oars and pulling with the best of his ability. He glances over as he gets the boat moving again, trying to figure out what this abomination of a creature actually is.
Athletics to Row to Shore - 14
Nature to ID the creature - 20
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Tuesday Night, Goodmonth 3rd, 591 CY
Caspia Aspergina:
It is dark. You hear the screaming voices of your friends echo from above you, however, you are unable to make out exactly what is happening. A flash of lightning briefly illuminates the area. You have been tossed overboard and are treading water right alongside the Grinning Merfolk. The hull of your massive Galley loudly creaks but it appears to be dead in the water. Before you can decide what to do next an intense wave of heat overcomes your entire body. The pain is incredibly severe. You immediately black out.
You are being dragged by your feet across land. Gravel and sand scratch at your arms. The wind howls and rain continues to pour across your body. You are soaked to the bone. As your body is being towed you hear the scratching sound of your armor being dragged across something sharp and hard. Moments later your un-helmed head bangs against a damp rock, the world goes dark once again.
Sunday Morning, Goodmonth 8th, 591 CY
Angus McTavin:
Three months ago the privateer Warship upon which you served--Gale of the Giants--docked in Saltmarsh to take on supplies. A day later when Gale of the Giants set sail, the ship was short one crew member.
For your own reasons, be it discovering a god, wanting a fairer shair of the gold, or merely just attempting to turn a new page in life, you stayed behind in the Saltmarsh. Your days have been spent in mostly silent contemplation at Saltmarsh’s Temple of Procan. In the evenings you have indulged in many of your past vices at the local drinking establishments, quickly building a reputation in the town as someone to be avoided.
The temple’s elderly one-legged leader, Wellgar Brinehanded, has had little use for your presence. However, you have received occasional help regarding the study of the divine from the roughly half-dozen novitiates laboring within the temple. You have discovered that many of the teachings have had similarities and applications to the martial arts that served you well during your privateering stint. Though ultimately you are unsure whether this religion is just what you needed to start your new life or just a bunch of hypocritical gibberish.
Five nights ago a terrible storm rolled through Saltmarsh. From your studies you have learned legends concerning such tempestuous weather representing the primordial embodiment of Procan. You practiced your divine martial arts on the beach while the wind howled and lightning danced across the dark Azure Sea. As the night grew darker the rumbling waves began to deposit large objects and debris scattered across the beach. Among the flotsam you found a badly charred plank of wood bearing the letters “inning Merfol” and an unconscious female Triton barely clinging to life. You dragged the Triton across the rainy beach and back to your small cabin. Over the last few days a local herbalist has been tending to the Triton. Unfortunately the ministrations have come with a steep monetary cost and you now find yourself running out of money.
If your luck doesn’t change you will need to seek out work, be it honest or otherwise. You stir a pot of soup over the fire as these thoughts mull within your mind. From the corner of the room you hear sounds of the Triton finally attaining consciousness.
Caspia Aspergina:
You awake in a tiny hut. A human male figure is bent over a fire, cooking. Your numb body is covered in blankets. Your hands reach up to your head and discover a fresh set of bandages. A million thoughts race through your mind. How did you get here? What happened? Where are your friends?
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Where am I? What happened? Where is my ship?"
I try to sit up, but pain and dizziness keep me lying down. My memory is murky, but I remember my friends screaming. I have to find out what happened to them. I look at the human male, hoping he has answers.
Giving the thin soup one last stir, I stand and turn to the Triton female.
"You are in my house, just outside of a town that goes by the name Saltmarsh. I found you on the shore, amongst what I assume were the remains of your ship... what was it's name again... something Merfol. Besides me, you were the only other thing alive on the beach after that storm."
I return to the bubbling pot, before ladling half into a small wooden bowl and handing it to the Triton.
"I fear it is not much, but the medicine man who has been caring for you has left me an even poorer bastard than I was before"
I pick up the wooden cup on the little table before trying to take a drink, and realising it is empty.
"I guess it's just the stew for me too..." I mutter to myself
Sunday Morning, Goodmonth 8th, 591 CY
Khelnes Bahlnurath:
It has been four years since you last set foot in the Azure Sea. Following a harrowing incident in the ocean with a powerful and ancient aquatic entity you vowed to yourself never to return to the realm of your ancestral home.
For the last four years you have been living out of a small cave on a hill overlooking the Azure Sea, occasionally entering the nearby town of Saltmarsh to obtain odds and ends. While your life has drastically changed, not everything is bad. It was during one of your inland adventures that you came across the Ki-rin with whom you have forged your pact--to look after the needy and protect the weak, hoping that none shall ever befall the same circumstances from which you have suffered.
Over the years you have made a life for yourself and brought a little light into a section of normally dreary coast, helping the occasional needy passerby and providing general directions to the intermittent adventurers. You do however resent the Copperlocks for setting up their mine within eyesight of your cave. While they have not impeded your way of life, the five massive guard towers and sturdy stone gate are a blight upon your beautiful land.
Five nights ago you cowered in your cave as a particularly nasty storm raged overhead. Since then the weather has been uncharacteristically calm with nothing but clear cloudless skies overhead. Over these last few days you have spotted beasts flying overhead but you have continued to avoid their wrath by sticking within your cave.
It is now mid-morning. Like most of your days in the cave, you have been lounging around and haven't really accomplished anything. Not that there is anything wrong with that, you chose this lifestyle for a reason. Suddenly, your daydream is interrupted by an unnaturally loud shriek. Quickly peering out of your cave you catch sight of a monstrous bird with the head of an antlered deer dive down upon a small rowboat. You see the beast's talons dig into an unfortunate sailor as gore scatters across the water. The beast drags the sailor a few feet away from the boat, drops his quarry into the water, and circles around on another pass towards the seemingly helpless rowboats. These events are unfolding barely 100 feet away from the entrance to your cave.
As you stand there attempting to decide whether or not to intervene you feel a warm sensation overcome your body as the Ki-rin's divine magic flows through you.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin Runehammer:
Looking up at the beast Gulin recognizes the monstrosity as a Peryton. This bizarre creature prefers to feast upon unsuspecting humanoids, particularly fancying humans. According to legend Perytons are the result of humans suffering n transformation into the abominations they are now due to either a hideous curse or a magical experiment. While you are unsure whether these legends are true, such a baleful creation would explain their resistance to non-magical weapons.
Gulin Runehammer and Khelnes Bahlnurath:
Gulin's bellowing voice echoes over the water as his hands grasp for the oars. With all of his might he heaves the oars backwards and the long rowboat gracefully slides forward across the breaking waves. The sailor from the White Breaker in the first rowboat is similarly attempting to reach shore. Undoubtabley the sailor is trying to prevent further casualties among his passengers. The Copperlocks, most of whom have lived many years and faced many dangers within their mines and defending their clan's holdings up north promptly and professionally respond. You watch as the remaining two miners and Noria all reach for the light crossbows on their backs then hastily fire at the monstrosity.
Noria Attack Roll: 13 Noria Damage Roll: 6
Miner 1 Attack Roll: 13 Miner 1 Damage Roll: 8
Miner 2 Attack Roll: 14 Miner 2 Damage Roll: 9
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin Runehammer and Khelnes Bahlnurath:
Two of the crossbow bolts strike true, with the first solidly embedding itself within one of the beast's outstretched claws, and the second one punching through the beasts's outstretched wings followed by a poof of feathers. Despite the hits, the ferocity of this monstrous bird of prey does not appear to be dwindling, it finishes circling around and dives down upon the last remaining sailor.
Peryton Rolls: Hidden
It's beak rips across the sailor's left arm, cleaving it at the shoulder socket. Meanwhile the claws dig into the sailors chest. From the slack expression on the sailor's face and the blood spattered across Noria you doubt that there is any hope left for the sailor.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Athletics to Row to Shore - 21
Gulin continues rowing, feeling the bottom of the hull scrape against the sand as the boat beaches, water splashing around the oars. Gulin times one last push with the swell of the wave, until the small boat will go no further. He releases the oars and hops out, holding his hammer in one hand.
"Stand together! He won't be able to pick us off as easily if we stay close!"
Gulin moves to near where the other boat will make landfall, ready.
Planned reaction - Shield, if the Peryton is going to land a hit on him
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Peering out from my dimly lit cave to see the commotion, I think to myself,
"Ha, those miners must have stirred up a beast today at work. Serves them right. Wait a minute, that bird is grabbing a sailor! It looks very dangerous from here. I will wait and see what happens, it might be too late for me to intervene."
I remain in my cave lookout to stay away from the danger if it is potentially too great. I also am not too torn about staying back, as the miners have destroyed the land and the sailor who was grabbed may have been one of their associates.
Gulin Runehammer and Khelnes Bahlnurath:
You watch as the Copperlocks notch fresh bolts into their light crossbows. Before the screams of the last sailor cease, they have already steadied their aim and let loose another barrage.
Noria Attack Roll: 12 Noria Damage Roll: 4
Miner 1 Attack Roll: 9 Miner 1 Damage Roll: 2
Miner 2 Attack Roll: 16 Miner 2 Damage Roll: 2
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin Runehammer and Khelnes Bahlnurath:
Two of the crossbow bolts clearly miss the creature. From this distance it isn't clear whether the third shot was a light graze or a near miss. The creature pulls a graceful immelmann. As it reaches its apex, it dives back down towards one of the miners.
Peryton Rolls: Hidden
You are horrifyingly impressed as the beast cleaves a Copperlocks miner in half with it's beak while simultaneously slashing at Noria with its talons. By now even its wings are soaked blood red and it glistens in the early morning sun as it enters a steep climb. The two pieces of the miner who was standing next to Noria slide into the Azure Sea. Noria, looking worse for the wear, attempts to lay prone in the rowboat for cover.
Gulin Perception: 9
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin Runehammer:
You think to yourself, "this beach could possibly be my gravesite!" Looking around for cover, you are shocked and disappointed in the limited concealment offered by the local shore fauna and small rocks. You could make a break for the Copperlocks mine, but it has got to be around a tenth of a league away to your northwest On the verge of losing all hope you spot something that could be promising. A small cave mouth partially concealed by some large brush nearby. The cave is not more than 100 feet away. It is sitting roughly to your northeast slightly up a small hill.
Khelnes Bahlnurath:
You continue to watch the massacre safely from the cave mouth while the warm glow of the Ki-rin's divine energy begins to drain out of your body.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia Aspergina and Angus McTavin:
You hear a rasp on the door. Before Angus has the chance to answer it, the door is pushed open from the outside. An elderly halfling druid enters the cabin. He is dressed in a combination of animal skins and leather. Upon his shoulder sits a deep slimy green bull frog. It appears that he is about to say something to Angus, but upon noticing that Caspia is cognizant, he instead exclaims to his frog, "Oh good Lorys, it looks like she is finally awake."
The halfling walks over to the bed to inspect Caspia closer, "We were worried you wouldn't make it, especially given that you have been unconscious for almost a week. I tried to treat the burn wounds as best as I can. The damage shouldn't be immediately apparent from a distance, but there will always be small trace scars due to the severity to which your body was scalded." The halfling then inspects the back of Caspia's head, "The nasty wound you had just above your lower neck appears to be fully healed, and the infection has been staved off by my honey and garlic extract." As he continues to prod at Caspia a quizzical look comes over his face and he steps back. "I am so so sorry sorry. Where are my manners? I am Ferrin Kastilar, and this here is my ever faithful companion Lorys," while the halfling is finishing his sentence he begins to slowly pet the back of the bullfrog. "My lady, if there is anything else that I can do for you please just ask. I am glad you are now awake, however, if you excuse me for just one moment there is some business that I must attend to."
And with that Ferrin Kastilar turns to Angus. "Look McTavin, you have been saying for the last three days that you would pay me the next time I showed up. Well I am here now and I am still not seeing the 300 gold you promised. Burn-soothe ointment and wound-bind poultice isn't cheap, especially when you consider the fact that I have been applying it to your friend here for almost an entire week. I know your reputation, and am begrudgingly beginning to realize that I will most likely never see the gold you owe me. But maybe we could make a trade? In exchange for forgiving your debts, all I ask is that you restock my supplies of herbs, oils, and roots. I have already drawn up a list for you. If you however refuse this offer, I can assure you that I will use my local connections to arrange for you to never find work in this town again."
Glancing back to Caspia, Ferrin continues, "She should be on her feet sometime today. Based off the equipment I have seen in this cabin, you both appear to be capable adventurers. I'm sure together it wouldn't take more than a day of labor to find the items on my list. My lady, I am sorry for dragging you into this matter, but your friend here is, well, let's just leave it at less than trustworthy. I would feel much better if you helped him in replenishing my stores. Without my supplies I will not be able to assist others in Saltmarsh."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin, looking disheartened to see one of the dwarves die at this creature's talons, sees only one way out of this.
Well, he sees several in his mind's eye. Some involve being digested by an overgrown elk-seagull, others involve a valiant last stand, others are just ridiculous.
By Moradin's clapping buttocks, he might as well go out with a smile on his face. He reaches a hand into his pouch, removing a small, somewhat stale lemon tart and a pigeon feather, which he crushes in his fist.
"EY! You know what they say about big birds like you? The bigger you are, the harder you fowl!"
Eh. He was never much for humor.
Cast: Hideous Laughter, DC 14 Wisdom.
Feeling the magic begin to take hold in his foe, he shouts, "Noria, Julark! Run to that cave!" and sprints that direction.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Angus sticks out his hand, and in an annoyed tone says:
"Come then healer, give us this list. I somehow don't believe it will be a day to collect all the supplies you've used here, especially when I don't know what half of them are."