Greetings Vicar,
The group and I started our second day in Saltmarsh collecting, trading, and splitting our spoils from our mansion episode. We thought to go to the Temple of Procan to replenish the holy water spent our battle with the skeletons and I wanted to consult with Welgar about the parchments found in Sambalay's quarters. Given his worship of a sea-god, I assumed he could shed some light on the map and the code. While he figured the southwesterly area of the x is in "marshland," he also figured the parchment with the x's and lines were nautical light codes that represented opening and closing the hood in short or long bursts with the lantern we found. Unfortunately, he couldn't definitively tell us which value was for short nor long. In hindsight, we should've asked the crewmen we let go.
We went back to the Empty Net in hopes of finding the the pair of brigands, but they were nowhere to be found. Or maybe they were, but we were in the middle of a kerfuffle with Kreb not wanting to serve Durikthat they could've slipped out if they saw us. Nevertheless, rich from our last outing, Durik smoothed relations by buying the favor of the denizens with a round of drinks.
Went to the Council House to report our findings and claim our end of the agreement met. We arrived to council in session and was met by Councilman Eliander Fireborn. We offered to wait until the session adjourned, but the Councilman led us into the Chamber as their discussions were reportedly at an impasse. We made the formal introduction the membership of the Council. At first, I thought we were going to be goblin-ed when our arrangement with Councilman Solomor was revealed; as if he didn't have the authority to make deals on behalf of the Council and that our labor would go unrewarded. Thankfully, Councilman Solomor produced the parchment under City Seal and they had no choice but to honor it. We reported on disposing the skeletons that made up the haunting element of the house, and reported on finding the remains of the rumored alchemist associated with the house in lore. That alone seemed to satisfy the council that we met the the terms of our original agreement, but I was hesitant to reveal the smuggling portion. I was particularly suspicious of Councilman Primewater; he just struck me as the sort to collude with smugglers for their own gain. Without having much to go on, we did reveal details of the smuggling ring. When we spoke of the death of Sambalay, Councilman Fireborn was so impressed he amended our agreement on the spot to yield us double! Concerned with how this growing municipality would look if it be associated as a smuggler's den, we arranged another agreement with the council to investigate. We requested a detail of city-guard with sailing experience to help us with our investigation that was thankfully granted. This new arrangement sealed not with a wax council seal, but by dwarven accord between Durik and Councilwoman Copperlocks.
Nearing sundown, we met with the detail assigned to man our skiff and made our way back to the smuggler's cove. We scrounged around the area donning whatever privateer clothing we can find (Barristeras Sambalay) hoping that it provided enough of a disguise in the dark to give us an element of surprise. There wasn't enough clothing to go outfit the entire gang, so we put Durik in a barrel and Shardonaback in the crate we found her in. We set sail toward the southwest it didn't take long to see a light signal in the darkness in three short intervals. Consulting the parchment, I noted signal no. 3 had three "dashes"; and surmised "dash" equaled "short." I replied with signal no. 1 with one-short and three-long bursts. We were met with two volleys of long/short/long/short; the pattern matching signal no. 2! A few moments later, a barge emerged from the dark in approach.
As our two ships met, Barrister mimicked Sambalay's voice well enough not to raise the suspicion of the deck hand who said Bosan Frithoff wanted to see him after we unloaded the wares. Keeping our collective heads down, we interspersed the barrel Durik was in and the crate that held Shardona among the cargo. This especially allowed Beldroth up to scout for threats and gain significant advantage to rid us of the deck hand. After hiding the body, we thought to clear the rear of ship first to eliminate reinforcements when we face the captain. It was there we discovered reptilian "men" sleeping at the rear of the boat. We did our best to do away with the lizz-bians quickly and silently, but our fight was prolonged enough to start getting attention from the front of the boat. We heard a voice admonishing Sambalay being noisy enough to "wake up our guests" (these brigands are in league?!?!). We were triumphant over the lizards and the fight then spilled to the main deck. The battle introduced us to the Captain, Sigurd "Snake Eyes," and his man Bosun Frithoff that the first deck hand referred to. Amidst the fight, Shardona displayed talent in magics by inducing sleep to our rivals, and Bosun slipped off of the deck and fell overboard. Seeing he was at a disadvantage, Sigurd requested parley. Before anyone could grant the parley, Beldroth, still in the tide of battle, struck down Sigurd. Surely he didn't hear the request...I wouldn't think he'd willingly strike down a surrendered foe, right?
Free from any more threats, we found and freed an elf named Oceanus. He revealed Sigurd's was indeed in league with the Lizardmen. The 'X' on the map was the staging area in the Marshland, and Sigurd was arming the Lizz for a possible attack on Saltmarsh! Should we warn the council first? Should we explore the marsh first? Whichever the course, we will decide in the morning.
In faith,
Theros