| A Wight - courtesy of Fantasy Grounds |
| Inside the Helix Mausoleum - using the newly found (for us) "fog of war" feature |
| A Wight - courtesy of Fantasy Grounds |
| Inside the Helix Mausoleum - using the newly found (for us) "fog of war" feature |
We managed to get around the virtual table top again last night for an investigative session in our newest adventure. Due to the experience points gained in the last few sessions, we were able to level up again - we are now all 8th level.
Day 30 - The city of Neverwinter
After defeating the drow at the dwarf mines, we hopped aboard a ship and headed another hundred miles up the coast to the city of Neverwinter, where we sought new adventures. Over a number of weeks we explored the environs and got to know many of the locals, including the Lord Neverember who sent us on a couple of minor adventures; to hunt down werewolves in the forest and so on. Our names were becoming known in town as trustworthy adventurers for hire, but the last couple of weeks had been a little too quiet for us despite the occasional excursion.
We were staying at the Lucky Dice Inn, spending our loot and investigating what we could when, one mid-morning, a squire from Lord Neverember sought us out and asked us to accompany him to the Hall of Justice.
Upon arrival we were ushered through the large iron-bound solid oaken doors, through a hall with ornate marble columns and into a small ante-chamber where we met with the lord. He cut to the chase directly and mentioned for one hundred gold crowns each plus a dwelling of our own in the city could we seek out and return four missing dignitaries; namely Eldon Keyward (a scholar of the Outer Planes last seen at the Winged Wyvern), Indrana Lansettle (a thespian last seen at The Dolphin), Umberto Noblin (a gnome historian last seen in the House of Knowledge) and Sachell Malinigosh (a sorcerer of the Outer Planes last seen in his house in Noble Street).
We agreed to the terms and we were given some purple tunics, plus the usual paperwork, to aid us in our investigations, just in case any doors refused to open to admit us whilst carrying out our enquiries. With nothing else to do, we decided to begin investigating right away by visiting the homes of each of the dignitaries in turn as they were all reasonably local.
| Map of Neverwinter - from Fantasy Grounds |
The home of Eldon was a modest two storey detached house. When we arrived we found that the door had been left slightly ajar, there were a few leaves on the floor, and it was quite cold inside; a sure sign that it it hadn't been inhabited for a few days and the fire had not been lit recently.
The ground floor room held a table with some left over lunch (three days old from what we could judge), a rocking chair (down the side of which we found an ornate letter opener), and many bookshelves. We investigated the bookshelves, and found that a few volumes were more worn than the others; a book on the Outer Planes and Oerth, and one each on Vecna, a lichlord, and Kas, a vampire lord. I placed these into my backpack for further study.
The first floor room appeared to have been more lived in and contained many more books on shelves. The only oddity we found was a bird cage with a large beady-eyed raven in it. The raven did not respond to any of our means to get a reaction from it.
The second floor was the bedroom, with nothing of any real interest.
The home of Indrana was a big building with multiple occupancies, recognisable as such by the many names on the door; Indrana appeared to live in G1 according to the list. A knock at the door was answered by a fellow housemate who rather joyously celebrated when he found out that Indrana had gone missing; he had last been seen four or five day ago and was assumed by the housemate to be rehearsing at the Dolphin. He swept off to his own room and began celebrating his rival's demise and packing his bags to move into Indrana's room, which was much larger than his own. Whilst the commotion was going on, we slipped into Indrana's room (with the aid of Navda's slight of hand) but with only a very limited amount of time we could but skim the surface of the very high quality clothing, expensive bottles of wine (some full, many empty), manuscripts and books strewn about the floor. We got to see a good likeness of Indrana from a huge painting of him in full acting regalia on the wall of his room.
The home of Umberto was a tiny bungalow set amongst a number of other tiny bungalows. The four foot high door led into a dark chamber with a small bed, a table and chair, and a bookcase. A search through the books on the shelves revealed many more well-worn books that mentioned lich lords, Vecna, the Outer Planes and several recurring symbols; pictures of an eye, a hand and a prince that wore a bejewelled crown. A brief search of the nooks and crannies had Navda find a loose floorboard beneath the table that housed a small metal box with five gold coins in it and a golden disk with an inscription in elvish that read Inspiration, Invention and Knowledge. We pocketed these two items.
It was getting late now and dusk was not far off. All the talk of vampires and lich lords had begun to play on our imaginations, so we decided to hurry up with our final bit of investigating for the day.
The home of Sachell was a crooked house, with the upper storey being larger than the lower one. Again, mysteriously, the door had been left ajar and the house had obviously not been inhabited for a day or so.
The ground floor room was dark inside and contained a few chairs, a table and a writing desk. A plate of food left on the table had been left for about a day according to the state of decay of a half-eaten apple that was still on it. The room had a very herby smell to it. Navda and Gladreth searched and found a piece of parchment with strange writing on it; a symbol of an eye that matched what we had previously seen, and some random phrases: "He is coming", "He will stop him", "They need more" and "Neverdeath".
The upper floor was larger than the ground floor as observed when we were outside. This plush room with a velvet covered chair placed in front of the fireplace, and an ornate walnut side table was very interesting. On the table was a diary that mentioned in the final few days' entries "I am being followed", "Men in black robes seen very often" and "two men in dark robes on Glissen Street". The final entry was "I have told Eldon, He is coming" and "Meet at the normal place and warn the others." We pocketed this diary but did not find much else of interest other than another of those caged ravens. I plucked up the courage and removed it from its cage only to find that the bird was a metal bird-shaped object covered in feathers. Its jewelled eyes, when I looked into them showed me a familiar sight; I could see Eldon's house as if through the eyes of his raven. I mentioned to the party that these would be a fantastic communication and observational apparatus so I suggested we go back to Eldon's place to collect his raven in a cage to see if my hunch was right.
On the way back to Eldon's place we decided that we needed more information on Indrana, the actor. So, we swung by his house again, only to find a party in full swing and that his room was being emptied of all of its effects, the painting had been taken down, and much of the wine had been drunk by his housemates. A fresh search allowed us to find a diary but it only contained lots of self-aggrandisements about his prowess as an actor.
We decided we could do no more for the day as it was almost dark, so we headed to the House of Knowledge; a place Gladreth and I were very familiar with during our stay so far in Neverwinter.
The building was made of pure white marble with brass coloured bands around several pillars, with crossed golden spears at the entrance. Above the doorway was the inscription Ogram God of Inspiration, Invention and Knowledge; the same words that were upon the disk we had found earlier.
We each set about investigating what we could in the time we had left in the day. We worked out that the paired ravens were indeed useful as observational and communication devices, albeit only via sight - no sound available.
Gladreth and I set about reading through the books we had picked up from Eldon's place and compared notes with other books in the library. We discovered many nuggets of information:
| A picture of Vecna and Kas - from Fantasy Grounds |
This research took us until late into the night, so we headed back to our inn, vary wary of being followed, to grab some sleep. Our trusty rogue, Navda, assured us that we were safe, so we turned in for the night. Dharion posted himself as watchman as he no longer needed to sleep; a strange rangerly ability he had just mastered.
Before going to our beds we decided that we still needed to investigate the places that each personage was last seen, and the Neverdeath graveyards as they were mentioned in one of the diaries - which we would do that the following day.
| The Final Cavern at the Entrance to the Mines |
The party got together again last night and we carried on with our exploration of the Dwarf Mines so that we could get to the bottom of the mystery.
| The Entrance to the Mines (second cave) |
| Entrance to the Dwarf Mins |
The usual crowd got together again on Thursday for our latest D&D outing on Fantasy Grounds. I actually thought that the Saltmarsh campaign had finished completely, but I think this seems to be a continuation as we started in Saltmarsh and the theme seemed to carry on. I will try to find out by next week whether this was a continuation of the Ghosts of Saltmarsh campaign or something that the DM has cobbled onto the end of it.
EDIT: It look like this is a new campaign - Vecna. I won't go looking anything up about it as I don't want to spoil anything. I will update the post headings a and when I find out more.
After a big battle at the Spire, the denizens of Saltmarsh narrowly overcame the sahuagin threat.
A few months later...
Life began to return to normal in Saltmarsh, but we had become more well-known in town due to our exploits. As a result, we were invited by the local dwarf population to the one hundred year celebration of some copper mines that they were currently working.
The trip to somewhere called something like Duvagoia took several days by sea, and when we had landed, it took us and our three dwarven guides a further half-day on foot to reach an outpost, where we rested up for the night to get out of the heavy rain. We were generously plied with food and ale and left to our own devices - we did our best to escape the downpour.
| The Dwarf Outpost |
It took us a while to come out of our drunken stupor, but by the time we had we were on the back foot against the attacking drow warriors. Gladreth, however, cast a Fireball that severely injured several of their warband thus buying us a little time to recover.
The fighters in our party rapidly gained injuries as the arrows sent our way were coated in some sort of green-gunk poison which added to the pain inflicted upon them. I managed to cast a Prayer of Healing to undo some of the damage, but the injuries kept piling on. As things looked like they were about to get worse for us, Gladreth spotted an opportunity to use a Lightning Bolt and some Magic Missiles to even the odds a little.
| After the Drow encounter |
We followed the tracks for about two hours before we arrived at our destination. Many of the huts outside the mine had been burned and were still smouldering, and there were several dead dwarfs lying around the place in amongst pools of blood and silk cocoons. Many of the bodies had the same green gunk we saw on the drow weapons in their wounds. It was obvious that the celebrations had been interrupted by a savage attack which appeared to leave everyone dead or missing.
We scouted the area and managed to find a few maps of the mine and the surrounding area and a few ledgers of the mine's output and expenses (the mine seemed to be very profitable from the records).
Six hours later, the rain was still coming down, so we decided finish up our search and head towards the mine for some shelter. It was whilst we searched the last few huts that we managed to find a single dwarf survivor amongst the carnage - he had escaped by burying himself beneath a mound of his dead friends. He told Gladreth what had happened as she was the only one who could speak Dwarfish; the mine had been attacked out of nowhere by drow and spiders whilst the workers were celebrating the finding of a new, very rich, vein of copper - there were no survivors, and the rainstorm had washed away most of the blood by the time we got here. A short while later, the slain dwarfs rose from the dead and headed towards the mine.
We gave the dwarf directions back to our boat and finalised our investigation. In the final crate we searched we found three wands/rods that contained something that rattled when they were shaken. The box held a warning that they contained black powder.
In the previous encounter we had taken a battering, so most of the remaining Healing potions were used up trying to get us back to some semblance of good health.
We decided to head westwards first, and the coral pink walled room we next encountered only contained a table and a few benches. However, the mural on the wall was quite outstanding; a large tentacled beast, some whales and giant squid were in action against what we presumed must be some mythological sahuagin heroes. On the table was a silver medallion engraved with a shark and twelve tridents in a star shape. We pocketed the medallion.
The next room was tiled in a deep green. As well as a large bed of seaweed along the north wall there was a spear, a mirror and a coffer with a slot in it the same size as the silver medallion we found in the previous chamber. Navda attempted to open the coffer with the coin, but he somehow managed to miss the trap blade which cut him. Inside the coffer was a bag of rubies, a small stone box with six green potions (which we later found out to be made from Rapture Weed), a gold statue of a shark, a very nice scaled cloak (Cloak of Protection) and a very expensive looking canvas bag. Navda expected the bag to contain something, and his hunch proved correct as his searches revealed a green gem in the lining.
The south wall revealed a hairline crack that denoted a secret door that led to another secret door that opened out into the corridor with the stairs down that we had encountered a while earlier on our travels.
As we had now run out of areas to explore westwards, we decided to head back east and explore that area before we headed down the stairwell. As we moved back towards the main throne room, we heard a bit of a commotion coming from that direction. Navda managed to creep forward and reveal that four sahuagin warriors had entered the throne room and were investigating the bodies and gore floating within it. We decided to go south instead to avoid them as we were not in a fit state for much more fighting.
Unfortunately, as we traversed the corridors southwards we heard more noise from ahead of us; we were about to be trapped. Drakkon could take no more and charged around the corner, the rest of us followed leaving Dharion as rear-guard.
The four sahuagin around the corner were taken by surprise but soon regained their composure when they realised it was only one warrior against them. The sudden arrival of Druss halted them, but one of the sahuagin cast a dazzling light spell that dazed them both. Navda tried to shoot round the corner, but he too was dazed. Luckily, light is my domain and I was able to overcome the spell and used my Radiance of the Dawn special ability. This hurt the sahuagin enough for Drakkon to recover just as one of the warriors rushed past him. He was able to add more hurt to its magical injury as it passed, and between Gladreth's Firebolt and Navda's and Dharion's archery the sahuagin warrior met its demise.
Drakkon was isolated by now and the three sahuagin warriors took him down. To stop any further desecration of our comrade, Dharion managed to kill one of the remining sahuagin with his trusty bow and Gladreth used her magical abilities to stop another from advancing. My Warding Flare stopped me from being attacked whilst tying to administer to Drakkon. Unfortunately, the other sahuagin warrior cut me down.
Whilst I was unconscious, Druss recovered from being dazzled and helped Dharion to kill the third sahuagin warrior. The fourth fell to a combination of everyone else's attacks, with the final blow dealt again by Dharion's archery. Using his last few Healing spells, Dharion brought Drakkon and me round again. We decided that as things were now too dangerous to stay around much longer we should head for the exit.
| A final look at where we explored in the Spire |
The upper level was still empty luckily, so we were able to get out of the dungeon and to our rendezvous point in the marsh without any further encounters.
At the rendezvous, we were met not only with the escape boat, but with a small army. We reported to the commander the situation in the spire and gave him all of the intelligence we were able to gather. He called forth his troops and advanced upon the sahuagin hideout.
The return to Saltmarsh was uneventful, and we were ushered straight away into the presence of the town council. We were debriefed and then fully Healed before being given our 1,700 gold crown reward. We were also gifted with a magical longbow which went to Dharion, a magical shield that would catch arrows, and an ioun stone which I somehow managed to acquire, but do not know what to do with just yet.
With that, I think we have completed the whole of the Ghosts of Saltmarsh campaign. We levelled up - we are now all 7th level - and updated our character sheets accordingly. We divvied up the treasure and sold what we had found on our adventures. We then bought anything that we had the money for to enhance our character - I bought a stack of Potions of Healing.
I thoroughly enjoyed playing this campaign. Fantasy Grounds worked pretty well in allowing us to immerse ourselves into the adventure - along with Discord for the communications (voice) part, this felt as close to a face-to-face series of sessions as we could get. I recommend this setup to anyone that has a bunch of gaming buddies that cannot meet up often enough in real-life due to time constraints and distance circumstances.
The DM has another scenario lined up that we may use these characters again for. Or, maybe, we will roll up new ones if we feel like a change of pace. I guess we will find out what is happening next session.
| Lobster Fight |
| The underwater dungeon so far |
| The Throne Room |
As the sahuagin warriors readied their arms and advanced upon us, the orc, hobgoblin and lizardman slaves began to rattle their chains in a bid for freedom. I Blessed the fighters, then Drakkon, Dharion and Druss charged into the room as the rest of us supported them with spells and missile fire.
The combat was over relatively quickly, but several injuries were accrued. We searched the bodies of the overseers and found the keys to the slave chains. We set the slaves free and gave them directions out of the dungeon to safety and told them where the rescue boat would be arriving and when. In return they gave us plenty of useful information regarding what they knew of the set up in this fortress; they had seen around forty sahuagin warriors patrolling the lair; the priestess had sacrificed the previous adventurer band by cutting out their organs; supplies arrived at the fortress in crates and barrels and were taken below; the water level is slowly rising.
After the slaves had gone, Drakkon put on his helm of water breathing and Dharion tried out my cloak. Both were able to swim around under the water without the need for any other apparatus or magic aid. They scouted out the first chamber below and reported back what they had found.
We had been in action now for maybe four or five hours, and what with our accumulated wounds, we decided to lay low for a while. As the fortress was deemed an unsafe place to rest, we headed back to the swamp to recover and restore our spells.
After about eight hours we returned back to where we had left off. It was strange that we did not notice any of the usual patrols outside the spire, and there was no sign of any movement within the fortress; at least from the sigils and signs that Navda and Dharion had set to detect any movement.
Those that did not have any magical items to aid with underwater breathing imbibed the potions with the "3" on them. After a few moments, gills appeared on our necks and our feet and hands became slightly webbed. As our breathing became laboured in the open air, we entered the water to find that we could survive the immersion.
| Down to the underwater levels |
After traversing a twisting corridor, we found our way to another room that was similar to the blue-tiled room. This chamber had a white tiled ceiling and dark green tiled walls. Inside was the same table and coffer set up, as well as a seven foot tall stand of seaweed. There were no guards in this room, so Navda, avoiding the seaweed, advanced upon the coffer. Inside he found six leather harnesses with gold accoutrements, a small bag with two large rubies and a silver mirror. We divided the treasures between us and carried on with our investigation.
| Level 2 - the underwater dungeon |
The south leading corridor turned east after a while and then, upon turning north, it ended at a stone door with a coral handle, beyond which we could hear a lot of movement and chatter.
Thursday just gone we got back to our regular Saltmarsh campaign.
Leaving the dead adventurer behind, we headed along the westward corridor. We passed two rooms in a southern offset side corridor. Both rooms were identical in that they had pale blue tiles on the floors and walls, and each contained a table with a few chairs and a couple of empty velvet-lined coffers.
We left the room sbehind and headed further westwards until we came to a T-junction. Navda spotted a few Sahuagin guards patrolling the north-south corridor on his scouting mission, so we made plans on how to defeat them. A quick melee ensued and we backed up into our corridor as planned so that we could fight them with the corridor width to our advantage. Unfortunately, just a few moments later three more of their compatriots attacked us from the rear; they were some of the ones left that we missed when we encountered the adventurer. We were sorely pushed, even though Dharrion had killed one in the north-south corridor, so I cast a Radiance of the Dawn which injured every one of them as they were all in range of my god's radiant power. Gladreth then quickly took two of them out with her Burning Hands spell, and that just left two very weakened warriors to be dispatched; one by Navda, and after a short chase down the corridor the other by Dharion and Drakkon.
There was not much treasure to be found on the Sahuagin, so we hoped we might find a bit more in the room just to the south of us. Unfortunately, the very ornate door opened into a cold room; most likely a larder judging by the body parts hanging up in there.
As we wanted to cut off the chances of any more support from behind us we decided to explore the southern corridor and found that it all connected up to the hall with the adventurer. We encountered no other enemy on our travels but we did enter what looked like a tool storage room. Navda disabled a glyph trap set at the entrance of the room, so thought that there must be something in here that was worth guarding with magic. He did a quick search of the east wall and discovered a hidden stone door. The small room beyond was rather plain but it contained many treasures.
Drakkon claimed a suit of mithril plate armour and the party suggested I took the leather cloak that was lined with what looked like scales. There were also a couple of pouches that contained some gold coins and gems, as well as a small, locked casket. Navda got cut by the hidden blade as he sprung the trap upon opening it, but inside we saw five potions of some kind of blue liquid with the number "3" written on each of the vials.
| My new cloak |
Drakkon was to push the door open, but only so far as to block anyone to the right of it, and then at the same time Navda and Dharion would shoot the first guard with their bows. The plan worked flawlessly, the door was sprung open to the exact place it needed to go and Navda's shot took the first guard straight in the throat, killing it outright.
A quick glance around the room showed us several work gangs hammering away, overseen by several Sahuagin guards. As soon as the shock of seeing the dead guard topple over wore off and we were noticed, one of the other guards shouted "Save the princess", whereupon one of their number dived straight down the partially constructed stairwell.
| Map of the dungeon so far |
Note: the final door-opening act required us to roll high so that we could pull off the trick. Drakkon and Navda's players both rolled a natural 20, so the door opened and stopped exactly where we wanted it to, and the damage from the critical, aimed, shot out of cover caused a phenomenal amount of damage to the elite guard killing it outright.
Day 61 - continued
After waiting a minute or so at the ready, the threat did not materialise. Confused, at the no-shows, we set about returning to the entrance room to see what had happened to those that set off the silent alarm. We advanced cautiously, but when we got there we found nothing but footprints in the blood from the previous fight.
We decided to carry on with our scouting mission as we didn't have nearly enough information yet, but headed south this time. We entered a large room with two sub-chambers to the north. The main room was an armoury of some sort as it contained a large array of weapons (at least 120 spears, tridents and war hammers) and benches upon which to prep for war. The two northerly rooms were full of other war accoutrements; belts, buckles, straps and so on, along with hides, leathers and studs for making armour.
As there was not much in the way of loot (except a bit more of that glowing blue seaweed and some more shells - which we pocketed just in case), we headed south again into a very large chamber with a few extra rooms in it. There were several pillars holding up the vaulted ceiling and all the walls, and floors, like the rest of the complex, were made with quality stone. The three smaller rooms contained what looked like accoutrements for leaders - there were fewer beds and benches in them, but all were in complete disarray. These side-rooms were also, strangely, not as good quality as the main rooms.
Again, finding nothing of interest, we decided to complete the circuit back to the room with the sledge hammer and caskets of seaweed. Whilst milling around trying to figure out what was going on, Drakkon, our fighter on look-out duty, thought that he heard a groaning sound coming from the southern corridor.
Navda investigated the sound and returned to us saying that there was a room to the south with several Sahuagin milling about; including a couple of types we had not encountered before, and the room had three arches leading out of it. From his vantage he couldn't see much more. We decided to go and investigate and also maybe try to find out what the groaning noise could be.
We were spotted as we got towards the end of the dark corridor, and arrows and magic began to flow in both directions. One of the Sahuagin priestesses cast a Spiritual Weapon at Gladreth, which annoyed her royally. Not messing around, she Fireballed the entire room. This had the desired effect and we were able to mop up the survivors in short shrift.
| Map of the dungeon under the spire |
Day 61 - Continued
Navda, our trusty rogue, was quick off the mark with a well-placed arrow-shot that brought down the first of our assailants, before the main melee was joined. Our fighters, Druss, Drakkon and Dharion, went toe-to-toe against the three remaining Sahuagin. It was a bloody affair that required the use of my Healing skills, but the fighters dominated the combat and won through quite quickly with the aid of Navda's archery skills and Gladreth's magic.
There were three exits from this chamber, and after taking a quick peek along each corridor, east, west and south, we decided to travel eastwards. Dharion set an Alarm to alert him of any being that passed through that room.
After a short while, we came across a side chamber that was different to the rest of the complex; rather than the usual very well-dressed white marble that was throughout the complex so far, this room was completely covered in dark green tiles. It contained four coffers, one of which glowed blue, and a well-worn sledgehammer. Not knowing what this all meant, we just opened the coffers and took a look at the contents. One contained a pile of white sea-shells, two contained plain green and red-brown seaweed and the blue-glowing casket contained a blue-glowing seaweed. All of the seaweed was damp to the touch but not sodden. We pocketed a small amount of each.
| Inside the Spire |
Navda, shot his trusty bow from the shadows and managed to take down another one of the warriors, and Dharion's retreat from the Sahuagin in the north part of the corridor brought him face-to-face with the armoured Sahuagin warrior. He didn't break stride as he slew the champion and joined us in the room.
The last part of the melee was a bit of a blur. I cast a Prayer of Healing on my compatriots whilst they dispatched the rest of the Sahuagin warriors: Gladreth with a series of Magic Missiles, Navda with his bow, and Druss and Drakkon with their trusty swords.
After the melee we paused to catch our collective breaths, but just as we thought that we should get out of there, the padding of feet and war cries filled the air from the south, and Dharion's Alarm screamed at him that more warriors were on their way from the north. So much for sneaking in and out unnoticed.
Last night we managed to get together to start on the next chapter of the Saltmarsh campaign. It was a two-part session as we levelled up (to 6th level) part-way through - we will most definitely need that HP and skills boost if any of our past dice rolls and luck are anything to go by.
Day 60
It was inevitable that our days of rest and recuperation would come to an end. We were summoned to a secret council meeting in the marsh where the underlying threat to the lands around us was discussed. It was a long moot session, with the local lizardman and merfolk populations also involved; hence the location. Although we were there primarily to be on guard, we did pick up on the gist of the meeting; none of the local populations were involved in this threat - it seemed, from the evidence gathered, that there was a threat from a band of Sahuagin raiders.
Day 61
Just as we thought that we would not be called upon to act in this latest kerfuffle, we were summoned by the mayor of Saltmarsh to a council meeting. The town hall was heaving with dignitaries, guards, adventurers and general members of the town, when we got there, and we were announced to loud cheers. The mayor took us off to a side room to discuss the latest plans. From the meeting held in the marshes yesterday it was ascertained that a large Sahuagin insurgency had taken up residence in the swamp to the south, and the threat needed to be observed and calculated so an appropriate reaction and defence could be formulated. We would be needed to go to the encampment, a tower in the swamplands about an hour's journey south of the marsh border, and observe enemy movements, numbers, armaments and so on and then report these details back to the council within a two day period.
After some negotiation we settled on a suitable level of recompense and requested a restock of supplies, ammunition and means of getting there. We were given all we needed as well as a crude map for directions and a keel boat with two guards to take us here.
The journey only took a few hours to get to the drop-off point, where our guides told us to return to the following day at dusk. They would not wait for us either at this point or when it came to the pick up - we would be on our own. This would give us a little over a day in which to find the tower, reconnoitre the base and return with our information.
Luckily, the map showed our path would be along a wooden walkway that headed due south through the marshlands. This made the going quite easy despite the thick mists laying around about. After about an hour, the temperature dropped quite dramatically and the fog thickened. We began to notice small lights moving through the fog in the distance that winked in and out of sight on occasion, and the muddy ground to the side of the path showed the occasional set of footprints, that could have been from Sahuagin or, perhaps, crocodiles.
It was at this point that Dharion and Navda decided to scout ahead just in case we were heard; especially me in my heavy armour. After about an hour the scouts returned. The sun was beginning to wane meaning we only had a few more hours of daylight left to get to the tower and investigate what we could. They reported that what appeared to be the tower was only a short distance away, and that the flickering lights were torches carried by pairs of well-armed Sahuagin sentries - they had worked out the sentries' patrol patterns.
| The Spires of Saltmarsh |
We made our plans to infiltrate the tower and, when the guards had moved away from the man entrance, we headed for the large ledge upon which the smooth stone doors were ensconced. It took our rogue, Navda, but a few moments to work out how to open the doors and we made our way safely inside. It was pitch black, so I cast Light on a number of objects to help those of us in the party without infravision to see.
Unfortunately, the Sahuagin in the room were waiting for us and attacked without mercy. We were stunned to begin with but soon took the guards down before any of them could sound the alarm on the large gong in the room. After the melee, we moved the bodies into a corner, out of sight, and mopped up the blood. We also disabled the gong and closed the entrance doors.
The walls and floor of the inside of the tower were very well made and not as rough as the outside of the tower would have us believe. We readied ourselves again and headed to the south as that was the only way that we could see to go. Unfortunately, the way was blocked by a heavy wicker portcullis. However, there was a mechanism on both sides of the portal that allowed us to raise it high enough for us all to pass under it. A counter-weight kept it in position so it did not fall back to the ground and block the corridor again.
| Map of the Spire |
Thursday's gaming session was a relatively short one as we managed to complete this particular campaign section. If our rolls weren't so dire in all of the other encounters prior to this session we would have got here much sooner. I have never known so many sub-5 rolls (and more 1's than pretty much anything else) in a campaign. These dire rolls meant that not only did encounters take probably three to four times as long to play out than they should have done, but we went through all of our spell slots, and had several character KO's in each session meaning we had to take so many long rests to recover. I am dreading the next part of the campaign as, apparently, the danger level ramps up for us. TPK in the first session?
Day 52 - continued
The two figures within the heat-hazed room looked like they were made of iron; a smooth round ball of a head upon broad, squat shoulders. These beings were not tall but were powerfully built. The addition of a sword and hammer in place of arms and hands made for awe inspiring enemies.
Most of us still carried injuries from the previous encounters, and we were pretty much depleted magic-wise prior to this encounter, but Gladreth, Dharion and I still, thankfully, had one or two spells left each.
The fighters stormed straight into the room and attacked the metal beings but were sorely pressed and often knocked prone due to the strength of the metal constructs. The rest of us piled on missile pressure from our bows and slings, taking small chunks out of their iron hides. The fighters hacked away and also caused many great clefts in the statues' metal skins.
On one occasion, one broke through the ring of fighters and got to the second rank where it proceeded to spin its top half to great effect; the sword and hammer causing great damage to those unlucky enough to be caught by them. A Prayer of Healing restored most of us to full health but the battle raged on.
At one point I yelled out to Gladreth to use her Magic Missiles. She cast the spell within the next few moments and the first of the constructs, the one that had begun the spinning attack, finally fell with a loud clang.
A short while later, Gladreth spotted that the second iron golem had just run its top half into a spin whilst fighting Druss and Drakkon. Thinking that it too must be close to being destroyed, she cast her final Magic Missile spell and that one also fell to the floor with a clang.
Not knowing what dangers were still lurking, Dharion and I used our last spells to heal some of those most sorely injured, whilst Navda tested all of the chests and boxes for traps. After the healing was completed and all the chests were checked, we opened them to reveal a great hoard of treasures, that included gold coins, gems, jewellery, potions, fine armour, bolts of fine silk and a wondrous Bag of Holding.
| The Abbey Dungeon in full |
A few days later we returned to town and claimed our 2000 Gold Crown reward from the Mariners Guild. They were happy with the job we had done and set out straight away to begin building a new lighthouse and fortress on the island.
We hung around the town's taverns and inns telling our tales of daring and generally relaxing after all the troubles we had been through. We gathered though that it would not be long before we were called upon again to rid the town of some new danger.
Thursday last week, we were able to continue with the online Saltmarsh campaign. It has taken a little longer than normal to get the session written up as a lot of real life got in the way over the weekend. Anyway, on with the show...
Day 52
We rested well for the rest of the day and then overnight but everyone had a nagging feeling that things were still going to be rough for us. We retraced our steps back to the large crystal minotaur and continued to follow the southern corridor.
We wound up in a twisted maze of corridors with many more traps. Again, even though I trod as carefully as I could, I fell into a poison-spiked pit. Navda also fell foul of a trapped door that shocked him with a bolt of lightning when he tried to open it. It needed Gladreth to Dispel Magic on the door to enable us to get through it.
The other side of the door revealed a large, square chamber full of chests and scattered treasures. It was presided over, from the centre, by a jade green statue of a beautiful elf maiden.
Navda made a lasso and managed to cast it at one of the treasure chests scattered about the floor, so he would not have to enter the room to retrieve it. Unfortunately, even though his first cast was successful and he began to draw back the chest, it was too noisy and the jade statue's head turned. The elf maiden's visage turned into a hideous be-fanged vampiric demon.
Gladreth swiftly cast a Lightning Bolt at the jade being but it had little effect - maybe we should have heeded what happened to Navda when he attempted to open the door? We would be in for another tough fight again. This time I had the foresight to Bless our main fighters, which helped them in the combat. The statue was damaged severely, but not without it causing carnage on the fighters that required a Prayer of Healing to restore.
Unfortunately, the bites of this vampiric demon led to the blood of several of our party to begin to boil. Luckily Dharion and I were able to arrest its development before it caused serious issues for those affected.
With the demise of the jade demon we were able to search the room, but it turned out that all of the treasure was false - all the coins were base metal painted to look like gold and silver, and all the jewels were paste.
The open way northwards just led back to where we had come from, so we looked for another way out of the room. It had previously been affirmed by the acolyte Odim, although he had proven a liar with other things he had said, that there was a great treasure here, so we kept our hopes up that we would eventually be rewarded for our efforts.
Navda was rewarded for his efforts whilst searching the room for secret exits by finding a false door in the eastern wall. He disarmed the dart trap and opened it to reveal a corridor with a fine granite floor with golden veins running through it. We initially avoided the room directly ahead of us when we found that we could not open the door, but the door that was ajar at the southern end of the corridor looked promising.
The door was slightly ajar, so Navda and Gladreth carefully approached it. After listening intently at it for a while and checking it for traps, they pulled the door open only for the ceiling above to collapse upon them. I used up pretty much all the rest of my spells Healing them. It was only when things quietened down a bit that we began to hear a ticking sound coming from along the corridor.
| A bit more of the dungeon below the ruined abbey |