Remove these ads. Join the Worldbuilders Guild

Session 3 Report

General Summary


After defeating the smuggler's on the Sea Ghost, the sinister 6/7/8 pay five of them a silver piece to sail the boat back to Saltmarsh, while the captain is forced to pick up all 1,000 of Basil's ball bearings. Khan keeps watch to make sure none of them try anything. Achara and Satine interrogate the sea elf, Oceanus, about why he was on the ship. He tells them that he was sent by his king to investigate why the lizardmen where buying weapons from the smugglers and making alliances with merfolk and koalinth. He says he was captured by the smugglers a week ago, and that they had been selling weapons to the lizardmen for a month. He wants to complete his mission and investigate the lizardfolk lair, and Basil mocks him for doing so terribly on his mission already.   On their way back to Saltmarsh, the Sinister 6/7/8 sent Ashlen with a rowboat, 10 barrels of wine, 4 longswords, and 2 hand crossbows back to the mansion. They then dressed up Oceanus as part of their party and gave him a weapon. When they reached Saltmarsh, they saw a naval warship, and as they entered the docks they were greeted by a fuming Eliander. They managed to convince him that they had accidentally told him the wrong location to intercept the smugglers. He thanked them for their service and paid them 15 gold each. The town guard then confiscated the ship and took the smugglers in for interrogation.   A few hours later, Eliander requests the Sinister 6/7/8 come to the town hall. When they get there they see all the council members assembled. Eliander tells the adventurers that the smuggler captain revealed that the smugglers had been selling weapons to a tribe of Lizardfolk in the Hool Marshes. Eliander asks them to investigate the lizardfolk's lair, determining the layout of the lair, number of lizardfolk, and what they intend to do with the weapons. In return the town council will pay them 20 gold pieces each. After a very long session of negotiating, Eliander agrees to several rewards. If the adventurers complete their mission, the town council will pay them 5 gold pieces each, give them a deed to the mansion, convince Saltmarsh's Carpenter's Guild to rebuild the mansion, give the adventurers a small boat for them to use, and allow one of them an advisory position to the town council. In addition to completing their current mission, the characters must do several others in the future when the council requires it. The adventures agree and say they will set out tomorrow.   Before leaving, the character's stop by the buisness of Xendros, where Apha buys a Potion of Water Breathing and Achara buys a Pot of Awakening. They also learn that the Alchemist's Stone they found in the mansion is cursed.   At midnight the next day they entered the lair, fighting giant lizards in the entrance cave. They found a secret door that led to a treasure room. while they were looting a chest, Oceanus killed a Lizardman. They continue to stealthily explore the lair, eventually finding a shrine to the Serpent god. Satine then cast Friends on the shaman inside. The shaman told them that there were about a hundred lizardmen in the lair. He also told them that they were buying weapons in order to prepare for war against sahuagin, who had forced them out of their old home. Satine then put him to sleep and Portia entangled him. Then the adventurers quickly made their escape.       When they got back to Saltmarsh, they told Eliander about the lizardfolk's intentions, numbers, and the lairs layout. Eliander said that he would send a ship that was still in the harbor to negotiate with the lizardfolk about an alliance.

Campaign
Ghosts of Saltmarsh
Protagonists
Report Date
29 Dec 2022

Remove these ads. Join the Worldbuilders Guild