Saturday, January 30, 2021

Adventures in Saltmarsh - Session 4

Party: 

♦ Solace (female tiefling bard, haunted-one background)
♦ Magnus Argyros (dragonborn sorcerer) 
♦ Naero (human paladin)
♦ Sir Drake Mc Gruff (halfling rogue)
♦ Aranthir (elf rogue)
♦ Rok Stonefist (half-orc barbarian)

After we find ourselves alone, Lady Oland making her way out the inn door, we consider our day. While we all agree we'll return to the Haunted House today, many also have small errands in town. We make our way to a marketplace, where we all make barters and trades. Solace convinces a merchant to sell her a light armor, a studded leather, trading in a garish oil-skin coat found in the Haunted House, and 3 bottles of perfume she owned, as well as some gold she made along the way.

She lets one of her party barter away her old simple leather armor. She also purchases a flute, and because there was a sale, the whole party saw fit to buy a Healer's Kit.

They decide to gather more information and make their way to see the gravedigger, a tall lanky half-orc who is something of a local historian. On the way Naero drops a dented full-plate armor recovered from a dead adventurer at a blacksmith's for repairs.

The graveyard keeper lets us known that the old owner of the haunted house, an alchemist, named Mr Flamel, was trying to advance the cause of the Philosopher's Stone. It is said that he even took members of his family into his laboratory, likely to experiment on them.

We take our leave and make our way back to the Haunted House. We find a trap we had laid on the ground floor undisturbed, so descend the trap door once more. The mess-hall is largely undisturbed, but the trap is triggered on the DANGER door, and the pirates are nowhere in sight. We still take the time to investigate the secret door that the skeleton alchemist came through, and discover his secret laboratory. Though nothing is magical here, Magnus does take alchemist's supplies, and we also find some cast gold items, which we take.

When re return to the mess-hall, we seem relaxed and distracted, and fail to spot the 3 bandits, who surprise us with combat. We fend them off, though their double attacks leave Rok quite wounded and Aranthir falling unconscious (though Solace heals him during the combat). Naero suggests we should keep one alive, though Rok's next attack lobs a pirate's head clean off. Despite his unwillingness, we do manage to leave one unconscious, but alive, Solace taking him down non-lethally with a short sword. We have him tied up and gagged, as we take a short rest to mend our wounds.

On a chance, Magnus finds a secret door, which we decide to explore once we have rested. Magnus and Naero initially remain behind as we investigate. A tight corridor with stairs leading down open up into a cavern. We overhear noises and see a scout up ahead, opening combat, and Rok also spots some greenish slimes on the ceiling of the cave. Drake quickly calls out to the others to join us, luckily they were within earshot. We engage the pirates, battling 3 of them and the oozes that drop upon us from the ceiling. Yet again, Naero encourages us to knock targets unconscious rather than take them out, which the party seems to agree with less this time around. One seemed enough. Despite the protests, Rok's final attack with his greataxe cuts clear through a scout's leg, leaving him bleeding and unconscious but still clinging onto life. 

We stabilize the pirate, loot the dead smugglers' bodies, and leave the alive one tied up next to his friend in a corner of the mess-hall.

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