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A post-Zeitgeist campaign (spoilers for Zeitgeist, Saltmarsh, PotA, Avernus, and now War of the Burning Sky)
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<blockquote data-quote="skotothalamos" data-source="post: 7983571" data-attributes="member: 83398"><p>We had a fairly straightforward exploration of the haunted house from Sinister Secret of Salthmarsh. They spotted smuggler tracks in the first room and followed them to the secret trapdoor that leads to the cellar, where they quickly dispatched three smugglers, but not before B'alam had the chance to channel wild magic and levitate himself to the ceiling, making himself a great target for the smuggler archer. He dropped in two arrows and floated gently to the ground.</p><p></p><p>The cellar had several exits (that they found): a door barred from their side, with "Danger" scrawled across it. Igbrin used a Detect Evil and Good to discover that there was something evil behind that door, so they left it alone. Another door led to a fine bedroom, where they found some candles and a lantern and a sheet with a lantern code on it for signalling ships at sea (easily identified by the two sailors in the group). They also found a spellbook and a volume entitled "The Life and Deaths of William Miller," which Igbrin scooped up like it was a shiny bit of string.</p><p></p><p>Lastly, there was a secret door leading down into a cave system beneath the house, where they dodges some green slime and encountered more smugglers. This time, the smugglers had the upper hand, and both B'alam and Sam went down fast. Tattolka had not even joined the fight when Igbrin surrendered in an effort to save the lives of the fallen. A wizard who was clearly in charge appeared and accepted their surrender, instructing the smugglers to stabilize the wounded as they would be far more valuable to him in the slave markets of the Sea Princes.</p><p></p><p>The three surviving smugglers then had to sort out how to take their captives to their ship. Their small rowboat wouldn't fit everyone, and they didn't want to leave any of the captives alone. Finally, they decided to have the two lackeys load up the boat with the unconscious PCs while the wizard kept an eye on the disarmed bird. Igbrin kept the wizard in conversation (discovering that the evil entities next to the cellar were skeletons) just long enough for Tattolka to skulk up quietly and put a single arrow through his neck, dropping him dead. (Shortbow plus sneak attack plus Bugbear surprise plus a crit for 28 damage to the 27 hit point wizard!)</p><p></p><p>She then freed Ibrin by breaking the shackles and the two of them set off to swim after the rowboat. Igbrin used an illusion of sunken treasure to distract the smugglers, who stopped to dive for the treasure. One dove into the water while Tattolka strangled the other. She and Igbrin then took the rowboat ashore and settled in for a long rest. With all the healing magic used up, they had to simply wait four hours for the other two to return to consciousness.</p><p></p><p>Feeling much better and higher level in the morning, they set out for the house again to hunt down some skeletons...</p></blockquote><p></p>
[QUOTE="skotothalamos, post: 7983571, member: 83398"] We had a fairly straightforward exploration of the haunted house from Sinister Secret of Salthmarsh. They spotted smuggler tracks in the first room and followed them to the secret trapdoor that leads to the cellar, where they quickly dispatched three smugglers, but not before B'alam had the chance to channel wild magic and levitate himself to the ceiling, making himself a great target for the smuggler archer. He dropped in two arrows and floated gently to the ground. The cellar had several exits (that they found): a door barred from their side, with "Danger" scrawled across it. Igbrin used a Detect Evil and Good to discover that there was something evil behind that door, so they left it alone. Another door led to a fine bedroom, where they found some candles and a lantern and a sheet with a lantern code on it for signalling ships at sea (easily identified by the two sailors in the group). They also found a spellbook and a volume entitled "The Life and Deaths of William Miller," which Igbrin scooped up like it was a shiny bit of string. Lastly, there was a secret door leading down into a cave system beneath the house, where they dodges some green slime and encountered more smugglers. This time, the smugglers had the upper hand, and both B'alam and Sam went down fast. Tattolka had not even joined the fight when Igbrin surrendered in an effort to save the lives of the fallen. A wizard who was clearly in charge appeared and accepted their surrender, instructing the smugglers to stabilize the wounded as they would be far more valuable to him in the slave markets of the Sea Princes. The three surviving smugglers then had to sort out how to take their captives to their ship. Their small rowboat wouldn't fit everyone, and they didn't want to leave any of the captives alone. Finally, they decided to have the two lackeys load up the boat with the unconscious PCs while the wizard kept an eye on the disarmed bird. Igbrin kept the wizard in conversation (discovering that the evil entities next to the cellar were skeletons) just long enough for Tattolka to skulk up quietly and put a single arrow through his neck, dropping him dead. (Shortbow plus sneak attack plus Bugbear surprise plus a crit for 28 damage to the 27 hit point wizard!) She then freed Ibrin by breaking the shackles and the two of them set off to swim after the rowboat. Igbrin used an illusion of sunken treasure to distract the smugglers, who stopped to dive for the treasure. One dove into the water while Tattolka strangled the other. She and Igbrin then took the rowboat ashore and settled in for a long rest. With all the healing magic used up, they had to simply wait four hours for the other two to return to consciousness. Feeling much better and higher level in the morning, they set out for the house again to hunt down some skeletons... [/QUOTE]
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