Session 08: Saltmarsh Ball Report
General Summary
NEED TO FINISH & CLEAN UP!!
05/07/2024
Thunsheer (4) 25, y.0001

LOCATION
Recap
Unndilar (5) 15, y.0001

...
[After 10/16/2020]
Galian has a party tonight. A note about Gibbem Geld's Gold exchange at #6.
Goblin in a stool with a bag in his lap, .100gp for an ingot. 100gp for the party.
Went to shinies -- booth of ravens and heard in my head their voice.
Sold silver stuff 6sp. 100gp
3rd hand - 5 - knick knacks
Sold scale. Raven silver icon. Pirate flag with dragon skull and crossbones. Multi colored disk stone. A whistle of gold colored wood -- I bought for 5 silver.
Handyman - sells hands
Totally Legit goods, 11 - shifty looking stall
Hobo Merchant - I paid 55 gold for a silver skeleton key. On the stalk is a carved question mark. 10% chance of opening any lock but it disappears.
Taxidermist
Apothecary
Threads
Hand of fate
Crossbow
Sculpture
--
Ziva -- went and talked to the sea people…
I read 4 hours of book and I want to spend an hour with the whistle (recording power -- if you whistle. A tune it will play it the next time…)
I see andrew
The messenger was found dead this morning he hung himself himself
She (eda) tells us…
Messenger for geland.
**barkeep is missing**
From empty net (kreb)
Talking to the andrew…
Invited. Good for crew.
Tell him about suspicions for gallien
I trust Andrew he wants to help
Surly dwarf who doesn't like anyone, but most seem like gaelin
Fen say we should get a tour… gaelin says okay…
Then a messenger comes
Takes bags of coins from office….
Other draw: empty
Find secret door…
Chased kreb…
See dark hair goatee friend of andrew
Small rowboat…
I killed gaeilin with a sneak attack
I ended up taking out other bad guy…
Scaran
Was andrews butler
He tells a story of how
2 main secret societies…
Scarlet Brotherhood
Infiltrate everywhere and manipulate for favor…
And
Children of malice
Smaller group -- more dangerous -- started as drow that were kicked out of jourass ----- goal: eventually take over jourass and destroy within…
Xhorhas
Gaellin -- is the smugger -- he works w/ scaran w/ slave trade out of salt marsh.
Greb tells capt. Of sea ghost.
Goods sold through
Scarlet Brotherhood
He is head of scarlet brotherhod here
And is andrews butler
Andrew's family owns such a prominent fishing fleet it is worth of intel.
Scarlen tells gaelin
Sea's embrace…
Who takes slaves to Darktow and sells to children of MALICE
Mostly magic users
Gaelin picked up side contract for weapons for lizard..
For an upcoming war..
Threat of lizardfolk…
Who/when
Non-confrontational
Where/why and what to appease…
Chapter 3: Danger at Dunwater
https://5e.tools/adventure.html#GoS,2
Unndilar (5) 16, y.0001

...
go to sahuagin stronghold....?
Notes
** Sahaugin stronghold is about 50miles SW**
-Former lizardfolk lair: series of natural caves and passages honeycombing the interior of the island
- 3 level cave system inside a rocky island.
- main entrance is a large cave facing the sea coast
- lizardfolk added stairs to connect the levels
Since the sahaugin took over
- The high priestess of Sekolah named Thadrah worked ritual magic to lower the seabed and sink the island, now only the top 1/3 is visable above water
- the lower level cave entrance is now submerged under 80ft of water
*goal* they created a fortified base with the ability to exert an iron hand of domination over all race inhabiting the adjacent waters and coastal region. they plan to construct more bases until their control over all waters and coasts is complete, and maritime commerce is at their mercy.
- they are continuing to lower the island further into the ocean
- plan to mount their first offensive attack within the month to saltmarsh
Saltmarsh asks the party to check it out, clear it out if possible or report back if not.
goals:
1. determine the strength of the sahaugin forces
2. locate important areas within the fortress
3. discover any defensive measures
4. discover how advanced their preparations are and when they might attack (20-30 days hence) ** saltmarsh will follow a couple of day behind them **
Party entered the fortress and cleared out a good chunk of the first level (about half the forces).
Found the armory and brought the weapons and things back to the ship to take a long rest
Began making their way back into the fortress
** After their rest a smaller ship arrives with 6 Veteran soldiers and 2 healers to help. They will be there for support and back up when it looks like the party needs help
Find Elmer in section 19. He was from another adventuring party and has items to be able to breathe underwater in the storage room. As he is dying he tells the party that the sahuagin were using slaves to build and fortify their lair. They were being pushed to get it done within 2 weeks, when the rest of their forces would come. He thinks thats when the attack is planned.
* cloak of the manta ray (breathe underwater and a swim speed of 60)
* mithril plate armor (heavy -AC18)
*necklace of adaptation (requires attunement) (gold collar with coral dangles)
*cap of water breathing (looks like a sailors floppy hat, like smee)
* ring of water breathing (silver band with engraved waves)
* 5 potions of greater healing (4d4+4)
*a snorkel
Party ended the session heading back to the boat with the slaves. They finished clearing out the floor and found the secret room with the items in it. They have yet to identify the items.
*Back on the ship the 1st set of troops will have arrived and will give them the HORN OF SILENT ALARM [XGtE pg 137] to blow when they feel like they need help. The troops are staying on the ship to wait for more but will be ready should the party need help.