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Re: Ghosts of Saltmarsh IC
The plate mail is banged up but still useable, it would fit a medium creature. This person also had a londsword and shield, still in good condition. Finally, there is the remains of an explorer's pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 50 ft. hemp rope.
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Re: Ghosts of Saltmarsh IC
"<Should we put him to rest in the ground or at sea?>"
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Re: Ghosts of Saltmarsh IC
Byrok begins gathering up the assorted items, and replies to Yue "Let's wrap him up in some of the bedding here and return him to be buried in town. It's not that far back anyway."
After gathering the gear, Byrok will wrap the corpse up in some sheets from the last room as a temporary shroud with plans to take him back to town after we finish our exploration.
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Re: Ghosts of Saltmarsh IC
Where to next? You've got a couple of staircases going up (presumably to the house) and a couple unopened rooms off the the room where you found the food.
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Re: Ghosts of Saltmarsh IC
Lets finish checking out the lower rooms before going up. Don't like leaving things behind.
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Re: Ghosts of Saltmarsh IC
Spoiler: OOC
Show
Yes, we should check the rest of the underground stuff before we go up.
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Re: Ghosts of Saltmarsh IC
Your options are
North Door > Stairs: You found the body through this door and see stairs up to the house.
East Door 1: This door appears normal.
East Door 2: This door has a wooden bar across it, held in brackets on the frame and the door itself. The word "DANGER" is scrawled on that door in the Common tongue using chalk.
Trapdoor at the top of stairs: This is definitely trapped, though not from this side. You can't tell exactly how it would trigger or what would happen, but if someone was around the other side of the trapdoor something would surely happen.
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Re: Ghosts of Saltmarsh IC
Byrok puts on the plate mail as even somewhat battered it is better than his old chainmail. Then he walks over to the eastern door without the bar, turns to the group to make sure everyone is ready, and opens it to look inside.
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Re: Ghosts of Saltmarsh IC
Unlike the barracks, this small room holds comfortable furnishings and appears to be well cared for.
A comfortable-looking bed in the northwest corner has a wooden locker at its foot.
A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three burning candles provides the room with bright light. The candles, though not fresh, are far from spent.
Under the table is a small wooden box and an unlit bullseye lantern with a movable shutter over the lens.
On a shelf above the table sit three books. In the northeast corner is a closed wooden wardrobe.
EDIT: Sanbalet looks annoyed when you enter this room.
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Re: Ghosts of Saltmarsh IC
Yue asks Sanbalet "<This room, is it yours?>"
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Re: Ghosts of Saltmarsh IC
He sighs, considering a lie but knowing it won't help anything. "Yes, this is my room."
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Re: Ghosts of Saltmarsh IC
"<We can take your personal items and hand them over to the authorities when we turn you in.>"
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Re: Ghosts of Saltmarsh IC
Eldryn picks up the three books, leafing through them to see what they are about, and hoping they may be magical.
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Re: Ghosts of Saltmarsh IC
Quote:
Originally Posted by
paradox26
Eldryn picks up the three books, leafing through them to see what they are about, and hoping they may be magical.
The books include:
- A volume of erotic poetry, fully illustrated
- A naval almanac listing tide times for the area of coast around Saltmarsh (a total of one hundred miles of coastline is covered)
- A treatise concerning the demigod Iuz and its minions
Inside the third book is a sheet of parchment featuring a few simple words and phrases in the Common tongue and their equivalents in Goblin. The words include "stop," "fight," "lift," "come," and so forth.
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Re: Ghosts of Saltmarsh IC
Eldryn slips the books into his backpack. The erotic poetry may be worth a little money, but the book on Iuz could prove of interest to the Temples, and the book on the coastline could prove handy for the party, should they need to go to sea in the area at all.
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Re: Ghosts of Saltmarsh IC
Alright, is there anything else you want to do in this room/do you want to do a more in depth investigation (if you do, make an Investigation check).
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Re: Ghosts of Saltmarsh IC
While his companions focused their attention on the room, Byrok kept his eyes on Sanbalet, trying to catch any subtle clues to where the magic-user may have stashed things of real value.
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Re: Ghosts of Saltmarsh IC
Spoiler: OOC
Show
Roll Insight to see where Sanbalet has hidden things.
Roll 1d20+4 = [roll0]
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Re: Ghosts of Saltmarsh IC
OOC: Sorry, wasn't around much this weekend.
You follow Sanbalet's eyes to his table and after some investigating you find a button to open a secret compartment. It seems empty, though it looks like the perfect size for a spellbook (which you found on him. Had you surprised the cultists it would have been hidden here).
You feel confident that there aren't any more hidden compartments here.
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Re: Ghosts of Saltmarsh IC
Yue points to the door with the 'Danger' sign and asks Sanbalet "<What's through there?>"
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Re: Ghosts of Saltmarsh IC
"Ugh, the others claimed that it was haunted by the spirit of the alchemist who used to live here. I thought it was them trying to get out of work but then something kept trying to break down the door from the other side.
So we've just kept it locked. It's probably fine. Whatever it is doesn't usually try to break out, unless you're really loud."
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Re: Ghosts of Saltmarsh IC
Yue raises an eyebrow and looks at the others.
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Re: Ghosts of Saltmarsh IC
"Well, we were hired to see if this place was really haunted ..." Byrok responds.
He then positions the prisoner across the room and away from the other doors. When the others are ready, Byrok will try to quietly remove the bar and open the door.
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Re: Ghosts of Saltmarsh IC
The party has as many turns as they would like to prepare for going in here, but to move us forward...
Light spilling in from the large room behind you barely shows that the chamber is only about twelve feet across and the corners are filled with shadow. What little you can see is dingy and dirty.
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Re: Ghosts of Saltmarsh IC
Eldryn prepares his eldritch blasts once again, then slowly moves into the formerly blocked off room. He looks very carefully into the shadows for any signs of movement by anything, either alive or dead.
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Re: Ghosts of Saltmarsh IC
Caspian grunts and readies his trident.
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Re: Ghosts of Saltmarsh IC
Ah, should have noted - anyone who has darkvision can see six skeletons in this room and, after a few moments, you can swear they start to move...
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Re: Ghosts of Saltmarsh IC
Eldryn spots the moving skeletons, and immediately he backs out of the room. "Everyone get out of the room. Cluster around the doorway, so we can all take them on one at a time," he calls out.
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Re: Ghosts of Saltmarsh IC
Y'all have time, but just wanted to get the skeletons in order.
Skeleton A: 12
Skeleton B: 8
Skeleton C: 7
Skeleton D: 7
Skeleton E: 7
Skeleton F: 7
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Re: Ghosts of Saltmarsh IC
Once Eldryn is clear of the room, Byrok steps into the doorway and readies his weapon to attack the first enemy which approaches.