Session 35 - Infiltrating the Final Enemy
General Summary
Godsday - 4 Sunsebb - Early Evening
Previously, the Try-hard Misfits sailed from outside Saltmarsh westward along the Hool Marshes. During their travels, they mostly avoided a small fleet of Hold of the Sea Princes while driving off their sailing ship, Skyward Swan. After two more days of travel on the outskirts of the sahuagin fortress, they defeated two water elementals that seemed to be guarding the area.
Waterday - 5 Sunsebb - Sunrise
Rising before the sun, the Tryhard-Misfits start gathering on deck. Last to arrive, Adlia comes cheerfully up from below stating, "I've communed with Ehlonna and she bides me bring this blessed wine to inspire our actions this day." Each member takes a sip and Capt O'Donahue orders the jolly boat lowered. Ducky reacts immediately, "You want me to row her? That Devil! Over to that island filled with Sea Devils? No way! " Staring at him, Capt O'Donahue responds, "You're a member of this crew and you knew the job when you signed up. You can either row them there or you can swim back to Saltmarsh. Your choice." Grumbling, Ducky slides down a rope into the jollyboat, "Well, I'll row you, but I am not stepping onto that island." As the rest of the party joins the deckhands, Kyra draws a complicated sigil within the confines of the boat summoning the arcane energies to power her will. She then taps each of the party members as well as dabs Ducky nose while stating, "And now you can breath underwater." Karia dips her head covered with the helmet of underwater action into the salty brine. "Works for me!" she states after pulling back up. Kyra smiles while lifting the helm off Karia's head, "Now try it again when you don't already have the ability to breath underwater." Karia smiles, "Ooops!" then quickly pushes her head back under to confirm. Ducky and Chuck row around the marshy peninsula bringing the rocky outcropping into full view. No wildlife appears present nor any vegatiation except for mosses, lichens, seaweed, and the occasional clump of grass. As the boat sweeps along the marsh edge, the party can see a long causeway leading from the Hool Marshes southward to a stone outcropping that seems to penetrate the island. Pointing toward the marsh headland, Kyra states "Let's head to the marshes over there. It seems to be the natural entrance." The Chuck and Ducky quietly and efficiently land the boat into the marshy ground allowing the party to hop ashore. Turning south, Nar looks at the rest of the group as she places a finger across her lips and then melds into the shadows cast by the rising sun. She then climbs the escarpment to survey the causeway. Seeing no surprises or resistance, she waves for the party to come forward. As they do, Karia summons the mystical energies of her surroundings allowing the rest of the party to pass without trace within her sight. The party quickly, but quietly, crosses the bridge looking at a couple of sharks milling aimlessly beneath them. Arriving at a large rock ledge about thirty feet wide that narrows between the vertical rock face and ends at two ten feet tall by five feet wide stone doors. One of these doors has a rectangular aperture roughly four inches by six inches with a metal plate at the back of the stone door. Creeping forward, Kyra channels her energies into the depths of all languages as she and Nar carefully investigate the doors. Nar sees a hairline gap between the doors where light streams through except about midway up a shadow blocks the view. She also sees shadows moving in the light cast out under the doorways with faint growling that sounds like words of no known language. However, Kyra's magical mysteries deciphers the words faint as they are as bored idle chat between guards. Determining this entrance to be guarded, Nar activates her spidery boots and quickly descends from the rocky outcrop. Just as she reaches the water line, Kyra flits down beside her and hands her a pebble that glows brightly in the morning sun. "It's dark where you are going, take this." Nar slips beneath the calm surface of the inlet as she continues to climb toward the bottom. Holding the pebble and shifting it, she sees a dark split between the rock face below her. Surfacing, Nar waves toward the party that quickly lowers a rope for the other members to use as a guide while climbing downward. Kyra stays on the causeway until the last of the party slips beneath the muddy water before retrieving the rope and flying downward herself. The party swiftly approaches the crevice that continues into the rock face. The party moves through the five foot opening into a ten by fourty foot room with another passage continue southward. Barely pausing in the desolate room, the party moves further down the passage that angles left and then eventually back right coming to a stop with stone slab blocking progress. From beyond the next room, Nar hears the unmistakable sound of torture along with a babbling of noise that clearly indicates an individual experiencing massive pain.
Rewards Granted
Experience Points:
Monsters: 420 xp/player
Roleplay: 300 xp/player for Kysh and Borgas joining
Total xp/player = 720
Treasure:
Sahuagin Champion Bodies:
5 GP
11 CP
16 SP
Character(s) interacted with
Borgas a Locathah
Kysh a Triton
Chuck and Ducky - deckhands on the Sea Ghost
Capt. O'Donahue
Kysh a Triton
Chuck and Ducky - deckhands on the Sea Ghost
Capt. O'Donahue
Related Reports
Session 34 - Sails Ho! and Skirting the Marshes
Session 36 - Deep Within the Sahuagin Fortress
Covert Infiltration
Shark God Sigil
The Smuggling Ring in Saltmarsh
Smuggling Ring - Latest Lead
Eda Oweland's Request
Mina's Letter - the four Sigils
The Lizardfolk War
Session 36 - Deep Within the Sahuagin Fortress
Incomplete Quests:
Covert Infiltration
We want, correction, need you to infiltrate the fortress and completely explore it. Noting forticifications, routes, and layout of forces and we need this done secretly or the sahuagin will be aware and change their defenses.
Shark God Sigil
I think it's some shark god. Don't know much though.
The Smuggling Ring in Saltmarsh
I'm positive that there's a huge smuggling operation here in town and I'm convinced that someone on the council runs it.
Smuggling Ring - Latest Lead
Many threads intertwine. Ah, but yes I see a leader that has smuggled across my domain. Many times this has occurred. Owing land. No that's not right, Oweland is the name within my view.
Eda Oweland's Request
Fireborn has been acting weird for months now and I know he's hiding something from me.
Mina's Letter - the four Sigils
I saw three shields waver in front of the council.
The Lizardfolk War
War yes, but not with town. We battle Sahuagin who took our home.
Notes
Experience Points Calculation:
| Monster | Qty | XP Per | Total XP |
| Sahuagin Champion | 3 | 700 | 2,100 |
Experience points 2,100 total / 5 players = 420 xp/player





