[5e] Ghosts of Saltmarsh (Inactive)

Game Master Jubal Breakbottle


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* Saltmarsh *

Elven:
”Duchy of Ulek. Elven magic. You?” Bayleaf answers your questions tersely. Obviously, he’s very suspicious of your intentions.


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Elvish:
"Oh are you a bladesinger? If so maybe later we could swap songs and spells?" Drusilla says with a smile as she stands proud of her station as a Bladesinger, a fabled elven warrior mage.


* Saltmarsh *

Elvish:
”Bladesinger? No. My Elven magic is innate.” Bayleaf replies.


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Elvish:
"Oh I see, I was hoping to find another Elf to practice the Spellsong with. Its been a long time since I have found one." Drusilla said somberly, noting to the fact the Saltmarsh lacked a lot of true elves. It also lacked a lot of Wizards as well.


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Arygri sighs at Odium's answer, but then turns to her fellows. "OK so...tie them up somewhere safe, while we explore? If so, where?"

I'm fine with a couple tree out here, but if folks prefer a room back in or near the Winding Way, I'm equally fine with that.
.
Nothing else I need to do before getting to the entrance to the WW. When we get there, I'll look for traps, and signs of recent activity.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Kwin collects Bayleaf's gear that he dropped. He'll check him for blades.

"Argyri, can you tie them up, but make sure they can still run if they need to?"

"Let's head back up to the Abbey. As soon as we find a room where we can safely stash them, we will. Then we will continue exploring."

He turns to the elven trainer. "Bayleaf, I am not sure what it would be, but if there were a reassurance you could give us that we could trust you to be a guard instead of a prisoner, we would prefer to leave you able to defend yourself and our prisoner, Odium. But we cannot take the risk of you fleeing with our boat."

We will head up to the Abbey and go back in.


* Saltmarsh *

Bayleaf shrugs in reply to Kwin. "I would probably use him as skeleton bait, so I could get to the boat."

"Good luck down there."


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

"Alright then, come along you two. We'll tie you up somewhere safe, and then once we're done down in the Winding Way we'll come get ya and we all get off of here alive."

Head back to Abbey. Tie them up somewhere safe (and out of each others' reach). Then go down into the Winding Way. Jubal, let us know if you need more detail on any of that.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Yes. We'll make sure they're hobbled and leave them at the base of the stairs while we go in. We can move them inside if we find/clear a good place.


* Saltmarsh *

When you return to the ruins of the abbey and head downstairs, you find the pile of bodies that you killed in this combination dining hall and gambling den reeks of greasy, soured food. The main feature of the room is a makeshift table made of burned planks supported at either end by upended barrels. Beneath the table are several small kegs that serve as chairs. Scraps of food are strewn across the table and on the floor nearby. After looting the bodies yields weapons and armor, you start investigating the rooms in the far left corner and work counter clockwise.

In the first room, you find that this chamber reeks of wine. Small kegs are scattered everywhere. A floor-to-ceiling wine rack filled with bottles dominates the southern wall. A crudely made pallet of rags and sacks covers the center of the room. All the kegs and bottles are empty. A careful search, you find that the foul-smelling pallet reveals a pouch containing 25 gp and a dagger with a laminated whalebone handle and scabbard, worth 50 gp. You also find a backup high-quality suit of studded leather armor and a pair of sturdy leather boots in one of the kegs.

In the next room, you find a large cauldron filled with smoldering charcoal burns in the center of the room. Assorted cookware and seasonings rest on the floor and on shelves. There is also an ornate scroll tube on the shelf. The room is fairly clean, but the air is humid and greasy. A large tub of dirty water stands in the corner, surrounded by dirty dishes. You find little of value here except three large butcher knives (treat as daggers) and a scroll tube on the spice shelf containing a scroll of simple recipes (flatbread, fish stew, and seagull loaf).

In the next room, several large bookcases lean against the walls in this cold room, and a high chair and a scribe's desk sit to the right of the door. The bookcases are loaded with books and scrolls. Four bedrolls are stacked neatly in the comer. The majority of the books and scrolls are merely bookkeeping documents. One set of five books, bound in sky-blue leather and trimmed in copper, is of a more sinister nature. These five tomes have old, fragile pages; when you examine them, you discover that the ancient books describe procedures and details for several evil rites and ceremonies. The books make grim and harrowing reading for any of you.

The next room contains small statues and figurines. There are statues of dogs and horses, monks and pilgrims, footmen and knights on horseback, and several garden gnomes. All the statues are between one and three feet tall. Standing against the northern wall are two life-size statues. One is a robed skeleton holding a large scythe, and the other is a medusa. On the floor in front of these statues is a pallet of several blankets. You notice that the floor by the statue of the medusa shows evidence of wear. Looking under the statue, you discover a hidden compartment in the statue's base which is empty.

On the other side of the stairs, you find empty weapon racks and several empty bins and shelves line the walls of this room. On the floor is a bedroll of three blankets.

Continuing counter clockwise, this room is full of kegs, bags, and boxes. There is a rough cot in one corner and a great deal of clutter everywhere. Except for the cot, this appears to be nothing more than a disorganized storage room.

Searching the jumbled mess, you find a couple of kegs of corned beef and pork; bags of beans, rice, and flour; and two boxes of fresh vegetables from the abbey's garden. You also find gardening tools, a keg of nails, a box of carpentry tools (saws, hammers, planes, and so on), three lanterns, ten flasks of oil, two 50-foot coils of rope, twenty torches, and two 10-foot wooden poles. Carefully searching under the cot reveals four potions of healing in fancy crystal decanters. The decanters are worth 20 gp each if empty.

Three crude pallets lie on the floor in the next room, and a large iron kettle stands in the center of the chamber. In the northeast corner is a jumbled pile of broken lumber. The pallets hold nothing but rags stuffed inside flour sacks to make crude mattresses. The kettle, used for heating the room, contains ash and charcoal. The lumber in the corner fuels the kettle. Searching through the lumber, you find the guards' weapon hoard hidden behind it: five spears, a shortbow and quiver of twenty arrows, two shortswords, three daggers, two shields, and one suit of chain mail armor.

The last room has been cleared of all debris and scrubbed clean. Three walls are heavily curtained with draperies of thick black velvet, and the east wall is decorated with a horrible mural depicting a red dragon devouring sheep. Near the west wall is a stone table on which a large iron brazier burns. The table has been scrubbed and scoured, but it has many odd discolorations and scorch marks. A half-melted statue and two badly damaged candlesticks sit beside the brazier. The candlesticks are gold and worth 10 gp each. The statue was badly damaged in the fire but is made of pure silver and is worth 20 gp. In front of the curtains you notice some abrasions on the stone floor in the southwest corner. Puling back the curtains in the corner and examine the south wall, you notice the hidden door that leads to the Winding Way.

Decide which room to tie up and leave your prisoners. And confirm marching order and tell me how you want to handle the door. If anyone doesn't post in a week, their characters will guard the prisoners.

Also, go ahead and level up and refresh as if you had a long rest. You'll need it


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

I'm thinking we leave them in the cleared and scrubbed room. It seems the easiest to take out anything they could use to cut themselves free. Pull in some blankets or pallets from the other rooms for them to stay on and call it good.


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

I'm fine with that room, or any we think is out of the way. Just want to make sure they're tied (hands and feet) and out of each others' reach.

After carefully tying up the prisoners, Argyri asks, "Ready, everyone?"

When she gets a thumbs up, she goes to listen at the door, and check it for traps. Then, if all seems clear, she starts to quietly lead the way down, staying a bit ahead of her noisier comrades.

As she descends, she has her rapier in one hand and her Dagger of Warning in the other.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8 Hmmmm. Might want an assist on this one. Assuming I get one...Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17Stealth: 1d20 + 10 ⇒ (13) + 10 = 23


Lvl 6 Warlock Tarn Copperlocks HP (49/49) AoA (15/15) AC (19) Saves (5/2/4/0/2/5) Spells (1/2) Current Buffs ( AoA ) HD (5/5) Flight (3/3)

”Looks like we are done here!” Tarn said. ”Nice and empty. Wine cellars, some decent loot. Let’s get some rest and get ready to report the good news.” The dwarf said happily, and far too optimistically.

Sorry for lack of posting. In abit over a week I’ll be back stateside


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

"Ready." Badger nods to accentuate the idea.

Badger looks at the optimistic dwarf. "I like good reports."


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Drusilla sits and meditates once awake she begins to record new insights on magic, some obvious connections she hadn't seen until now. She pens the spells in her script and then stands as the others stir.

"I have reconstituted myself" She looks to the others and Casts Mage Armor on herself when they are ready to exit.


* Saltmarsh *

Puling back the curtains in the corner of the south wall, you open the hidden door that leads to the Winding Way. A twenty long, ten foor wide tunnel widens into an unfurnished and undecorated thirty-foot-square chamber.

Standing next to one another in the center of the room are two enormous skeletal guardians; their heads feature prominent horns, and each wields a massive, rusted axe. Five corpse-like figures stand shoulder to shoulder, guarding a door in the eastern wall. Their faces have been painted in gruesome colors.

Initiative:
Blacklock: 1d20 + 3 ⇒ (18) + 3 = 21 Badger: 1d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (4) + 3 = 7 Tarn: 1d20 + 1 ⇒ (5) + 1 = 6 Drusilla: 1d20 + 3 ⇒ (2) + 3 = 5 Argyri(adv): 1d20 + 7 ⇒ (2) + 7 = 9Argyri(adv): 1d20 + 7 ⇒ (15) + 7 = 22 Kwin: 1d20 + 3 ⇒ (14) + 3 = 17 Bad guys: 1d20 ⇒ 1

Party up! Map updated on Google doc


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Kwin raises his holy symbol and murmurs a prayer. In response, translucent angelic spirits flow forth and surround the elf. They swirl and range until they fill much of the area.

Casting spirit guardians with a third level slot. Designating our group as immune. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Badger fires an arrow at one of the skeletal guardians.

Shortbow 1: 1d20 + 6 ⇒ (15) + 6 = 21
Shortbow 2: 1d20 + 6 ⇒ (2) + 6 = 8
Damage 1: 1d6 + 4 ⇒ (5) + 4 = 9
Colosus Slayer: 1d8 ⇒ 3


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Drusilla casts a spell quickly a simple Scimitar flashing green as flames spout from the blade. She then takes the strike letting the burning lade seek out the enemies the flames hungry for something to consume.

Slash: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Fire Damage: 1d8 ⇒ 7

If the two Skeletal guardians as within five feet the other one takes 5 ft

Flames: 1d8 + 4 ⇒ (5) + 4 = 9


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Argyri steps nimbly into the room and attempts to take down the most damaged of the enormous skeletal guardians.

Rapier vs same one Badger and Dru attacked: 1d20 + 8 ⇒ (12) + 8 = 20 Damage: 1d8 + 5 + 3d6 ⇒ (5) + 5 + (6, 4, 3) = 23
Dagger: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d4 ⇒ 3


* Saltmarsh *

I'll give Tarn another day, and post tomorrow


* Saltmarsh *

Kwin raises his holy symbol and murmurs a prayer. In response, translucent angelic spirits flow forth and surround the elf. They swirl and range until they fill much of the area.

Badger fires an arrow at one of the skeletal guardians.
AC 12 minotaur skeleton 1 takes 12 damage

Drusilla casts a spell quickly a simple Scimitar flashing green as flames spout from the blade. She then takes the strike letting the burning lade seek out the enemies the flames hungry for something to consume.
AC 12 minotaur skeleton 1 takes 13 +12 = 25 damage
AC 12 minotaur skeleton 2 takes 9 damage

Argyri steps nimbly into the room and attempts to take down the most damaged of the enormous skeletal guardians.
AC 12 minotaur skeleton 1 takes 23 +3 +25 = 51 damage

So Drusilla and Argyri stand at the end of the 10 feet hallway. The two large minotaur skeletons stand in the room base to base. Badger and Kwin stand behind in the second row of the hallway. Clear?

minotaur skeleton 1 Wis DC 15: 1d20 - 1 ⇒ (18) - 1 = 17
minotaur skeleton 2 Wis DC 15: 1d20 - 1 ⇒ (6) - 1 = 5
Spirit Guardians, Kwin can roll: 3d8 ⇒ (4, 7, 4) = 15
AC 12 minotaur skeleton 1 takes 15/2 +51 = 58 damage
AC 12 minotaur skeleton 2 takes 15 +9 = 24 damage

One minotaur swings its mighty axe at the bladesinger, and the second targets the swashbuckler.
minotaur skeleton 1 vs Dru: 1d20 + 6 ⇒ (9) + 6 = 152d12 + 4 ⇒ (11, 9) + 4 = 24
minotaur skeleton 2 vs Argyri: 1d20 + 6 ⇒ (11) + 6 = 172d12 + 4 ⇒ (8, 10) + 4 = 22

Party up!


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Badger draws his swords and moves in to help Argyri. He bashes at the second guardians leg.

Shortsword 1: 1d20 + 7 ⇒ (3) + 7 = 10
Shortsword 2: 1d20 + 7 ⇒ (11) + 7 = 18
Shortsword Bonus: 1d20 + 7 ⇒ (8) + 7 = 15

Shortsword 2 Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Shortsword Bonus Damage (I Hope): 1d6 + 5 ⇒ (1) + 5 = 6
Colossus Slayer: 1d8 ⇒ 2


* Saltmarsh *

If you want to melee, we’ll say Dru and Arg are inside the main room, so Badger has room


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Badger waded in cause Arg was already in melee.


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Argyri manages to dodge the worst of the minotaur's axe, but still gets a nasty cut on her leg. Reaction: Uncanny Dodge HP 49-(22/2)=38

She tries to skewer him back in return, but the cut leaves her off balance and both her strikes are easy for the minotaur to shrug off.

Rapier: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d8 + 5 + 3d6 ⇒ (5) + 5 + (2, 1, 2) = 15
Dagger: 1d20 + 7 ⇒ (2) + 7 = 9 Damage: 1d4 ⇒ 3


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Kwin stands firm with his holy symbol held high, but wary of any attacks that may come his way.

Maintain concentration, 3d8 ⇒ (1, 1, 3) = 5 radiant damage. He'll take a Dodge action.


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

She lets her word spring more green fire on her scimitar. With that she swings and spins letting her blade speak for herself.

Slash: 1d20 + 6 ⇒ (17) + 6 = 23
Cut: 1d6 + 4 ⇒ (1) + 4 = 5
Burn: 1d8 ⇒ 6

The flame then leaps over and seeks the second skeleton with ferocity.
Burn: 1d8 + 4 ⇒ (5) + 4 = 9


* Saltmarsh *

Badger draws his swords and moves in to help Argyri. He bashes at the second guardians leg.
AC 12 minotaur skeleton 1 takes 10 +58 = 68 damage and destroyed

Argyri tries to skewer him back in return, but the cut leaves her off balance and both her strikes are easy for the minotaur to shrug off.

Kwin stands firm with his holy symbol held high, but wary of any attacks that may come his way.
minotaur skeleton 2 Wis DC 15: 1d20 - 1 ⇒ (15) - 1 = 14
AC 12 minotaur skeleton 2 takes 5 +24 = 29 damage

Drusilla lets her word spring more green fire on her scimitar. With that she swings and spins letting her blade speak for herself.
AC 12 minotaur skeleton 2 takes 11 +29 = 40 damage

Badger Argyri Dru: 1d3 ⇒ 3
The last minotaur wildly swings its mighty axe at the
minotaur skeleton 1 vs Dru: 1d20 + 6 ⇒ (3) + 6 = 92d12 + 4 ⇒ (3, 11) + 4 = 18

Badger Dru: 1d2 ⇒ 1
Real Evil thing Wis DC 15: 1d20 + 1 ⇒ (2) + 1 = 3
AC 15 Real Evil thing takes 5 damage
A tattered-robe wearing humanoid with deathly pale white skin and devoid of any hair at all approaches Badger in melee. More eerie still is its face, which was twisted into an inhuman visage of sheer madness and horror with empty, milky-white eyes outstretched to the shape of vertical ovals. Its Withering Gaze settles on Badger.
Badger make a 13 Constitution saving throw and take half of this necrotic damage: 4d10 ⇒ (2, 3, 8, 10) = 23

Everyone make a DC 13 Constitution saving throw if you fail take this psychic damage: 3d10 ⇒ (10, 1, 7) = 18
If you fail by 5 or more, you are reduced to 0 hit points, unless you are immune to the frightened condition.

Party up! Good luck!


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Con: 1d20 + 2 ⇒ (18) + 2 = 20

Argyri gives a quick glance to Seabright (the stuffed macaw on her shoulder) and manages to shake off the psychic assault. Jubal, FYI, wouldn't have mattered this time but would that have been a save vs fear? If so, I get advantage 1/day, thanks to Seabright.

Regaining her balance, she manages to strike the skeletaur twice more.

Rapier: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d8 + 5 + 3d6 ⇒ (7) + 5 + (1, 1, 1) = 15 Yeesh! a nat 3 on 3d6 :-/
Dagger: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d4 ⇒ 4


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Con: 1d20 + 2 ⇒ (18) + 2 = 20Takes 11 Damage

Badger moves to the next foe.

The same one Arg is attacking or the next nearest. I am not sure which one is still standing.

Shortsword 1: 1d20 + 7 ⇒ (20) + 7 = 27 CRIT!
Shortsword 2: 1d20 + 7 ⇒ (1) + 7 = 8
Shortsword Bonus: 1d20 + 7 ⇒ (17) + 7 = 24

Damage 1: 2d6 + 5 ⇒ (5, 6) + 5 = 16
Colossus Slayer: 1d8 ⇒ 3
Damage 2: 1d6 + 5 ⇒ (3) + 5 = 8


* Saltmarsh *

Badger. You need to make a second Con save that everyone needed to. There is one Minotaur skeleton up and the big bad thing next to you and only you.


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Con save: 1d20 + 2 ⇒ (4) + 2 = 6

Drusilla grits her teeth as she growls through the unbearable headache cause by magic. Something she knows quite well. So with that in effect, she spins and takes two strikes at the minotaur!

Slash: 1d20 + 6 ⇒ (4) + 6 = 10
Slice: 1d6 + 4 ⇒ (2) + 4 = 6

Slash: 1d20 + 6 ⇒ (12) + 6 = 18
Slice: 1d6 + 4 ⇒ (2) + 4 = 6


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12
DM Jubal wrote:
Badger. You need to make a second Con save that everyone needed to. There is one Minotaur skeleton up and the big bad thing next to you and only you.

oh.

Con: 1d20 + 2 ⇒ (14) + 2 = 16Took 9


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

DC 13 Constitution save 1d20 + 2 ⇒ (9) + 2 = 11
DC 10 Constitution save for concentration 1d20 + 2 ⇒ (8) + 2 = 10

When the evil presence emerges, Kwin struggles to maintain the guardian spirits swirling throughout the room. Yet he manages to hold, and heal some of the damage its arrival caused.

Maintain guardian spirits, damage 3d8 ⇒ (5, 1, 7) = 13. Cure wounds of self, healing 1d8 + 4 ⇒ (5) + 4 = 9.


* Saltmarsh *

Regaining her balance, she manages to strike the skeletaur twice more.
AC 12 minotaur skeleton 2 takes 15 +4 +40 = 59 damage

Badger moves to the next foe and disassembles the minotaur skeleton.
AC 12 minotaur skeleton 2 takes 16 +3 +59 = 81 damage
AC 15 Real Evil thing takes 8 +5 = 13 damage

Drusilla spins and takes two strikes at the evil creature!
AC 15 Real Evil thing takes 6 +13 = 19 damage

When the evil presence emerges, Kwin struggles to maintain the guardian spirits swirling throughout the room. Yet he manages to hold, and heal some of the damage its arrival caused.
Real Evil thing Wis DC 15: 1d20 + 1 ⇒ (7) + 1 = 8
AC 15 Real Evil thing takes 13 +19 = 32 damage

You feel an aura of annihilation around the evil creature.
Everyone takes 5 necrotic damage

Dru Badger Arg Kwin: 1d4 ⇒ 1
Its Withering Gaze settles on Drusilla.
Dru make a 13 Constitution saving throw and take half of this necrotic damage: 4d10 ⇒ (2, 7, 3, 7) = 19

Everyone again make a DC 13 Constitution saving throw if you fail take this psychic damage: 3d10 ⇒ (1, 9, 9) = 19
If you fail by 5 or more, you are reduced to 0 hit points, unless you are immune to the frightened condition.

Party up! Good luck!


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

DC 13 Con: 1d20 + 2 ⇒ (19) + 2 = 21

Badger gets hit with a wave of evil energy. His eyes bloodshot and face growing gaunt. He murmurs, "Not Today." Growing louder, "Not . . . Today." Lunging forward with his right hand sword. "NOT TODAY." He speaks louder with conviction. As he pulls his right hand sword back he shifts his hips and brings his left hand sword in before making a hop and swinging his other sword in from up high using the force of his jump to add momentum with a yell, "NOT TODAY!"

Shortsword 1: 1d20 + 7 ⇒ (5) + 7 = 12
Shortsword 2: 1d20 + 7 ⇒ (8) + 7 = 15
Shortsword Bonus: 1d20 + 7 ⇒ (1) + 7 = 8
Damage 1: 1d6 + 5 ⇒ (5) + 5 = 10
Damage 2: 1d6 + 5 ⇒ (6) + 5 = 11
Colossus Slayer: 1d8 ⇒ 6
Damage Bonus: 1d6 + 5 ⇒ (2) + 5 = 7


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Con Save: 1d20 + 2 ⇒ (17) + 2 = 19

Argyri's eyes widen as Badger shakes off the wave of evilness emenating from the creepy guy in the tattered robe.

"Yeah, like Badger says!

"Your days of necrotic nastiness and insipid idolitry end here, corpse-f^$&er!"

She feints with her dagger and then drives her rapier into the robed figure's chest.

Rapier: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 1d8 + 5 + 3d6 ⇒ (1) + 5 + (2, 4, 2) = 14
Dagger: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d4 ⇒ 1


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

DC13 Con save: 1d20 + 2 ⇒ (6) + 2 = 8

Drusilla falls her body slumps and weapons clatter as she goes limp life fleeing her as she lay dying.

total of 36 damage taken and I only have 35hp


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

DC 13 Con save 1d20 + 2 ⇒ (20) + 2 = 22.

The spirits continue to swirl as Kwin follows the evil creatures gaze to the beautiful elf. When she falls, Kwin surges forward and lays a hand on her. "Don't succumb to this darkness, Drusilla. We have come too far to falter now!"

Maintain guardian spirits, doing 3d8 ⇒ (5, 8, 5) = 18 radiant damage to non-party members unless they make a DC 15 Wisdom save, which would make it half damage. Using a second level slot to cure wounds on Drusilla, healing her for 2d8 + 4 ⇒ (1, 2) + 4 = 7.


* Saltmarsh *

Badger gets hit with a wave of evil energy. His eyes bloodshot and face growing gaunt. He murmurs, "Not Today." Growing louder, "Not . . . Today." Lunging forward with his right hand sword. "NOT TODAY." He speaks louder with conviction. As he pulls his right hand sword back he shifts his hips and brings his left hand sword in before making a hop and swinging his other sword in from up high using the force of his jump to add momentum with a yell, "NOT TODAY!"
AC 15 Real Evil thing takes 17 +32 = 49 damage

Argyri's eyes widen as Badger shakes off the wave of evilness emanating from the creepy guy in the tattered robe.

"Yeah, like Badger says!

"Your days of necrotic nastiness and insipid idolatry end here, corpse-f^$&er!"

She feints with her dagger and then drives her rapier into the robed figure's chest piercing the tiny black heart it had left. The desiccated husk of the bodak's body slides down toward the hilt of Argyri's rapier. With a twist of her wrist, she shakes it off the steel. When it hits the stone floor, the tattered robes barely contain the explosion of papery pieces of the disintegration.
AC 15 Real Evil thing takes 14 +49 = 63 damage

Combat over! Good Con rolls!


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Badger looks about a bit in shock, he risks a smile. "Corpse-f^$&er?" he chuckles. His brain kicks into gear and he looks around concerned. "Is everyone ok. Dru?"


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

"CORAL!!!" Drusilla gasped as she sat up and coughed, looking about. A tear fell down her flawed cheek and she shook her head."No, but I'll live" She says grabbing her blade and sheathing it. She still feels cold and numb. Something that should of brought her back to the day she washed ashore of Saltmarsh, but instead took her to the naked swimming with Coral. Oddly her fast delicate fingers brought her to clutching the Shark lure she often used to fish with and sniffled a bit more.


Lvl 6 Warlock Tarn Copperlocks HP (49/49) AoA (15/15) AC (19) Saves (5/2/4/0/2/5) Spells (1/2) Current Buffs ( AoA ) HD (5/5) Flight (3/3)

Con: 1d20 + 3 ⇒ (12) + 3 = 15

Tarn pulled pieces of paper out of his beard, which had been filled by the explosion. He had thought about making a quip, but thought better of it when he saw the tear on Drusilla’s cheek.


* Saltmarsh *

Team, what are you doing? There’s 1) a closed door in the room with the wrecked undead and 2) back the way you came.


Sheet Half-elf Rogue (Swashbuckler) 42/42 HP 16 AC 10.18.14.8.12.16 DEX,INT 2x:Init+7 P.Per 14, Insight 14, Invest 9 darkvision 2x:initiative, stealth, charmed, ∅:sleep

Argryi goes over to check the door–listening for activity on the other side, and looking for traps.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

I'm at 38/49 HP and happy to advance a bit...but also fine with resting up first, if folks prefer.
.
Where is everyone else at?


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

I am at 7 hp


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

While Argyri checks the door, Kwin tends to Drusilla.

Casting cure wounds on Drusilla, second level slot 2d8 + 4 ⇒ (1, 2) + 4 = 7. Following it up with a first level slot 1d8 + 4 ⇒ (5) + 4 = 9, and another first level slot. 1d8 + 4 ⇒ (3) + 4 = 7.
Dru, that gets you up to 30 hp.

Badger, Let's start with a second slot 2d8 + 4 ⇒ (3, 8) + 4 = 15 and then a first 1d8 + 4 ⇒ (5) + 4 = 9

That has me down to one third level spell slot left.


Male Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Badger raises a hand for Kwin to stop after the first spell. "Thank you. I can heal myself a bit too. Save some of your spells."

He then casts cure wounds on himself.

I would happy to use Kwin's roll on the 1st level healing spell but obviously 2 points lower cause of wisdom. That would bring me to 36 I believe.

Badger notes Kwin's wince as he moves. "Your not doing to well either."

Badger casts a spell on Kwin to heal him.

Cure Wounds 2nd Level: 2d8 + 2 ⇒ (5, 2) + 2 = 9
Cure Wounds 1st Level: 1d8 + 2 ⇒ (3) + 2 = 5

"Well are we pressing on."


Lvl 6 Warlock Tarn Copperlocks HP (49/49) AoA (15/15) AC (19) Saves (5/2/4/0/2/5) Spells (1/2) Current Buffs ( AoA ) HD (5/5) Flight (3/3)

Not sure what my current HP total is

"Aye, on we go! Place must be close to cleared out. Let's see what's behind this closed door."

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