Spelljammer
        Sinister Secret of Saltmarsh
Current Turn?NoSubject:The Final Enemy - Flooded Level
Campaign:GreyhawkTurn Start Date:9/15/596
Adventure:Sinister Secret of SaltmarshTurn End Date:10/2/596
Adventure Number:AABCharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Morgan Dunst, Rory Rockhound
Turn Number:1.7Send To:fivewands@championsoftheempire.com
Greyhawk Campaign?YesCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Darkthorn
10
0
54/64
/0
7
1
40
2
0/0
1/day
0/1
/0
Dyson Teague
25
0
30/55
2/2
7
1
49
4
0/0
1/day
2/3
0/1
Kalin
0
0
49/49
/0
8
2
27
0
0/0
1/day
2/2
1/1
Lorcan Smythe
7
0
47/54
/0
6
0
30
0
0/0
1/day
2/2
1/1
Morgan Dunst
11
0
46/57
4/4
6
0
27
6
0/0
1/day
1/1
/0
Rory Rockhound
0
0
45/45
/0
4
0
19
0
0/0
1/day
1/1
/0
Wiley Finch
0
0
55/55
/0
8
1
40
8
0/0
1/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
9/13
9/9
Rory Rockhound
/
6/9
16/16
Wiley Finch
/
7/7
8/8
Oceanus: 32/62 - Luck Points 0/1
Ceanna: 46/46 - Spell Points 0/11, Spell Pool 12/21
Darkthorn - Water Breathing (4 hours)
Borgas - 18/50
11/29/2018

The group begins scouting the flooded level. They find a room that is probably that of an officer or other leader type. It has a locked coffer that they are unable to open or force. Then they see what appears to be a nursery with lots of sahuagin females and young, ranging from near adult down to creatures that look like frogs and tadpoles whom the group assumes are the very young. They turn around and go the other way.

They find a couple more rooms of leader types and are able to open the chests in these rooms, yielding some treasure in the form of coins, gems and jewelry as well as a +1 dagger.

Then they find a room that appears to be a barracks. Darkthorn only sees a few sahuagin within his line of vision as he peers around the corner but senses that there are more, maybe even many more, in the room. The group retreats and Ceanna reports the findings on the map she is keeping.

The group scouts down some long passages and eventually reaches some stairs leading down and additional side passages. They investigate one such passage and it leads to a locked door. Dyson is able to pick the lock and the group enters. Inside is the suite of an even more senior sahuagin, perhaps even the leader himself. It has a locked and trapped coffer that they decide to pass up until they find the key for it - a silver medallion - in the next room. Opening it reveals additional treasure as well as some magical crossbow bolts.

There is another door leading into the suite from the other room and Dyson unlocks it and Darkthorn carefully opens it. He sees a stretch of hallway before it opens into a massive throne room. Sitting on the throne is a massive, four-armed sahuagin. Flanking him are a sahuagin female and a male, perhaps queen and advisor. Barely visible from the angle from which he is peering through the door, Darkthorn sees three more sahuagin standing rigidly at attention in front of the throne. Darkthorn gets the sense that the sahuagin on the throne is berating the three for some offense.

Not wanting to be seen and have to face the leader of the sahuagin, Darkthorn eases the door shut and the group retreats. They decide to head down the stairs.

The first room they come to is a large storeroom and arsenal. It contains normal stores as well as many weapons, mainly spears, tridents, nets and crossbows. Before they can start a good count, Darkthorn and Dyson notice a large shark quickly approaching. Battle is joined and the shark is quickly defeated, thanks to a few critical hits.

GM: This is where we stopped for the night.

12/6/2018

While the group looks around, Dyson goes over to investigate the door. When he touches the mechanism looking for traps, he sets off a magical trap that causes 16 points of electrical damage to himself. The group discusses going a different way but decides to have Rory check the door for magic to see if the trap is gone. There is no more magic on the door. Dyson checks again and finds no traps. He successfully picks the lock and Darkthorn opens the door. Inside is a large room that is mostly empty. The only furnishings are a stone chest, a pile of gold coins and two sacks, one of which appears to be empty. Rory checks all of the them for magic and determines that the chest and the empty sack are both magical at level 2 on a scale of 1 to 3.

Lorcan picks up the other sack and finds that it is filled with coins. He pulls out an empty sack and dumps the coins into the empty sack while Rory scans for magic. The coins are platinum and there is no magic. Lorcan then starts filling the sack with the gold coins that were piled on the floor.

Meanwhile, a few people believe that the magical empty sack might be a Bag of Holding. Rory says that it may not be empty but the contents will be unknown until someone attunes to it. Lorcan volunteers to carry it for now.

GM: Lorcan rolled a 99 and will fail attunement.

The group departs and heads deeper into the flooded level with Darkthorn in the lead and Dyson not far behind. Distant roaring and cheering can be heard coming from passages leading to the south. Darkthorn reaches a four way intersection and sees light to the north. He heads in that direction and peers into the room at the end of the short passage. It is a torture chamber and dungeon and is in use. Darkthron cannot abide torture and so he uses hand signals to indicate to Dyson that he will charge forward. Dyson, after a moment's though, relays a similar signal to the rest of the group.

Battle is joined against three sahuagin torturers who were just starting to torture a locathah. Darkthorn kills his opponent quickly but not before suffering a critical hit. The rest of the group moves in. The torturers are tough opponents and both Dyson and Oceanus feel the bite of their weapons multiple times before the sahuagin are defeated. The Ceanna frees the locathah who immediately wants to search beyond the dungeon doors for his pet "Fluffy". There are five dungeon doors. The first opens to an empty cell. The second contains an aggressive sea lion so Lorcan quickly closes the door. The third contains "Fluffy" a massive eel that is much too large for the cell. Unfortunately Fluffy is dead and the locathah, whose name is Borgas, is distraught. He goes to one of the sahuagin and begins stripping his body of armor and weapons. Ceanna talks to him to ensure he doesn't do anything rash.

The fourth door leads to a cell containing a triton. The triton is unable to swim or move about in the Airy Water. Ceanna moves back to allow him out and he, in Keoish, asks about his sea lion steed. The group frees the sea lion. Both Borgas and the triton, whose name is Kysh, agree to accompany the group in order to exact revenge for their capture. Kysh, mounted on his sea lion, takes the lead as he can easily seek underwater.

Kysh also remembers something of his trip to this dungeon. He arrived within the last 24 hours in the company of about a hundred sahuagin. Most of the sahugain stayed in the entrance cave but some of them escorted him to the dungeon. On his way here, he saw a massive coliseum down a short passage.

The group heads out with Kysh and his sea lion in the lead. They reach a room where Kysh sees a sahuagin. He attempts to sneak forward but the sahuagin sees him and calls out an order. Kysh and the sea lion rush into the chamber as a group of sahuagin move to block the doorway. Borgas gets inside and Darkthron gets to the doorway. Meanwhile, one sahugin fled up some stairs just inside the doorway with Kysh and the sea lion following to stop him. Another sahuagin follows them.

In the first round of combat, Lorcan casts a Torrential Geyser amidst the sahuagin and push a couple of them back. This gives Darkthorn the opportunity to push his opponent into the room. Dyson and Oceanus rush in as Darkthorn moves forward. By the time Morgan reaches the entry, more sahugin have moved up to block it again but Darkthorn, Dyson, Oceanus and Borgas are all in the room.

GM: This is where we stopped for the night.

12/13/2018

The group continues to battle the sahuagin, slowly reducing their numbers. A minute or so later however, more sahuagin begin to arrive down the long corridor in which the group traversed to get here. Threatened with being overwhelmed, Ceanna reads the Scroll of Capricious Teleportation and everyone disappears.

Wiley is the luckiest of the group. He appears on the Sea Ghost although he is not wearing his armor and has no weapons. However, it quickly becomes apparent that the Sea Ghost was also affected by the scroll as it is no longer anchored where it had been. Also, all of the supplementary crew provided by the city of Saltmarsh are gone. Only the crew hired by the group is still aboard. Wiley works with the captain to take stock of the situation. They are floating in a bay. To the south, west and north is the mainland. To the east are a couple of islands and to the northeast is an exit from the bay. Wiley was holding a scroll tube and the Bag of Holding when he appeared. When he opens the scroll, he finds that it contains a very nicely drawn map of an island. The captain looks it over and surmises that if the island represents the ship's current location, they are in a western bay of the island. A port city is shown on the southern coast so Wiley orders the captain to set sail and make for the port to confirm if the island is where they are. In a search of the ship later, Wiley finds his gear in his cabin. He also finds Dyson's gear in his cabin, Kalin gear in his and Darkthorn's gear in his. He does not find Lorcan's gear or any of the gear belonging to Rory or Morgan.

Dyson appears in the alley in a city wearing normal street clothing but no weapons, armor or other gear. He does have his coin purse on him, however. He gets up and walks out of the alley. There are many people walking along the streets and working and shopping in the establishments that line the street. The language is clearly Aerdy which is Dyson's native language. He asks around and learns that he is in the city of Carrara on the Isle of Ruin. It is early afternoon and so he finds a bar and sits down with others to learn more. He finds out that the island gets its name for the many ancient ruins to be found around the island. The island was settled over a hundred years ago by settlers from the Sea Princes who inhabited this ancient and mostly ruin coastal city, slowly building it up to what it is today. There is another city about 10 miles to the east name Empoli that was settled about 80 years ago by people from Carrara. There is also an small inland village named Verona. Dyson learns that ships from the Sea Princes occasionally stop in while island ships also come to call from time to time. There are other inhabited islands but the Isle of Ruin is a bit off the beaten path. As evening wears on, Dyson pays the tavern owner a few copper to bed down in the common room for the night.

Kalin appears in the city of Empoli. He also has none of his gear and only 15 silver on him. His inquiries net him the name of the city and the knowledge that a larger port city is 10 miles to the west. There is no temple of Pelor in Empoli but there is one in Carrara. Kalin also learns that the two cities are located on the Isle of Ruin. Kalin takes a private room for the night with the plan to head to Carrara the next day.

Lorcan arrives in the middle of a thick forest. Unlike the others however, he has all of his gear, minus the Bag of Holding that he had been carrying. He picks a direction and starts walking. As night falls, he comes to a stream and decides to follow it downstream the next day. He creates a camp using his tent and bedroll. He does not sleep well that night as the night sounds of the forest awaken him often - that and the fact that there is no one but him and so no one to keep watch.

Darkthorn appears on a mountain without any of his armor, weapons or gear. He does not even have any money on him. Fortunately he is a ranger and at home in the wild. He starts walking down the mountain. He finds a couple of game trails that help him make good time and eventually comes across a human made trail that leads him to a village. He learns that it is the village of Verona. However, with no money, he cannot pay to stay there so he finds a spot to set up camp and sleep for the night. He finds some food to eat. His camp is well made and he gets a good night's sleep.

The Sea Ghost arrives at the port city of Carrara in early evening. Wiley takes the junior officer and two crewmen ashore to see what he can learn. In the first bar they enter, they are surprised to hear Dyson call out his name. They sit together and compare notes and swap stories. Wiley shows Dyson the map of what is clearly the Isle of Ruin. Dyson accompanies Wiley back to the Sea Ghost and they spend the night on the ship.

In the morning, Kalin joins a few other people in Empoli who are making the trip to Carrara. It takes about 4 to 5 hours of leisurely walking and, when he arrives in Carrara and heads to the waterfront, he sees the Sea Ghost tied up to a pier. He boards and relates his story to Dyson and Wiley while also hearing theirs.

Lorcan wakes up, eats some of his rations and then breaks camp, returning everything to his backpack. He casts a Water Walking spell on himself and starts following the creek down stream. It eventually joins up with a slightly larger stream and, after an hour or so, flows into a river. Lorcan continues to walk on the water and follows the river downstream. So intent is he on what is ahead, he does not see or hear the boat coming down river behind him until a crew member in the bow shouts at him to move to the side. Lorcan turns and sees a boat laden with people heading down the river. The crewman asks if he wants a ride for 5 cp and Lorcan accepts. As he is paying, Darkthorn calls his name. Darkthorn is working for his passage down river so Lorcan pays for the rest of Darkthorn's passage as well and the two swap stories as the boat continues down river towards the lake port city of Empoli. Upon arriving, the two learn that there is a sea port city about 10 miles to the west with a road connecting the two cities. The immediately set out for Carrara and arrive in the evening. Like Kalin, they see the Sea Ghost at the pier and rejoin the group.

GM: This is where we stopped for the night.




Although the group has no way of knowing this, Ceanna teleported to a location that was within easy reach of one of the patrols that was harassing the sahuagin patrols. She was then escorted to Saltmarsh where she was able to present an accurate report of what the group learned in their scouting mission against the sahuagin. Although you did not see the entire fortress, you saw quite a bit and, with the additional information from Kysh, had good enough information about the sahuagin that the scouting mission could be considered a success.

Just wanted to bring closure to the Saltmarsh adventures.

Show details for Spells and Limited Use Items and AbilitiesSpells and Limited Use Items and Abilities
Hide details for Spells and Limited Use Items and Abilities


Name

Spells

Spells Memorized

Darkthorn


  1. CLW, Stealth

Kalin


  1. CLW, CLW, CLW, Bless, Bless
  2. Augury, Lantern, Silence 15'r, Silence 15'r

Lorcan

13

  • GK - Calm Waters, COP Holy Magics Minor, Floatation, Mage Wind, Navigation, Read Magic, Water Breathing, Water Creation, Water Sight
  • SK - Bolt of Water, Torrential Geyser, Wall of Water, Water Walking
  • Spell Wand - Wall of Water, Water Breathing, Torrential Geyser

Rory

7

  • GK - COP Missiles, Earth Spire, Earthwall, Stone Shape, Stone Walking
  • SK - DTJ, Tunneling

Wiley

9

  • GK - Invisibility, Location, Opening, Telekinesis, Ventriloquism, Walking Unseen
  • SK - Levitation, Magic Missile, Web of Entanglement



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)1